Guide to the Kingdoms

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Vital Statistics by Race

Age

You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class. Alternatively, roll the dice indicated for your class on the appropriate table and add the result to the minimum age of adulthood for your race to determine your character's age.

With age, a character's physical ability scores decrease and his mental ability scores increase. The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his maximum age and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.

Race Adulthood Middle Agea Oldb Venerablec Maximum
Aasimar 15 35 53 70 70 +3d20
Ansvar 1 15 35 53 70 70 +2d8
Dwarf 2 25 175 260 350 *
Elf 3 20 100 450 800 800 +3d%
Ferretfolk 14 35 53 70 70 +1d20
Fetchling 17 45 67 90 90 +2d20
Firbolg 12 30 45 60 60 +2d10
Flen 10 25 37 50 50 +3d10
Gnome 20 75 120 170 170 +3d20
Goblin 3 10 17 25 25 +2d6
Grippli 10 25 37 50 50 +2d10
Half-elf 3 17 60 165 275 275 +4d20
Half-orc 15 25 37 50 50 +2d10
Hobgoblin 15 40 60 80 80 +3d10
Human 15 35 53 70 70 +2d10
Ifrit 4 15 30 44 57 40 +4d10
Kitsune 100 250 375 500 500 +2d%
Kobold 2 10 17 25 25 +2d6
Lizardfolk 3 9 14 18 18 +1d6
Oread 16 37 56 74 79 +1d3
Orc 5 8 15 23 30 30 +2d6
Shivan 6 8 20 35 50 50 +2d10
Sylph 15 37 58 80 80 +3d12
Tengu 12 23 37 50 50 +2d12
Tethian 17 40 60 80 80 +2d20
Tiefling 15 35 53 70 70 +3d20
Vishkanya 25 75 125 200 200 +5d10

aAt middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

bAt old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

cAt venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

1A non-venerable Ansvar whose mate dies immediately rolls their maximum age.

2No dwarf has ever been known to die of old age; however, most dwarves die of unnatural causes by around age 200.

3For grey or sea elves, double these numbers.

4Ifrits may not reach venerable age, roll maximum age when reaching old age.

5Orcs gain physical ability as they age, and lose mental ability. The normal penalties to Strength, Dexterity and Constitution are instead an equal bonus. The normal bonuses to Intelligence, Wisdom and Charisma are instead an equal penalty.

6Applies to both felinae and panterine shivan.

Starting Ages

It takes roughly the same amount of training for characters to gain levels in any specific class, regardless of race. Intuitive classes include barbarians, oracles, rogues, and sorcerers. Self-taught classes include bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches. Trained classes include alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Intuitive Self-Taught Trained
+1d4 years +1d6 years +2d6 years

Heights and Weights

To determine a character's height, roll the modifier dice indicated on the appropriate Random Height & Weight table and add the result, in inches, to the base height for your character's race and gender. To determine a character's weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character's race and gender.

Race Gender Base Height Base Weight Modifier Weight Modifier
Aasimar female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Ansvar female 8 ft. 0 in. 200 lbs. 2d12 ×10 lbs.
male 8 ft. 4 in. 230 lbs. 2d12 ×10 lbs.
Dwarf female 3 ft. 7 in. 120 lbs. 2d4 ×7 lbs.
male 3 ft. 9 in. 150 lbs. 2d4 ×7 lbs.
Elf female 4 ft. 6 in. 70 lbs. 2d6 ×3 lbs.
male 4 ft. 6 in. 85 lbs. 2d8 ×3 lbs.
Ferretfolk female 3 ft. 4 in. 40 lbs. 2d4 ×3 lbs.
male 3 ft. 7 in. 50 lbs. 2d4 ×3 lbs.
Fetchling female 5 ft. 2 in. 80 lbs. 2d6 ×3 lbs.
male 5 ft. 4 in. 90 lbs. 2d6 ×3 lbs.
Firbolg female 4 ft. 8 in. 130 lbs. 2d10 ×7 lbs.
male 5 ft. 0 in. 150 lbs. 2d10 ×7 lbs.
Flen female 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
male 2 ft. 8 in. 30 lbs. 2d4 ×1 lb.
Gnome female 2 ft. 10 in. 30 lbs. 2d4 ×1 lb.
male 3 ft. 0 in. 35 lbs. 2d4 ×1 lb.
Goblin female 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
male 2 ft. 8 in. 30 lbs. 2d4 ×1 lb.
Grippli female 1 ft. 5 in. 20 lbs. 2d4 ×1 lb.
male 1 ft. 7 in. 25 lbs. 2d4 ×1 lb.
Half-elf female 4 ft. 6 in. 90 lbs. 2d8 ×5 lbs.
male 4 ft. 8 in. 110 lbs. 2d8 ×5 lbs.
Half-orc female 5 ft. 0 in. 150 lbs. 2d12 ×7 lbs.
male 5 ft. 0 in. 150 lbs. 2d12 ×7 lbs.
Hobgoblin female 4 ft. 6 in. 145 lbs. 2d8 ×5 lbs.
male 4 ft. 8 in. 165 lbs. 2d8 ×5 lbs.
Human female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.
male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Ifrit female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Kitsune female 4 ft. 5 in. 85 lbs. 2d8 ×5 lbs.
male 4 ft. 10 in. 100 lbs. 2d8 ×5 lbs.
Kobold female 2 ft. 4 in. 20 lbs. 2d4 ×1 lb.
male 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
Lizardfolk female 4 ft. 8 in. 120 lbs. 2d12 ×7 lbs.
male 5 ft. 0 in. 150 lbs. 2d12 ×7 lbs.
Orc female 5 ft. 5 in. 160 lbs. 2d12 ×7 lbs.
male 5 ft. 1 in. 150 lbs. 2d12 ×7 lbs.
Oread female 4 ft. 2 in. 120 lbs. 2d6 ×7 lbs.
male 4 ft. 4 in. 150 lbs. 2d6 ×7 lbs.
Shivan felinae female 4 ft. 5 in. 85 lbs. 2d8 ×5 lbs.
male 4 ft. 10 in. 120 lbs. 2d8 ×5 lbs.
Shivan panterine female 4 ft. 8 in. 120 lbs. 2d12 ×7 lbs.
male 5 ft. 4 in. 180 lbs. 3d12 ×7 lbs.
Sylph female 5 ft. 0 in. 70 lbs. 2d8 ×5 lbs.
male 5 ft. 2 in. 80 lbs. 2d8 ×5 lbs.
Tengu female 3 ft. 10 in. 55 lbs. 2d6 ×3 lbs.
male 4 ft. 0 in. 65 lbs. 2d6 ×3 lbs.
Tethian female 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
male 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.
Tiefling female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.
male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Vishkanya female 5 ft. 1 in. 75 lbs. 2d8 ×5 lbs.
male 5 ft. 3 in. 85 lbs. 2d8 ×5 lbs.

