As of right now this is what i have un edited.Wizard
HD – D6
Skills 4 per level
BaB - ¾
Good Will, Poor Fort and Ref
Full casting (likened to Bard, shugenja list style.)
Class Skills: Rune Magic (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Knowledge (nature/planes/history) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)
Dabbler (1st): Gain knowledge of a single untyped least Rune of your choosing.
Rune Crafting (3rd): You gain Skill Focus Rune Magic and knowledge of a second, single untyped least Rune of your choosing.
Elemental Within (4th): When the wizard dies an elemental of chosen type rips free and has HD equal to the wizards caster level for spells of that type. It remains for rounds equal to 3+ the Wisdom score of the wizard before becoming inert.
Oath to Serve (4th): Each wizard becomes bound to a code that honours the Power they serve. To break this code is to lose their power until amends can be made... if they can be made at all. When this Oath is made a Wizard may add Skills to his Class list based on the Power he chose. Water: Swim, Earth: Handle Animal, Fire: Sleight of Hand, Air: Balance
Elemental Source (4th): A Wizard must be able to draw from his element in order to work his power fully. There are four levels of power an area may have to draw from.
The first is 0, where little if not nothing of the element is there.
Water: a dry room, arid plains
Fire: a cold dark place, winter at night
Earth: a boat in the sea,
Air: under the ground, under water, closed windowless building
For 1, an area must have some source, though not strong.
Water: would need light fog, a pool of water or even a cup of water.
Fire: would need a candle to torch, or the sun.
Air: needs only have sky above, or 2 outside while they are in.
Earth: needs contact with the ground.
For 2 a place of some power or abundance of the element is needed.
Water: River or lake, proper rain, or thick mist/fog
Fire: Flames large enough to devour a room or shack, great bonfire.
Air: High winds and open skies, or 3 outside while inside.
Earth: Under ground, old woods, place of growing (gardens or the like)
For 3 the elemental must be doubtless lord in this place.
Water: The ocean
Fire: Flames large enough to devour a manor, city block, or woodland area.
Air: True storm, Hurricane, or tornado, Sky ships
Earth: Deep earth, sacred old woods, place of old earth power
Drawing such power works different for each element. It has effects both good and bad.
Water: To draw a wizard must first touch the source, and gains +2 Insight to will while doing so. A Water Wizard may store one level of power for up to days per Wisdom bonus.
Fire: To draw a wizard must consume the source, ending it. Doing so deals 1d6 x Level drawn to all items worn and carried by the wizard. A Flameweaver may draw from within deal 1d4 con damage to themselves for each level drawn.
Air: To draw a wizard needs to roll d10 and beat the number of the level drawn, if they fail they are treated as under the effects of Lesser Confuse. An Air Wizard may draw at +1 level at any point if they willing fail their Confusion check.
Earth: To draw a wizard must have 1 minute of uninterrupted time in the area to address the power. At any point an Earth Warden may choice to draw from within in, instead. Doing so causes them to age 1d10 years for each level drawn.
Drawing from a source allows the wizard to lower a spell's level equal to the amount drawn. This is used to cast spells with meta magic feats, or to use higher level spells with lower level slots. To draw Power a Wizard must spend a Move Action that provokes, they can 'store' this power for rounds equal to Wisdom mod +3. (ex: A flamerweaver lights fire to a small house and lets the fire build. Then, he draws that fire, ending it, and deals 2d6 fire damage to anything he is wearing or holding. Then he uses that power to cast Fireball, normally a 3rd level spell, but in this case only a 1st level spell. Or he could cast it as a 3rd level spell with the Empowered Spell Feat.)
Awakening (5th): Gain Spell Focus of your Chosen Element (must match your path/oath), and lose the power to cast spells or runes of your 'foe' power. (Fire-Water) (Earth-Air)
Runic Lore(6th): Gain knowledge of a single untyped, or your Powers type, Lesser Rune of your choosing.
Greater Awakening (8th): Gain Greater Spell Focus, of the Element you have Spell Focus.
Timeless Body (9th): As per the Druid Class Feature, but also depending on element other bonuses.
Water: Penalty to Con and Dex at each age bracket is reduced by 1.
