Allowed Classes

For the purposes of this campaign all characters will be coming from the Northern Reaches. This region of the world represents the great wild lands. Formerly a part of the Empire, it is now a satellite state with its own King and Queen (Lord and Lady Weatherly) but still pledges fealty to the Empire in times of war and for the purposes of taxation. As such, the classes you’ll be playing will reflect the nature of the campaign world.

Barbarians

Barbarians in the Northern Reaches most often come from the Blackfoot tribe, though some are known to come from the Chinooks. Both tribes are friendly with the City of Saint Petersburg and are currently at odds with the Empire of Four Brothers.

If you choose to play a Barbarian from the Blackfoot tribe you are the same as in the Player’s Handbook, except for as follows

  • +4" to your starting height. Blackfoot tribesmen, no matter the race, have been bred to be taller.
  • +1 Attack Bonus with throwing axes (does not stack with Halfling +1 throwing bonus). Blackfoot tribesmen are renowned for their abilities with throwing axes and daggers.

If you choose to play a Barbarian from the Chinook tribe you are the same as in the Player’s Handbook, except for as follows

  • +1 Attack Bonus with bows. Chinook tribesmen are known for their prowess with bows.
  • +2 Survival Bonus Chinook tribesmen are expert survivalist.

Bards

Bards in the Northern Reaches are most common in the City of Saint Petersburg and the Empire, though a brave few have come from the Empire of the Four Brothers. Bards in the City of Saint Petersburg are a welcome distraction from the potential dangers surrounding the City.

If you choose to play a Bard from the City of Saint Petersburg you are the same as in the Player’s Handbook, except for as follows

  • +2 Knowledge Local (while in and around Saint Petersburg). You’re familiar with the City of Saint Petersburg and have a working understanding of its daily grind.
  • +2 Concentration. Bards operating in the Northern Reaches have grown adept at dealing with wild crowds, raving barbarians, and bloody battles.

If you choose to play a Bard from the Empire you are the same as in the Player’s Handbook, except for as follows

  • +2 Perform. Bards from the Empire have the benefit of formal Bard colleges and teachers.
  • +2 Diplomacy and Gather Information. Bards from the Empire have become adept at dealing with untrusting crowds and patrons.

If you choose to play a Bard from the Empire of the Four Brothers you are the same as in the Player’s Handbook, except for as follows

  • +1 Attack Bonus with the Rapier. After living in the harsh and forbidding environment of the Four Brothers you have become adept with a blade.
  • -2 Gather Information, Diplomacy, and Knowledge Local checks in, and around, the City of Saint Petersburg. You are distrusted because you come from the Empire of the Four Brothers. People are unwilling to engage you in conversations, and treat you with distrust in all your dealings.

Clerics and Priests

Until two years ago the gods did not grant spells to their clergy, and for many this led to the belief that the gods had long since abandoned this world. But then the battle of Callaway Creek came, and the Emperor Gregory I was struck with a mortal wound. His faithful Chancellor, Bishop Wilson of the Church of Pholtus, ran to his side and begged Pholtus to save the Emperor’s life. And to everyone’s surprise Pholtus listened – and soon so too did the other gods. This event has created a chasm within the clergies of every faith in the Northern Reaches. On one side stand the Priests who hold to the old ways; on the other, the Clerics who proclaim the divinity of their gods with every spell.

If you choose to play a Cleric you are the same as in the Player’s Handbook, but you must choose your god from the list of Common Religions

If you choose to play a Priest you have the following abilities:
Hit Die: d6
Skill Points 6+Int, four times this number at first level
Class Skills: Craft (Int), Diplomacy (Cha), Disguise (Cha) Heal (Wis), Knowledge (all taken individually) (Int), Survival (Wis)
Weapon Proficiencies: All simple weapons, one martial weapon, light and medium armor.
Additionally, Priests receive a +2 bonus to all knowledge checks

Table II: The Priest

Level Base Attack Bonus Will Reflex Fortitude Special
1st +0 +2 +0 +2 Bonus Feat
2nd +1 +3 +0 +3 Bonus Feat
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 Bonus Feat
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th 6/1 +6 +2 +6 Bonus Feat
9th 6/1 +6 +3 +6
10th 7/2 +7 +3 +7
11th 8/3 +7 +3 +7
12th 9/4 +8 +4 +8 Bonus Feat
13th 9/4 +8 +4 +8
14th 10/5 +9 +4 +9
15th 11/6/+1 +9 +5 +9
16th 12/7/+2 +10 +5 10 Bonus Feat
17th 12/7/+2 +10 +5 +10
18th 13/8/+3 +11 +6 +11
19th 14/9/+4 +11 +6 +11
20th 15/10/+5 +12 +6 +12 Bonus Feat

Druids

Druids exists in the wilds of the Northern Reaches. They shroud their movements in secrecy and guard the wild lands from those who would spoil them.

