Firstly I think I should mention that I am completely new to these forums and not really sure how to do much on here yet(though I have worked out the premise of things over the last few days), also I would like to note is that this game will take place in my campaign setting in the making though this game will take place solely in the northern land, of The Land of Song. The game will require a large party, and will probably take characters to level 20 or close by the end, so please don't apply if you can't stay in for the long run and do alert me of all absences(I will not kick you for not alerting me but it is nice to know).
Two sets of 4d6b3 for stats, choose favored.
Level three to start, Max hp will roll for all after 3.
Able to post daily
Will choose group mainly based on character development but that does not mean I will take 8 rogues because they had the best backstorys.
Evil character allowed on request and with good back story.
Only races included below are available.
Regular Pathfinder classes, all but Gunslingers and Samurai are ok.
Three traits to start, no racial(though I will likely make my own racial traits for the setting in the near future.
Some Lore of Raedric(So you can know a bit about each country):
Disturbing shadows have grown long over the northern reaches of The Land of Song. The fierce people who once fished the chilly fjords and hunted in the evergreen peaks now huddle in their villages. An evil is abroad in the land. Outlying villages and holdings have become abandoned, their populations missing. Hunting parties and traders have vanished. Bandits and worse roam the lands unchecked. The harvests have soured and now, as winter descends, the Clans fear that their meager stores shall not last. A Moon ago, the six most powerful clans each sent their champion to discover the source of blight. The six never returned, nor has any trace been found. Putting aside his pride, Yngvar, the old Jarl of the Clans, has called for outlander heroes to aid the free peoples, promising great rewards and remembrance in song. The journey to Yngvar’s halls was long and arduous. The last leaves have fallen, and the cool air blowing off the sea has turned sharp and cold. The first morning frosts already grip the soil. Siri, the Jarl’s wise woman, has consulted with the ancestors of the Clans. An old evil has arisen, they say, full of anger at the living. The stain on the land originates from the Valley of the Sleeping Jarls, where all the Clans’ chieftains are laid to rest. The evil will not abate, the ancestors warn, for it bears a great malice for past deeds and hungers for vengeance. Siri has sought to discover what offense has been made, what appeasement can be offered; all for naught. Two nights ago, guards along the wooden palisade protecting Yngvar’s Hall disappeared. The spring calves have died and the poultry refuse to lay. The heroes are charged with traveling to the Valley of the Sleeping Jarls to discover the source of the malevolence bearing down upon the land and with eradicating it. The well protected gorge can be found on the eastern shoulder of a particularly rugged mountain some two weeks travel from Yngvar’s hall. Who can say what evil lurks amid the towering peaks and shadowed fjords?
Races of Raedric:
+2 Constitution, +2 Charisma, –2 Strength: Halflings are hearty and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Sure-Footed: +2 Racial bonus on Acrobatics, Climb.
Halfling Luck: +1 racial bonus on all saving throws.
Cowardly: -2 morale penalty to fear saves and a +2 to Stealth checks.
Weapon Familiarity: Can use the Halfling Sling Staff as though it were a simple weapon, also halfling gain a +1 racial bonus on attack rolls with all thrown weapons and slings.
Keen Senses: +2 racial bonus on Perception skill checks.
Craftsmen at Heart: +1 rank in Craft per level.
Most Halflings lived longer than Humans, a race to which they were clearly related. The average lifespan of a Halfling was about 100 years, though it wasn't unheard-of to live a many as three decades beyond that. The time at which a young Halfling matured and was accepted as an adult was 33, compared to a Man's 18 years. Thus, a 50-year-old Halfling would only be middle-aged. The most distinguishing feature of Halflings was their short stature. They were smaller than Dwarves and were usually between two and four feet in height. With the gradual passing of time, Halflings became even shorter.
Halflings' ears were slightly pointed and their furry feet had leathery soles, resulting in most members of their race never wearing shoes. Halflings were skilled listeners and had good eyesight. Although they were inclined to be fat and did not hurry unnecessarily, they were also nimble and deft in their movements. Halflings were also skilled in the craft, not with metal or rocks like the dwarves but in the more serene things such as, alchemy, leather work, carpentry etc. Most Halflings enjoy a simple and peaceful life, though that is not to say that for all as some do prefer life in the city.