Fire: Triple the bonus to Cha at each age bracket.
Air: Takes no penalty to Dex for ageing.
Earth: Double the length of each age bracket.
True Rune Magic (10th): Gain knowledge of a single untyped, or your Powers type, Greater Rune of your choosing.
Final Path (11th): At this level a Wizard must pick one of the 3 paths his Power offers. From here on he may chose a single 'talent' offered by that path at each odd numbered level of Wizard.
Power's Gift (15th): At this level each Path offers it's own greater gift.
Master's Rune(17th): At this level a Wizard learns a Single Master Rune of their Power's Type.
One with Power (20th): At this level a Wizard becomes one with his chosen Power and gains the Elemental Type, with the Powers type as a subtype. They also gains DR 10/Magic
Final Paths
Fire – Bright-one, Immolator, and Summoner
Earth – Deep Master, Druid, and Artificer
Water – Healer, Ice Bound, and Warrior
Air – Lightening Wilder, Winged One, and Mad Wind
Rune Uses
Runes are grouped in Least, Lesser, Greater and Master. They are Spell-like Abilities that maybe used at Will, though many take a great deal of time and last a long while. Also in order to use one you must make a skill check, Rune Magic skill. To gain such things you must take feats, or gain them from a class. Some runes are 'untyped' while others are bound to the elements, or Powers.
Rune Magic: Skill, Int Based, Trained Only. (This is used much like Truespeak)
Feats: (Any of these feats maybe taken more than once)
Dabbler (None): Gain knowledge of a single untyped least Rune of your choosing.
Runic Lore (Dabbler, Rune Magic 9 Ranks): Gain knowledge of a single untyped Lesser Rune of your choosing.
True Rune Magic (Runic Lore, Rune Magic 13 Ranks): Gain knowledge of a single untyped Greater Rune of your choosing.
Rune Spells
Spells of the Rune subtype need a Rune Magic Check in order to be cast. The DC for this checks is normally 10 + (spell level x 2). You can never take a ten or 20 on such a check, if you fail the skill check the spell is wasted.
Runes (Example)
Least (untyped): Endure Elements, as per the spell. DC 15, Casting (10 min)
Lesser (untyped): Resist Energy, as per the spell DC 20, Casting (10 min)
Lesser (Air): Gust of Wind, as per the spell DC 20, Casting (1 min)
Lesser (Water): Fog Cloud, as per the spell DC 20, Casting (10 min)
Lesser (Fire): Fire Trap, as per the spell DC 20, Casting (10 min)
Lesser (Earth): Soften Earth and Stone, as per the spell DC 20, Casting (10 min)
Greater (Air): Control Winds, as per the spell DC 26, Casting (1 min)
Master (Earth): Earthquake, as per the spell DC 35, Casting (1 min)
Master (Air): Control Weather, as per the Spell DC 35, Casting (1 hour)
Classes
Warrior: Fighter, Barbarian, Ranger
Rogue: Assassin, Swashbuckler, Thief
Diplomat: Noble, Bard, Expert
Warrior: Full BaB, HD d10, 2 skills, Good Fort.
Rogue: ¾ BaB, HD d8, 6 skills, Good Ref
Diplomat: ½ BaB, HD d6, 8 skill points, Good Will and Ref
Warrior
1. Battle Fortitude +1 (as per Scout)
2. Pick Path, Special Power
3.
4. Path Power
5. Focused Training
6. Path Power
7.
8. Path Power
9. Focused Training
10. Path Power
11. Battle Fortitude +2 (as per Scout)
12. Path Power
13. Focused Training
14. Path Power
15.
16. Path Power
17. Focused Training
18. Path Power
19.
20. Battle Fortitude +3 (as per Scout), Path Finalization
Pick Path: Choose between Fighter, Barbarian, and Ranger, gaining class skills and access to that paths Path Powers at every even level there after.
Special Power: Gain a power based on your Chosen path.
Fighter: Proficient with all simple and martial weapons, armours and shields.
Ranger: Proficient with all simple and martial weapons, light armour. Track.
Barbarian: Proficient with all simple and martial weapons, Light and medium armour. Diehard.
