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== Player Class Types == '''Available races:'''There are no elves or half-orcs (because there are no orcs) in the setting; common races are human, hobgoblin, halfling, tielfling, gnome, dwarf, lizardfolk. <br/> '''Available classes:''' There is no paladin class available. The cleric class is only available to wannabe mystic theurges, or members of the Ghost Layers’ Guild (see below). The druid or barbarian class is only available to non-human races who escape human conventions (see below).<br/> Characters can be either i) guild slayers; ii) trainee theurges , iii) Grey Wizards (non-theurge magicians) , or iv) outsiders (unrestricted by the social/ class system).<br/> === i) Slayers Guilds=== Most human characters will belong to a Slayer's Guild. Slayers have been freed by dispensation from their status as peasants or artisans, and live free, dangerous lives as outsiders. They are paid generous bounties to kill the more dangerous beasts that threaten the borders. Slayers can be men or women, but guilds rarely accept non-humans. There are two types of guild: <br/> '''The Universal Guild'''. Based in the far-off City of Gold, the Confederation’s bustling capital. The UG has arrangements with inns in larger towns and even some smaller settlements. It also has smaller guild houses in the capital town of each Province (in East March, Silver Spires). Through these the UG provides its members with basic lodging and (at guild houses) services like weapon smithing. <br/> '''Specialist guilds''': offer training and equipping of particular specialists (archer heroes, furious fists [=monks], two handed swordsmen, etc). Are generally based in the City of Gold or a provincial capital and have few or no branches. In East March one such guild is the Silver Spires Sword School (two-handed sword fighting guild). <br/> Characters gain levels within a particular guild/class identity. Training must occur at the start of each new level within a specific guild to gain a class level. Membership of a new guild is usually free but may be based on selection, and carry obligations. <br/> '''Important guilds/classes:''' '''Universal Guild'''. Use ranger class but: * gains Universal Guild membership (free board and travel rations; free or cheap limited debt for mounting expeditions * gains class skills: Appraise (Int), Bluff(Cha), Gather Information (Cha) and Sense Motive (Wis). * loses wild empathy and animal companion * Common chosen enemy categories: Undead, Dragonsish (drakes, dragons, etc), Giant, Goblin, Lycanthropes, Animals,Vermin Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type. UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls. '''Wilders’ Lodge''': use Ranger class as per core rules. '''[Various Weapons] Guilds''' :use Fighter class. Players start with a free +1 magic weapon. Examples: * Fellowship of the Quarterstaff * Archers’ Company * Axeman’s Union, etc... '''Breakers Guild''': use rogue class '''Ghostslayer’s Guild''': Use cleric class but: * healing spells cannot be selected from the character’s highest spell level * lose aura. Not always the holiest of men, they use the theurges' own charms and religio-magical paraphernalia to instrumental effect. * Are proficient in all martial weapons '''Tomb robbers Guild''': use rogue but : * Loses Sneak Attack * Gains and learns to use the Golden Dial of Zox, each point of which can be used once/ day: ** Turn Undead. As level I cleric with no cha bonus. ** Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. ** Detect Undead: Reveals undead within 60 ft. ** Hide from Undead: Undead can’t perceive one subject/level. ** Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. '''Order of Fists''': use Monk class, naginata-like glaive is counted as a monk’s weapon. *Guild HQ is in the capital city of the known world, The City of Gold, far from East March *martial arts of the 'Fists' variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them *The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts weapon. *You have no Universal Guild membership, and may be regarded as an "exotic" by the UG folk *Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art *Start with max hps and gold '''Knife-juggler’s Guild''' : use bard class, plus extra feat. Morale boosters, tricksters, and collectors of lore who support elite slayer teams and spread word of their fame. (Maybe:) The Knife Jugglers' guild is the most secretive and the least trusted by the theurges. The theurges fear that they collect lore and news to establish an alternative account of the world and its workings, free of theurge control. '''Outsider' Guilds''' : 'Outsider' guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like 'native' companies in a colonial force) but also have some cachet and mystique. OTHER GUILDS CAN BE INVENTED BY PLAYERS TO SUIT A NEW CONCEPT.... === ii)Theurges === A powerful, supposedly immortal (if they ‘transcend’) overclass of mystics who rule the Seven Provinces. Men and women usually from the same families. Wear the archetypal robes of a wizard; pointed hat and flowing gorgeous star-studded cloaks. Follow a rigid path, (lower college) Wiz 1-3 followed by(upper college) Cler 1-3. Can transcend in a perilous ceremony to become (immortal?) mystic theurges. <br/> '''Beliefs:''' The theurges profess a kind of gnosticsim based on the idea of a shared universal sentience. Their gods and saints are theurge heroes/ martyrs/ leaders from the past , who are capable of superhuman prowess in a few cases [as the only class able to burst out of the E6 cap]. Perhaps even able to persist as long-lived (or even immortal?) leaders. The peasantry are happy to accept the theurges' word that there is a universal consciousness that looks after the world, and requires their obedience and goodness. <br/> '''Origins:''' The world was once disunified and ruled by a ruthless military feudal order, like medieval europe's , with a totalitarian church. The theurges saw that this led to continuous warfare, crusade, etc., so managed somehow to wrest control from both the battle-obsessed barons and the hobgoblin warlords they struggled with. The tipping point was a huge inter racial war which threatened to cause chaos and death. Until then lesser players in the society, they intervened [we don't really know how, yet, nudge, nudge] and won control for themselves. They are anti-military, which is the reason the guilds exist- they do the job of fighting but have no political power. [http://forum.rpg.net/showthread.php?752713-Pathfinder-E6-The-Monster-Slayers-of-East-March&p=18956082#post18956082 history post] <br/> '''Ranks:'''theurges end to come from the same families, though talented individuals from the populace are also inducted. A typical life path: <br/> *Initiated by ‘the Spark’ into the Lower College *Wizard 1. “Initiates”. Wear light blue robes without hats. *Wizard 2+. “Magicians”. Are formally ‘hatted’ and given dark blue robes. *At entry to level 4 initiated via the ‘Mystery’ into the Upper College *Wizard3/ Cleric 1-2 : “Mysterion” . Wear black robes. *Wizard 3/ Cleric 3: “Master” . Wear white robes. *At entry to level 7 initiated by the Ascendancy to the Infinite College <br> *Mystic Theurge 1-3: wear white robes, as Masters. Higher levels wear scarlet, silver or rainbow robes according to mysterious codes. <br/> Theurges who are not initiated into the upper college continue to gain ranks at Wizards but can never thereafter enter the Upper College [ ‘capping’ at level 6]. Those who leave must adopt the grey robes of unaffiliated wizards and sorcerers. ===iii)Grey Wizards === Non –theurge magic users : sorcerers (natural magic-users)or independent wizards who become active outside the supervision of the theurges. They are required to wear grey robes to show their lack of affiliation to the theurges (and cap at L6). <br/> === iv) Outsiders === *Hobgoblins. Klingon-like adversaries of humankind. Unlike humans can be barbarians or druids; are frequently monks. *Lizardfolk (also can be barbarians, druids) *Dwarves and Gnomes can be almost any (non divine magic using) class- do not need to belong to a guild *Halflings are gypsy-like wanderers; tend to be rogues or bards *Human outsiders and outlaws. *Tieflings are treated like humans .
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