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from their enemies.  A paladin who fails in his duties, however, can expect banishments, excommunication, or worse (such as the direct intervention of his deity).  It is a tough, but very rewarding life, if you are up to the task.
Sepoy Kpeshiya Guardian (Variant): You are a follower of the Bhuwani Faith, and as a resident of Verundhi, you have chosen the Sepoy Kpeshiya path of the Guardians.  You are expected to uphold the tenets of the faith and defend the followers of Bhuwani against outside forces, be they human, magical, religious, or demonic in nature.  Your status as "divinely blessed" will help the morale of your comrades, and puts you in a good position to become a leader of your community.
    
Suggested Skills: Knowledge (Religion - Bhuwani, History), Ride, Intimidate
    
Suggested Feats: Aura of Strength, Commanding Voice
    
Suggested PrCs: Kpeshiya Guardian (custom)

Ranger
Many rangers are the epitome of the classic woodsman.  But, just as many are not.  Rangers operate in many different settings, including mountains, deserts, plains, and even urban areas.  As more of the world is settled and explored, rangers help lead the way by scouting ahead for dangers and using their skills to create settlements.  There is a call for the ranger's varied skills all throughout the world continent, particularly on the fringes of civilization.
Stadhof Border Scout (Variant): The land of Stadhof is a bit backwards compared to the rest of civilized Buchlayne Major.  The country still clings to the institution of feudalism and its various lords are always in an uneasy truce trying to hold the country together.  To make matters worse, some of the only barbarian tribes left in the Buchlayne are found on the outskirts of Stadhof's borders.  This is the setting for the Border Scout, who may work for one of the armies of a local prince or duke, or even for the Archcleric of Stadhof himself, patrolling the border and keeping a watch out for barbarian raiding parties, or even worse, Orc horselords from the steppes.  
    
Suggested Skills: Hide, Listen, Move Silently, Ride, Search, Spot, Survival
    
Suggested Feats: Alertness, Master Tracker, Mounted Combat, Lightning Reflexes
    
Suggested PrCs: Frontier Marshal (Path of the Sword); Frontier Marshal (Mercenaries)

Rogue
There are all types of rogues in Samoth: petty criminals, wilderness bandits, court spies, and even metropolitan lords of the underground.  There are even some honorable rogues to be found, although such are rare.  Just as any  good adventurering party knows the importance of keeping a few fighters around, such parties will also acknolwedge the value of a highly skilled rogue who can scout ahead undetected, open locks, and spy on enemies.  If she is carefully watched by her fellow party members, the rogue can work well in a party situation.  The rogue really comes into her own when operating independently, however, and many will take on side adventures to keep their skills sharp and their purses full.
Rijnbosch Merchant (Variant): The life of the merchant may originally not sound that exciting, but the merchant guilds of the Rihnbosch Republic are powerful organizations that are responsible for creating the nation.  A Rihnbosch Merchant is more than just a seller of goods; she is a community leader, explorer, trader, and an "acquirer" of exotic goods.  Many guilds will send out the more adventurous of their members to find new and mysterious goods to sell or to export all throughout Buchlayne Major.  A good Rihnbosch Merchant is well-rounded with lots of skills, and often serves as the public face for the adventuring party rather than sneaking around in the background like a typical rogue.
    
Suggested Skills: Knowledge (lots of different kinds), Appraise, Diplomacy, Bluff, Sense Motive, Gather Information
    
Suggested Feats: Iron Will; Information Network
    
Suggested PrCs: Theiniatic League Merchant (custom)

Sorcerer
The powers of sorcery are a mystery to everyone in Samoth.  Most arcane users of magick study for years until they are able to create powerful spells.  For a sorcerer, the power just seems to come to him naturally.  One day, without training, the sorcerer discovered that he had the power to cast spells.  Many legends have arisen to explain the source of these powers.  Many believe that the powers are divinely inspired, while others are convinced that they come from demonic creatures.  Others believe that they come from nature, from the very earth itself.  A small few among the faithful of the Hol believe that sorcerers gain their powers through the blood of djinn than runs in their veins.  No one knows for certain.  All that is known is that sorcerers add an element of mystery and danger into the world.   
m'Boro Society Sorcerer (Variant): It is rumored that the m'Boro Society are the real rulers of Atkira (at least in the north).  Almost nothing is known about the Society, but many believe that powerful families from Zembari are the power behind the m'Boro.  The majority of the Society is made up of ritual magick-users.  Nothing else about the Society and its goals is known.  As a member, you were born into the Society.  Will you exploit its power, or will you investigate it from within  to discover its true purpose?   
   
Suggested Skills: Craft (Alchemy), Knolwedge (Arcana), Intimidation, Craft (Mask-Making)
    
Suggested Feats: Craft Wondrous Item, Combat Casting
    
Suggested PrCs: Mask Maker (Nyambe)
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