Path Power: At each even level you may take any one power from your path's list so long as you meet the preq's. (should be like 20 or so things to pick from )
Fighter: Fighter Feats, Called shot bonuses.
Ranger: Favored Enemy, Animal Companion, Skirmish, Weapon Style, Ranger Abilities (woodland stride)
Barbarian: Rage, Fast Movement, Totems, Uncanny Dodge, DR, Barbarian Feats
Focused Training (Like Fighter Bonus feat, but from a smaller list)
This is not bound to path
Rogue
1. Grace +1 (as per Swashbuckler)
2. Pick Path, Special Power
3.
4. Path Power
5. Focused Training
6. Path Power
7.
8. Path Power
9. Focused Training
10. Path Power
11. Grace +2 (as per Swashbuckler)
12. Path Power
13. Focused Training
14. Path Power
15.
16. Path Power
17. Focused Training
18. Path Power
19.
20.Grace +3 (as per Swashbuckler), Path Finalization
Pick Path: Choose between Assassin, Swashbuckler, Thief, gaining class skills and access to that paths Path Powers at ever even level there after.
Special Power: Gain a power based on your Chosen path.
Assassin: Proficient with all weapons, Light Armour
Swashbuckler: Proficient with all simple and martial weapons, and light armours, Dodge
Thief: Proficient with all simple weapons plus the hand crossbow, rapier, sap, short bow, and short sword, light armour and +50 pounds carry capacity
Path Power: At each even level you may take any one power from your path's list so long as you meet the preq's. (should be like 20 or so things to pick from )
Assassin: Sneak attack, death attack, feint, ambush feats, poison use, stealth powers
Swashbuckler: Dodge bonuses, flanking, tumble, skill tricks, insightful strike, weakening attacks
Thief: trapfinding, evasion, uncanny dodge, skill tricks, trap sense, stealth powers, ninja like skill bonuses
Focused Training (Like Fighter Bonus feat, but from a smaller list)
Assassin: S
Swashbuckler: D
Thief: t
Diplomat: Noble, Bard, Expert
1. Skilled +1
2. Pick Path, Special Power
3.
4. Path Power
5. Focused Training
6. Path Power
7.
8. Path Power
9. Focused Training
10. Path Power
11. Skilled +2
12. Path Power
13. Focused Training
14. Path Power
15.
16. Path Power
17. Focused Training
18. Path Power
19.
20. Skilled +3, Path Finalization
Skilled: The Diplomat may chose any one skill, this skill is now always a class skill for them, they may chose to take a ten on this skill at any time, and gain an insight bonus on it equal to the bonus.
Pick Path: Choose between Noble, Bard, Expert gaining class skills and access to that paths Path Powers at ever even level there after.
Special Power: Gain a power based on your Chosen path.
Noble: Proficient with all simple weapons, plus long sword and lance. Also light and medium armours and shields (except tower shields). Lord's Keep.
Bard: Proficient with all simple weapons, plus the longsword, rapier, sap, short sword, short bow, and whip, light armor and shields (except tower shields). Bardic Knowledge.
Expert: Proficient with all simple weapons, light armour. Select any 4 proficiencies, and 3 class skills.
Path Power: At each even level you may take any one power from your path's list so long as you meet the preq's. (should be like 20 or so things to pick from )
Noble: Dedicates keep, Favour, leadership, allies, fame, Days,
Bard: the bard songs, some other bard songs, skill tricks, Runes?
Expert: Skill focus, skill tricks, skill mastery, Int to
?, Lore, Runes,
Focused Training (Like Fighter Bonus feat, but from a smaller list)
Noble: D
Bard: t
Expert: S
Lords Keep: This is a safe, large home that is staffed with servants who, while do not answer to you they will do whatever is within their power to aid you with out risking their lives. This is also a safe place to store nearly anything or one.
Endowments
In order to gain an endowment three things are needed. First is a Dedicate, a willing subject to give the desired trait. Second is a Forcible, a semi magical blood metal rob bearing the rune for the trait. Lastly is a Facilitator, a man with a gift for magic and the knowledge of the spell needed to transfer a trait. It is also wise to have a safe place to care for the dedicate afterwards.
Dedicates can be gained by many methods, money, blackmail, love, duty and a hundred others. What truly matters though it that the subject is willing, if not eager to give the trait over. (This is done by increasing their Favour.)
