Character Concepts - Continued
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Cleric
Clerics are found everywhere throughout the world.  In the civilized areas of Samoth, most clerics will follow one of the four major world religions (Universal AEtonism, Eastern AEtonism, Bhuwani, or the faith of the Hol).  A quick glance at the
Religions page will show that even clerics within these religions are very different from each other and may follow very different paths in their faith.  In the outlying areas, clerics may be found espousing the virtues of local folklore, superstition, or ancient "pagan" religions. 
Illuminator (Variant): You are being trained in a highly secretive and militaristic order of the Universal AEtonist faith to rid the Buchlayne of non-AEtonists, starting with all dwarves, orcs, and arcane users of magick in Esoria.  You have been recruited for this elite group based on your strength, determination, and desire to see everyone enlightened to the superiority of the AEtonist faith.  Will you choose to continue on this path, or do you find the methods of the Illumination Council to be too extreme for your tastes?
    
Suggested Skills: Concentration, Intimidate, Knowledge (Religion - Universal AEtonism)
    
Suggested Feats: Skill Focus (Intimidate), Alertness, Intrepid
    
Suggested PrCs: AEtonist Illuminator (custom)

Druid
The druid is becoming something of an anachronism in the new, "modern" world.  With the conversion of barbarian tribes to the more civilized religions, druids find themselves more and more considered outsiders by society. There are cases of druids banding together to protect endangered forest lands or to help crops grow for hungry people.  There are even legends of an ancient society of druids stretching back to an age before the time of humans.  Most druids in these times, however, are loners and know nothing of such stories.
Medicine Man (Variant): You are one of the spiritual leaders of an unconverted barbarian tribe in Kovlich.  Many campaigns have been waged upon your people, but you have held steadfast in your faith of the old ways of local folklore and superstition.  You are determined to keep your traditions alive in this new age.
    
Suggested Skills: Craft (Alchemy), Knowledge (Religion - Superstition), Survival
    
Suggested Feats: Totem, Totem Link, Brew Potion
    
Suggested PrCs: Barbarian Medicine Man (Gods)

Fighter
In the World of Samoth, one will find fighters of all types: guarding merchant caravans, patrolling the streets with the city-guard, protecting nobles, and going off to war.  The world can be dangerous, and many people find it prudent to learn basic fighting skills from a local hero or soldier's guild.  Some people are even self-taught in the warrior's arts.  Most people who decide to go adventuring in the world would never think of doing so without one or two strong-armed fighters in the group.
Throecian Mercenary (Variant): The Empire of Throecia has dwindled down to but a pale reflection of its former glory.  The Emperor desires to increase Throecia's power through any means necessary, including war.  He is recruiting strong, able-bodied mercenaries to build up his army and regain some of his lands lost over the centuries to places like Zhivod, Margove, and the Goblin Lugalate.  You are expected to be ready to answer the call for war, but in the meantime you can adventure to gain experience and treasures to make your status in the army even greater.
    
Suggested Skills: Ride, Climb, Intimidate, Spot, Craft (Weaponsmith)
    
Suggested Feats: Leadership, Endurance, Improved Initiative, Combat Reflexes
    
Suggested PrCs: Officer of War (Quintessential Fighter); Skirmisher (Mercenaries)

Monk
There are orders of monks throughout Samoth, mainly in the Far East of Sonsia and in Verundhi.  Even the continents of Buchlayne Major and Minor have their own orders, which have developed spiritual teachings and fighting styles that are a direct reflection of the local cultures.  Monks tend to be lone, solitary figures who spend their days meditating.  There are a few areas where groups of monks work together to overthrow despots or free prisoners from religious persecution.  In other places, however, some orders of monks have been perverted into unholy killing machines by dark, unspeakable magicks.   
Ryn Protector (Variant): Living in a cosmopolitan city like Ryn can be difficult at times, given the misunderstandings that are bound to occur when different cultures, racial groups, and religions start to mix together.  As a Protector, you help maintain law and peace in this large trading metropolis - no short order in a place where conservative AEtonist priests may live side-by-side with Dwarf Holems and "pagan" Orcs.   
    
Suggested Skills: Tumble, Diplomacy, Listen, Sense Motive, Spot, Gather Information
    
Suggested Feats: Alertness, Presence
    
Suggested PrCs: Urban Defender (Path of the Sword) 

Paladin
The life of a paladin is never easy.  Picked by higher forces for a life of servitude, the paladin must be ever-ready to answer the call of his god.  This includes fighting the forces of darkness, ministering to the sick, and setting a good example for all people to live a life of good deals and deep piety.  Few are capable of managing all these tasks.  Those special few who do manage can typically count on the admiration of their fellows and grudging respect
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