If you choose to play a Druid from the Northern Reaches you are the same as in the Player’s Handbook, except for as follows

  • You must choose your animal companion from the following: Badger, Dire Rat, Dog, Horse (light or heavy), owl, and wolf.

Fighters

Fighters in the Northern Reaches are most often fresh out of service to the King or to the Empire. A scant few come from the Empire of the Four Brothers – and those that do are often taciturn reprobates barely clinging to any form of morality more than ‘might makes right.’ Fighters who have served Lord Weatherly tend to live life to its fullest and view death as a harsh daily reality; while fighters who have served the Empire tend to be well trained, but less aware of the deadly realities of combat on the frontier.

If you choose to play a Fighter from the City of Saint Petersburg you are the same as in the Player’s Handbook, except for as follows

  • +2 Knowledge Local (while in and around Saint Petersburg). You’re familiar with the City of Saint Petersburg and have a working understanding of its daily grind.
  • +1 Attack Bonus with Pole Arms. Your years of defending the city and regular military training have made you intimately familiar with Pole Arms.
  • +7 years to your starting age. You start the game older because of your time in service to the King.

If you choose to play a Fighter from the Empire you are the same as in the Player’s Handbook, except for as follows

  • +2 Diplomacy. Your years of working through the bureaucratic nightmare that is the Empire have given you an easy manner when dealing with others.
  • +4 years to your starting age. You start the game older because of your time in service to the Empire.

If you choose to play a Fighter from the Empire of the Four Brothers you are the same as in the Player’s Handbook, except for as follows

  • +2 Intimidate, -2 Diplomacy. Your years of working in the harsh conditions of the Empire of the Four Brothers has made you an intimidating figure, but it has also left you without manners and made dealing with others increasingly difficult.
  • +1 Attack Bonus with Axes. Your years of fighting in the Empire of the Four Brothers have made you a master of the Axe.

Paladins

Paladins are always welcomed in City of Saint Petersburg and the Empire – but even so they are often feared. They are feared because they know little of fear and have no tolerance for evil no matter how much profit is found in the enterprise. Paladins most often come from the temples of Marduk, Ulaa, and Pholtus.

If you choose to play a Paladin they are the same as those in the Player’s Handbook

Psion

Psions have only recently become active in the Northern Reaches. For years they have been active south of the Empire in the Kingdoms of the Tektites, searching for something. Then two years ago the Grand Psion Gareth came north to battle against an evil being known only as Kar’al Tuth. According to the tales of the Rangers the battle shook the far north and collapsed the mountain called Satan’s Daughter. A month later a few individuals began to manifest Psionic abilities. Today perhaps 150 Psions are active throughout in the Northern Reaches.

If you choose to play a Psion they are exactly the same as the link

Rangers

Rangers patrol the wilds between the Empire of the Four Brothers and the City of Saint Petersburg and the Northern Reaches to the East of the City of Saint Petersburg. They are solitary warriors who blend with nature in an effort to protect the City at any price – even if it comes at the cost of their very lives and souls. Rangers in the Northern Reaches only come from the City of Saint Petersburg.

If you choose to play a Ranger they are the same as those in the Player’s Handbook except as follows:

  • You must choose your animal companion from the following: Badger, Dire Rat, Dog, Horse (light or heavy), owl, and wolf.
  • +2 bonus on Survival checks while in the Northern Reaches. You are particularly adept at surviving in the Northern Reaches.
  • Additional Favored Enemy: Soldiers of the Empire of the Four Brothers

Rogues

Rogues in the Northern Reaches are the same as those found in the Player’s Handbook.

Wizards

Wizards rarely come to the Northern Reaches as magic can behave unruly in this region of the world. But as tensions have slowly begun to rise once again young wizards are beginning to travel north once more in search of adventure and their fortunes. More than that though, they come in search of the tower of Barass and its fabled stores of magical tombs and treasures.

If you choose to play a Wizard in the Northern Reaches you are the same as those found in the Player’s Handbook, except as follows:

  • You must choose a school to specialize in. Because magic in the Northern Reaches is unstable wizards must specialize in a school of magic to deal with the difficulties associated with the area.

Allowed Classes

Strangers in the Dungeon Popper