Forcibles are forged of a rare metal called Blood Metal, this name is based partly on the color of it, but also it is rumored to form only in places soaked in blood. It is a soft and useless metal for most things, but when fashioned in to foot long rods, and given a special rune to it, blood metal becomes a forcible. This acts as a bridge between dedicate and rune lord, allowing a trait to pass between them. The process destroys the rod, so they can not be reused, and are very expensive(1000gp in a low loot system).
Facilitators are a kind of mage. Their craft takes very little in the way of power, but a great deal of skill and understanding. The art of drawing a trait out is that of Rune Magic, and the Facilitator feat. To do so they need only a safe space, and 10 minutes time.
To draw out a Minor Endowment the facilitator must make a Rune Magic check DC 15+the dedicates HD, this may be done without the Facilitator feat, but at a -10 penalty to the check. A failed check ruins the forcible, and if failed by 10 or more the dedicate may never give another endowment.
To draw a Major Endowment the facilitator must make a Rune Magic check DC 30 this may be done without the Facilitator feat, but at a -20 penalty to the check, even with it the Facilitator needs the 'Greater Facilitator feat' or they take a -10 penalty. A failed check ruins the forcible, and if failed by 10 or more the dedicate may never give another endowment... and could still die.
The 12 endowments (Dedicate effect)
Minor
Sight: The Dedicate is struck Blind.
Hearing: The Dedicate is struck Deaf.
Touch: The Dedicate is numb to all things.
Scent: The Dedicate loses sense of taste and smell.
Voice: The Dedicate is struck dumb.
Metabolism:The Dedicate is put in to a coma.
Major
Strength(Might): The Dedicate is drained of 1d6+7 strength. This can kill.
Constitution(Stamina): The Dedicate is drained of 1d6+7 constitution. This can kill.
Dexterity(Grace): The Dedicate is drained of 1d6+7 dexterity. This can kill.
Wisdom(Will): The Dedicate is drained of 1d6+7 wisdom.
Intelligence(Wit): The Dedicate is drained of 1d6+7 intelligence. This can kill.
Charisma(Glamor): The Dedicate is drained of 1d6+7 charisma.
The 12 endowments (Runelord effect)
Sight: The Runelord gains an Insight bonus to Spot, Search and Sense Motive equal to the Dedicates HD. If this bonus reaches 5 or more the Runelord gains lowlight vision, at 10 or more they gain Improved Lowlight vision. At 20 or higher they gain dark vision 5ft.
Hearing: The Runelord gains an Insight bonus to Listen checks equal to the HD of the Dedicate. At 5 they gain blind-fighting, at 10 Blindsense at 10ft, the range increases at the same rate as the bonus.
Touch: The Runelord gains an Insight bonus of all Sleight of Hand, Open Lock, Escape Artist and Balance checks, equal to the HD of the dedicate. 10 Tremorsense at 10ft, the range increases at the same rate as the bonus.
Scent: The Runelord gains Scent 5ft with a +1 bonus to track by scent, the range and bonus increase by that amount for each dedicate after the first.
Voice: The Runelord gains an Insight bonus to Diplomacy, Bluff and Preform (Sing) checks equal to the HD of the dedicate. If this bonus reaches 10 the Runelord can use Command as a full round action that provokes, the DC is Voice bonus + Cha bonus. Anyone who successfully saves is immune for 24 hours. At 20 they may use Greater Command or Suggestion in place of Command.
Metabolism:The Runelord gains an extra move action per endowment. Two move actions may be traded for a Standard action, a move and a standard action maybe traded for a full round action.