Classes

Divine Casters

All divine casters, excluding nature casters such as the druid or ranger, are required to follow a deity. A divine caster must keep her alignment within one step of her deity and must obey any tenets associated with that deity. Because many deities have multiple aspects, each with a separate alignment and separate tenets, there is still much freedom for divine casters. A divine caster may switch from following one aspect of a deity to another aspect of the same deity without penalty to her class abilities; however, switching deities (even to another deity of the same alignment) causes her to lose her spell casting ability for a time (determined by the GM).

In very rare cases, divine casters may be granted their power by powerful outsiders. However, these outsiders are typically servants of a deity, and the deity is lending the outsider some of their power to grant spells to followers.

Oracles typically do not choose their deity, but are instead chosen by a deity. Deities choose individuals whose alignments and goals match their own as their oracles. This does not exempt an oracle from following his deity's precepts or alignment restrictions. In very rare cases, a deity might change an individual's alignment in order to make them a proper oracle.

Nature casters such as the druid and ranger venerate "nature" as a unified concept; however, their magical powers are provided by one of the gods, typically Ianadale or Seiba. These casters do not have their alignments or tenets restricted by this, but by their class itself.

Prepared Casters

Divine prepared casters treat spells from the Core book and the Advanced Player's Guide as their pool of available spells. Spells from other sources must be purchased or otherwise gained, usually in the form of a prayer manual or scroll. These spells may be added to their pool of spells at the same cost of a wizard writing a spell into his spellbook. This cost is typically in incense, votives or sacrifices to the caster's deity or (in the cases like druids) to nature itself.

Every time a divine caster gains a new spellcasting level, she may choose one spell from another source to add to her pool at no charge.

Prepared casters still treat spells from other books as part of their spell list for the purposes of using scrolls, wands, staves or any other purpose that requires a spell to be on a spell list.

Gunpowder

Gunpowder has not been developed in Galhadria. As such, things like classes, items, abilities and spells that rely on gunpowder are not available as player options.

Alterations to Specific Classes

Summoner - Unlike a druid's animal companion, a summoner's eidolon is typically the controlling force in the relationship. Statistics and class abilities remain unchanged but it is the true eidolon (the powerful outsider that the summoned creature resembles) that selects the summoner and not the other way around. The true eidolon is typically an outsider of guardinal power or higher.

For simplicity and balance, the synthesist and master summoner archetypes are not available as player options.

Fighter - Fighters may replace their first level bonus feat to increase the skill points from their fighter levels to 4 + Int modifier.

Cavalier - Cavaliers may choose any animal from the druid list that they are able to ride.

Ranger - Rangers may choose any animal from the druid list.

Gear

The following gear is either added or modified from the core rules. If two items exist with the same names, the item on this list takes precedence.

Weapons

Name Class Cost Damage (S) Damage (M) Critical Range Weight1 Type2 Special
Maul M 2H 10 gp 1d8 1d10 x3 - 10 lbs B

1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.”