Most halflings come from from Fargath though many are known to live out thier lives in Belmyr, as it is a land of peace and vast land though with the recent conflict between Belmyr Agor and Talarath many have left this land behind and find home with the humans of Odigath 400 or so miles to the east. Halflings are rarely seen in the north (save for Fargath) and few are known for travel, though there comes times when an adventurous one does erupt.
Average lifespan 100 years
+2 Constitution, +2 Strength, -2 Charisma: Dwaves are a strong and vigorous race, but are also a bit gruff.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stonecunning: This ability grants a dwarf a +2 racial bonus on Perception checks to notice unusual stonework, and is entitled to a Perception check when merely passing within 10ft of stone
Hearty: +2 racial bonus on saving throws against spells and spell-like effects, +2 racial bonus on saving throws against poison.
Hatred: +1 racial bonus on attack rolls against creatures of the Orc and subtype.
Defensive training: +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Greed: +2 racial bonus on Appraise checks that are related to stone or metal items.
Stocky build: -4 competence penalty to swim checks.
Stonecutter: +2 racial bonus on Craft checks that are related to stone or metal.
Dwarves were a proud and stern race and were made to be sturdy to resist the dangers of their time. They were physically much stronger than the humans, elves, Halflings and gnomes, and had great endurance, especially in the ability to resist poison's and magical effects, and they made light of heavy burdens. Dwarves lived up to two hundred and fifty years and had the ability to learn new skills quickly. A normal dwarf was usually stubborn and secretive, but they had the capacity to be loyal friends. Most of the time, the only thing they cared about were mining and crafts, drawing the hatred of the elves. Dwarves were not hurt by insults, but they had a propensity to hold a long-lasting grudge. Dwarves were greedy and held a certain lust for metals and rocks though their stoutness prevented this from corrupting them. They were also able masons, and smiths. They crafted many famed weapons, armors and relics that we know in the world today.
The number of Dwarf women were few, only about 1/3 to 1/4 of their total number, which is the reason for the slow Dwarf population growth, and is in peril when dwellings are scant. Because of their rarity, Dwarf-men who kept them concealed within their mountain halls to protect them from other races closely guarded Dwarf women. Dwarf women were seldom seen walking about and seldom do they travel except in great need, and when they do, they dress as Dwarf-men. They are rumored to be similar to dwarf-men in voice and appearance, usually other peoples cannot tell them apart. For this reason, Men have the opinion that there are no dwarf-women and that the Dwarves grow out of stone. Dwarves usually take only one spouse in their lives (unless their spouse died) and, as in all things, are jealous of their rights. Less than one-third of dwarf-men take a wife. Many dwarf-men do not wish to marry, as they are too busy with their crafts. Also, not all dwarf-women take husbands, as they may not have an interest in marriage, or some desire dwarf-men they cannot have and will settle for no other.
There are several different races of dwarves in Raedric, The Mountain dwarves of Fargath who are know to be quite virtuous, noble, and not nearly as brash as the Stone dwarves of Odigath. As the Stone Dwarves have a more human like skin color, and tend to travel out of the mountains and stray from the clan. Stone dwarves are also known to be more joyful and open to the world as well as empathetic(Though they try to hide it). There are other sub races but they are few in number.
Average lifespan 250 years.
Elves: Dark Elves(Desert Elves):
+2 Wisdom, +2 Intelligence, -2 Charisma. Dark Elves are the more Intelligent and Scholarly of the elves, though thier strange customs and ways of life often put bad view upon them, they are unliked by most outside of their region of Kakishon.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elven base land speed is 30 feet
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Weapon Proficiency: Dark Elves are considered proficient with Curved Blade, Scimitar, Sword double balded, and Starknife.
Dark Elves gain a +2 bonus to all knowledge skills even if untrained, but at the cost of a lack of social skills(All charisma based skills -2, except for UMD).
Dark Elves always have linguistics as a class skill.