Strength(Might): The Runelord gains an Insight bonus to Strength 1d4+4 (-1 per endowment taken after the first, to a minimum of 1)
Constitution(Stamina): The Runelord gains an Insight bonus to Constitution 1d4+4 (-1 per endowment taken after the first, to a minimum of 1)
Dexterity(Grace): The Runelord gains an Insight bonus to Dexterity 1d4+4 (-1 per endowment taken after the first, to a minimum of 1)
Wisdom(Will): The Runelord gains an Insight bonus to Wisdom 1d4+4 (-1 per endowment taken after the first, to a minimum of 1)
Intelligence(Wit): The Runelord gains an Insight bonus to Intelligence 1d4+4 (-1 per endowment taken after the first, to a minimum of 1)
Charisma(Glamor): The Runelord gains an Insight bonus to Charisma 1d4+4 (-1 per endowment taken after the first, to a minimum of 1)
Human Limits
Strength, a Runelord is often granted might far past that of mortal men. This is for the most part a grand thing that allows them to commit feats glory, such as slay Reavers. There are times however that such might is to much. At strength mod of +5, a warrior is mostly safe, whoever on a critically failed melee attack roll there is a 1 in 6 chance they will break a limb, this chance increases by 1 by each point of strength mod over +5. Once a warrior reaches Strength 30 (+10), they break a limb for sure on a crit fumble, but also now risk the same injury on fumbled strength based skill checks, and strength checks. This chance increases by one at each point of str mod over 10. At Strength 40 (+15) a warrior has a 1 in 6 chance of breaking as limb on any roll to melee attack, Strength based skill or strength check. This chance increases by one for each point of mod over 15. (A Runelord may willing use a lower strength at any point)
Constitution, is not so limited as other physical stats. A warrior only becomes more healthy and near unstoppable. He gains the ability to go with out sleep, needing only 2 hours of mental rest in order to be refreshed once he reaches Con 25. In fact at con 30 (+10) a Runelord gains Regeneration 1, this increases by 1 for each 5 con gained after that. The only real weakness to this trait is how prone to death a dedicate is. Each month a dedicate has a 5% chance of growing ill, and maybe dieing.
Dexterity, is very freeing for a Runelord. For a man with enough of it is simply held back by things like armour. In fact many Runelords who's Dex reaches 24 find that few armours are worth it, and those at 30 find none a help. Though this will leave them nearly helpless against attacks they do not see coming.
Wisdom, men are not limited in the number of endowments of Will they may take, though such a Dedicate are often the hardest to care for, and masters who can forge this rune are rather hard to find... as are dedicates willing to go under it.
Intelligence, a gift of Wit is like opening the door to another mans mind. You do not learn what was in that mind, but rather are given the space of it to use. This means a man has more room to store memory, to calculate and to think clearly. At 25 Int a Runelord gains a perfect memory never again forgetting a single thing, however if a Dedicate of wit were to fall a Runelord would lose a portion of his memories.
Charisma, great beauty effects men oddly sometimes. Men will honor a Runelord of great Glamor, but they may also covet his attention, or become madly jealous. Lords of Cha 25 or higher risk such extremes among their fellows. Everyman must make a will save DC 10+cha mod, upon meeting the Runelord, and each month there after of develop such extreme views. (roll d6 and use this list. 1, Jealousy 2, Lust 3, Obsessively seek attention 4, Unnerved/will not look upon 5, Awed 6, True hatred) Conversely bereft of all self worth such dedicates are most prone to suicide.
Weapons and Armour
With fewer magic weapons or armour than most setting a focus is given to the quality and type of metal/wood used to make them. Instead of just having masterwork, and normal rating's there are instead 4 ratings for a weapon, as well as many types of 'special material' If reduced in Quality a weapon can be repaired with the correct craft skill and time.
Weapon Ratings
Poor: Poor quality weapons imposes -1 to hit and to damage. They are 50% likely to break after a crit fumble or hit.
Normal : Normal quality weapons are with out penalty or bonus. They are 50% likely to be damaged becoming poor quality, on a critical hit or fumble, and 10% likely to break.
High: High quality weapons grant a +1 to hit and damage. They are 50% likely to be damaged becoming normal quality, on a critical hit or fumble, and 5% likely to break.
Masterwork: Weapons of this high level of make are well sought after, granting a +1 to hit and Damage, but are only 20% likely to be damaged becoming high quality, on a critical hit or fumble, and don't break baring a sunder.
Armour Ratings
Poor: The max dex is lowered by one, and the armour check raised by one.
Normal: As per basic entry.
High: The max dex is raised by one, and the armour check lowered by one.
Masterwork: The max dex is raised by one, and the armour check lowered by two.
Costs (This mod is applied after materials costs are)
Poor weapons and armour buy/sell 70% the normal cost.
Normal weapons and armour buy/sell at the listed prices.
High weapons and armour buy/sell at 130% the normal cost.
Masterwork weapons and armour buy/sell at 160% the normal cost.
Special Materials
Tothian Steel: Made by the now dead race of deep earth creatures known as Toth this steel is old and rare. It bares Deep Earth Power, and against the undead, or otherworld creatures they are treated as lesser ghost touched and magical. It also gains a +4 bonus to confirm a critical against creatures of Air. While armour grants a +4 bonus to stability and saves VS Air type spells and abilities. Both have +2 hardness, and weigh 150% the normal weight.
Dunnwood Oak: Weapons made of this sacred wood are strong in Earth Power, and gain +50% hp, and +2 hardness. Against the undead, or otherworld creatures they are treated as lesser ghost touched and magical.
Herodan Spring Steel: Bows made of such steel can become 'composite' bows of any strength, and in the hands of a Runelord such weapons are deadly indeed. The range increment of such a weapon is 150% that of a normal weapon.
Bone: Weapons of bone take -1 to hit, and +20% chance to break on a crit, but weight and cost half as much.
Light Wood: Weapons born of this type of wood weigh half that of normal, and grant +1 to hit, but -1 to damage.
Heavy Wood: Weapons born of this type of wood weigh half that of normal, and grant -1 to hit, but +1 to damage.
Iron: Lower value than true steel iron weapons dead -1 damage, armour has a check penalty of 1 higher and both have -25% hp, and -2 hardness.
Reaver Bone/Teeth: Weapons made of dead Reaver have hardness 20, and 200% hp, and may re-roll break rolls. They also reduce DR and Hardness by 10 points (ignoring it, not lowering it).
Blessed
Weapons and armour can be blessed by a power. Unlike over special materials this can be added to something that all ready is special and only to High Quality or Masterwork weapons.
Fire: Weapons blessed by fire deal +1d6 fire damage, and gain +4 to confirm crits against Water creatures. Armour blessed by fire immunes it's where to natural cold and grants +4 to saves VS cold and Water spells.
Water: Weapons blessed by water are treated as Ghost Touched and ignore weather/water as well as gaining +4 to confirm crits against Fire creatures. Armour blessed by water ignore armour penalty to swim checks and grant +4 to saves VS natural fire, and Fire spells/abilities..
Earth:Weapons blessed by earth may re-roll break checks and have double hardness. The grant +4 to resist being disarmed and to confirm crits against Air creatures. Armour blessed by earth adds +5 to stability, and confers Woodland Stride to the wearer, as well as +4 to saves VS Air spells and abilities.
Air: Weapons blessed by Air have doubled range increments (or treated as 'Throwing' if they have no range increment), +1 to hit, -1 to damage and are unaffected by weather. Armour blessed by air counts as one category lighter (as mithrial), +2 max dex and +4 to saves VS Earth spells and abilities.
Races of Men
All men hail from somewhere, and as much as they may like to be thought of by their own merits, to some degree or another they will always be where they are from.
Every man is from one of four major areas. Rofehavan, Indhopal, Inkarra, or Landsfallen. Each bares it's own language (sometimes many), and customs.
Men born of Rofehavan are fair skinned and hardy. These men of the north are often viewed as soft by the other nations, but they counter only that they have honor more than the other nations. Known to be the tallest and broadest peoples the men of Rofehavan gain a +2 racial bonus to Con checks, and the feat Toughness.
Men of Indhopal are dark skinned and almond eyed. Many view them as creatures of mixed nature, for there are few more noble and poetic than they, but few more cruel and heartless. Life in the deserts to the south is not easy but it is also a home filled with wealth. Indhopaless gain a +2 racial bonus to Spot and the feat Heat Endurance(Sandstorm).
Those from Inkarra are mysterious and strange to all others. They are pale white skinned, silver haired and have striking odd colored eyes. They are a people who do not live in the open light, but seek to remain in the darkness. Few have as many wizards as they, and none as many assassins. Inkarran's gain improved lowlight vision, but Light Blindness, as well as the Stealthy feat.