Dark Elves have developed a hate for the Fey over the years making them enemy's of the Fey Elves, +1 racial bonus to attack rolls against all fey.
The Desert Elves have always been a peaceful and secluded race, keeping out of all conflicts of the land the Dark Elves stay holed up in the open desert of Kakishon. Dark Elves are not primitive like their woodland cousins but instead prefer to keep themselves holed up in a tome or ancient text, finding great enjoyment in the study of magic this strange race is widely unknown to many people of the land. Desert Elves are the more wise of the elves and their nigh infinite source of tomes has made them much more well knowledge then other races, though they do not have the same speed and serenity of their other elven cousins.
Over the ages the Dark Elves have had many conflicts with their Fey cousins though this has never gone to warfare some fear it might but most are smart enough to realize that the Desert elves are more than capable of avoiding conflict as they have since the beginning of time. Life in the Desert has grown strangely more difficult over the last few decades however, resulting in many of the Dark Elves moving to the mercantile city's in Kakishon, some even left the Region altogether.
With the nearest region to Kakishon being Tyfris most go there, avoiding altogether the ever growing conflict in the south. Dark elves tend to act somewhat harsh towards other races, though this is only because of their vast interest of growing more knowledgeable.
Average lifespan 340 years.
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma. Wood Elves are wiry and quick, but they lack education and their personalities are harsh and abrasive.
Medium: As Medium creatures, wood elves have no special bonuses or penalties due to their size.
Elven base land speed is 30 feet
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves are considered proficient with the Battle Axe, Hand Axe, Throwing Axe, Kukri, Longbow (including composite longbow), and Shortbow (including composite shortbow) as bonus feats. Elves are trained in archery from a young age and are well-versed in the use of axes and kukri.
+2 racial bonus on Climb and Acrobatics checks. Elves spend a great deal of time among the trees, and as such learn how to maneuver through the canopy easily.
+1 racial bonus to attack rolls against shifters. Elves have a long-standing racial grudge against the shifters, and as such learn how to fight them.
+2 racial bonus to survival checks. Elves are extremely self-sufficient and well adapted to living off the land.
-2 to Diplomacy checks, Elves are not particularly liked or great in social conversations.
The Wood elves or simply the Wood folk as they are often named are primitive and wild protectors of the wilderness, though the time they spend jumping in the trees is time they are missing of education. The Wood folk have been at home in the various forests of the world for as long as any can remember, over the years they have preserved these forests from the evils of the world that would threaten it. Wood elves are not the nicest folk however, being raised in and around danger has taught these elves to be harsh on outsiders.
Wood Elves lack any education in their tribes amidst the forests, apart from how to hold an axe and aim a bow. Despite being so harsh on other races wood elves do have a certain love for animal's of all sorts, many Wood elves have been known to be able to speak with animals. Living in the Forest has given these folk some good quality's however, making them hardier and quicker to avoid the dangers of the woods as well as improving their survival ability making these elves seem more at home in a Forest than in a town or city.
Average lifespan 230 years.
+4 dexterity, +2 charisma. Fey Elves are faster and far more charismatic then their woodland or desert reletives.
Humanoid (Feyblood, Elf)
Medium as Medium creatures, elves have no special bonuses or penalties due to their size.
A Fey Elf has a base land speed is 40 ft.
Improved Low-Light Vision. Fey Elves have been enhanced with great vision, and can see four times farther than humans in conditions of starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Immunity to magic sleep effects.
Feyblood (su): elves have the blood of fey in them, so they are treated as fey for the purpose of all effects that relate to creature type.
+2 racial bonus on bluff, perception and sense motive skill checks.
+2 racial bonus on will saves against enchantment and fear effects.
Elves are automatically proficient with the longsword, longbow, and shortbow.
Elves do not got a feat at first level, and receive one less skill point each level.
Spell-Like Abilities: 1/day: faerie fire, sleep. caster level same as class level. Save dcs are charisma based.
The Fey Elves are a strange race of even stranger origins. They were brought to this world by Nelaser for no other reason then to put shame on Mala and the wood elves, claiming that through magic he could create a race far greater then the Wood Elves and so he did bringing this race into he world to put shame upon the other two elves and also forming a hatred from both Eraies and Mala. Fey Elves do not mate but instead their are merely a set number of them on the face of Raedric though this fact is unowned to most. Nelaser made "his" race have a certain natural knack for magic, claiming it to be far more efficient than having to study the art, Fey Elves also have a knack for deception of many sorts, but through making this race Nelaser realized he had focused them towards one thing making it difficult for the race to learn more then they were given at "birth" and making it difficult for them to train in other abilities they were not gifted in. Nelaser learnt his lessen from this and in so realized that though The Fey Elves may be inherently stronger they had lesser potential then any of the world's other races.
The Fey elves are now few in number and most of them find their home in Agor, seemingly unaffected by the Mad Kings new laws some claim that to spite the other races they have joined Ballaurg in his mad rein, though this is highly unlikely as the fey elves have never joined side in war since the beginning of days. The Fey elves were by no means just poofed into this world as it is said that Nelaser put them on this world as spirits who must take the spirit of a willing other, thus gaining that persons appearance personality and their ability's allowing this race to potentially be born with the powers of a great wizard. Fey elves do not get all of there personality and appearance in this manner however as they keep the personality of their spirit and gain sapphire blue eyes and pointy ears, as well as blond hair.
Immortal. (This does no mean they are all the same age as Nelaser did not give them life all at the time(and a Fey Elf's age is largely based on the soul and body they inhabit))
+2 Constitution, +2 Intellegance, -2 Wisdom.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet, increased to 30 in marshy areas.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Gnomes get a -4 to diplomacy when trying to convince another non gnome, gnomes are known for speaking in riddles and lies. Also Gnomes get a -2 to all intimidate checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
The gnomes of Odigath are a rather queer bunch, obsessed over all sort of small bit's and bobs this race has changed little since the first days of the world. Standing but a few inches above a halfling Gnomes are home in the marshes of Odigath were they fret over every little thing, although these folk may seem to be sort of stupid they are actually quite adept with learning new things and are known for some of their craft of machinery. Though the gnomes and halfling may share similar physical features they are indeed very indifferent from one another, Gnomes unlike halflings are actually quite skilled with arcane magic though they hold no faith for any of the pantheon(Save the few "gods" they decide to make up from time to time). Gnomes are also a very energetic race preferring to move about and learn than relax and tend to the farm, in fact farmers are very rare amidst gnome culture most gnomes just live off what they find in the marshes and sometimes trade with human towns for crop and wild stock. Gnomes have a tendency to lie, often and sometimes they don't even realize their lying(This usually is what starts up all the story's and fake heroes amidst the gnomes). Also living amidst the marsh is the Lizardfolk who have overtime become one of the gnomes greatest enemy's, despite this there is very few conflict between the two.
Average Lifespan 200 years
+4 Strength, +2 Dexterity, -4 Charisma. Orcs are strong and surprisingly very quick considering their size though they are considered to be "evil" creatures in many regions of the word, making them gruff and somewhat unlikable.
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Orcs have a base land speed of 45 ft, despite their fairly bulky build Orcs are extremely quick on their feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
+4 to any saves related to resisting cold.
Widely Unlinked: Orcs There is much bias and racism towards the Orcs of Talarath. Due to this Orc's receive a -4 to all speechcraft related checks(Save intimidate) but receive a +2 to intimidate. In the Kingdom of Agor orcs are killed on sight.
Orcs receive a +2 to acrobatics when dealing with rocky and unstable terrain.
Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Often looked at as mere brutes or even demon spawn the Orcs of Talarath have been reduced in numbers over the last milenia thanks to the efforts ofthe Mad King Ballaurg, Orcs are not inherently evil as many people may think. The Orcs were once a free race of Raedric walking the world freely as they would, that was until Ballaurg murdered Tasselmere and claimed the throne of Agor, the Orcs have lived a hard life since then but that has not driven them down. The Orcs generally find themselves at home amidst the mountains, like in their region of Talarath. Orcs are naturally stronger than the other civil races of Raedric, and despite being quite bulky and wide are incredibly fast on their feet, though their recent years have caused them to become widely unlinked due to the spreading lies of Agor(though they were already fairly gruff). Only a few months from date the Orc Warchief was assassinated by Ballaurg himself, leaving the orcs in a state of panic and causing many to flee Talarath altogether starting several nomadic tribes on the out landing Isle's surrounding Agor and Talarath. A new Warchief has yet to be chosen and until it is things are likely not getting better for the Orcs.
Average Lifespan 110 years
+4 Constitution, -2 Intelligence, -2 Charisma. Lizardfolk are sturdy and simple.
Medium: Lizardfolk are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Lizardfolk have a base speed of 30 feet.
Swimming: Lizardfolk have a swim speed of 15 feet. A lizardfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A lizardfolk can always choose to take 10 on a Swim check, even if distracted or endangered. A lizardfolk can use the run action while swimming, provided he swims in a straight line.
+2 to Perception Checks, +4 if related to smelling.
+1 Natural Armor, the Lizardfolk have naturally hard skin and scales.
Lizardfolk are naturally resitant to extreme temperature they recieve a +4 vs non lethal damage of heat or cold.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Natural Weapons: Lizardfolk possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.
Well-Balanced: Lizardfolk receive a +4 racial bonus on Acrobatics checks.
Lizardfolk resemble bipedal reptilian humanoids. Their imposing frame stands between 6 and 7 feet tall, with bodies covered in gray, green, or brown scales. Their heads are adorned with brightly colored dorsal frills or spiky spines and have short crocodilian snouts. Although their 4-foot long tails often drags on the ground behind them while on land, it allows them remarkable stability and great maneuverability in the water.
This animalistic race have long been the inhabitants of the isle Xen'drik, and following ancient tradition they had never expected to leave however 2000 years ago when the great quake had struck the isle of Xen'drik was hit the worst, the land itself was literately torn asunder. The good men of Fargath who have long watched these strange people through curious eys caught wind of the situation and risked themselves to save these people. Although many did die (both man and reptile) many were saved. The Lizardfolk normally territorial and naturally offensive towards humans now found that the pinkskins had helped them, quite in the humans dept the Lizardfolk made peace with the People of Fargath, with no land to call home the Lizardfolk accepted this hospitality or at least most did some still to stubborn and bent on ancient ways left to start thier life anew elsewhere.
Many Lizardfolk still reside in Fargath though they naturally prefer island's and swampy location which Fargath has none of, a large group left Fargath in search of a new island, giving there thanks to the Humans they left for Tyfris. Soon enough the Lizardfolk learned that the people here were not quite as caring as those in Fargath but who can blame them, in a land where monsters lurk in every shadow who cna say that these lizard people where not allies of the Ancient Snakefolk. The Lizardfolk left of the west shore and happened upon a group of seven isles they settled here and ran a rather plesent life.
In later years Cairn Valorous a halfling fisher from the west shore of Tyfris decided to retire on this remote island, he was surprised to find Lizardfolk here though not scared, the Lizardfolk merely assumed he had come to kick them from the Island they were surprised to find he was very kind towards them and he merely asked if he and his family could settle in here, the lizardfolk saw nothing wrong with this actually they sort of enjoyed his company over the years. In time more and more people came to the island and in time many came to inhabit this isle, word spread of this alliance fast and soon reached the ears of those still in Fargath who immediately set out for this new home. The Island Nation's are now home to most of Raedrics Lizardfolk though a select few still stay in Faragath. The Lizardfolk are no longer looked down on by the men of Tyfris or of the Isles, as a matter of fact the race is almost unknown to the people of the south.
What is your view on lycanthropy? I am thinking of making a Halfing Rogue Werecat(base creature, cat familiar) who specializes in ranged sneak attack and scouting in city locations. I ask specifically because I would prefer to tweak it as a ritual magic passed down a line of thieves, but starting with core rules is often the best bet. That all depends on if you would allow it in the first place. By the lycanthropy rules and monster player characters, he would be a 2nd level rogue+1cr with 6-24hp dependent on con. If it is acceptable, I will fill it the backstory, otherwise I will think of a different character.