Landsfallen is far across the ocean, out of touch with the other nations of the world, and more important it is home to a mixing of all the races of men... though predominantly hailing from Rofehavan. Here men are forced to work hard to live, but are given much greater freedom than the men of the other nations. The men of Landsfallen gain a +2 racial bonus to Survival checks, and the feat Skill Focus: Any.
Beyond this a man may elect to hail from a kingdom with in the great nations. Doing so grants bonus/limits options and also gives a homeland to call aid from... or be called to aid in turn.
Each nation picks you human Bonus Feat for you, and spends the 4 skill points human gives you at level one, but grants a slight bonus to that same skill (and making it a class skill) and offers 'regional' feat options and PrC entry requirements. Most of these can be earned in game (EX: a man can earn knighthood in Heredon in order to gain a Heredon Regional feat, but he need not do anything if he were just born there.)
Kingdoms of Rofehavan
Beldinook: Goad(Races of Stone), Appraise and Sense Motive 2 ranks +1 racial
Ashhoven: Sociable Personality(Races of Destiny), Knowledge Local and Craft 2 ranks +1 racial
Internook: Sea Legs(Stormwrack), Profession Sailer and Swim 2 ranks +1 racial
Eyremoth: Dash(CW), Gather Information and Climb 2 ranks +1 racial
Toom: Distracting Attack(Minis Handbook), Swim and Jump 2 ranks +1 racial
Haversind: Improved Unarmed Strike, Escape Artist and Sleight of Hand 2 ranks +1 racial
Alnick: Intimidating Strike (PhB 2), Intimidate 4 ranks +3 racial
Lonnok: Skill Focus: Craft, Craft 4 ranks +3 racial
Seward: Guerrilla Warrior (Heroes of Battle), Listen and Spot 2 ranks +1 racial
Mystarria: Negotiator, Swim and Knowledge Nobility 2 ranks +1 racial
Lysle: Jack of All Trades(CA), 1 rank in any six skills, none are made class skills
Fleeds: Mounted Combat, Ride 4 ranks +3 racial
Heredon: Open Minded(CA), Knowledge Nature and Survival 2 Ranks +1 racial
Orwynne: Mountain Warrior (Races of Stone), Climb and Listen 2 ranks +1 racial
South Crowthen: Eyes in the Back of Your Head (CW), Spot and Listen 2 ranks +1 racial
North Crowthen: Sweet Talker(CS), Bluff and Diplomacy 2 ranks +1 racial
Kingdoms of Indhopal
Khuram:Tunnel Fighting(Races of Stone), Listen and Move Silently 2 ranks +1 racial
Deyazz: Guerrilla Scout (Heroes of Battle), Hide and Move Silently 2 ranks +1 racial
Hawat: Battle Hardened(Races of Stone), Heal 4 ranks +3 racial
Dharmad: Sandskimmer(Sandstorm), Disguise and Use Rope 2 ranks +1 racial
Muttayz: Stealthy, Hide and Move Silently 2 ranks +1 racial
Linah: Sand Dancer(Sandstorm), Tumble 4 ranks +3 racial
Aven: Improved Diversion(CA), Bluff 4 ranks +3 racial
Taif: Iron Will, Knowledge History and Nobility 2 ranks +1 racial
Old Indhopal: Improved Heat Endurance(Sandstorm), Knowledge History 4 ranks +2 racial
Things to do:
1. find a new name for special power
2. find a better word than diplomat
3. Focused Training, figure out what to pick/use.
4.
5.
6.
Robe: This garment protects it's wearer. It grants a Resistance bonus to saves equal to 1/4th the wizards total level, as well as a Natural Armour bonus of 2. A robe takes 2d8 days to grow, and destroys the old clothing the wizard was wearing. It has HP equal to twice the wizard's level, and hardness equal to the resistance bonus it grants, it is Earth Blessed.
Staff: Every earthwarden finds a staff meant for them. Once they find a tree of the right type they will be granted a single branch of it's living wood. This staff is treated as a Masterwork quarterstaff, that grants a bonus based on the type of wood, but is always Earth Blessed. (The type of wood is chosen by the DM and should grant a +1 bonus to DC's for a VERY narrow band of spells [such as spells that shape earth, or spells that control plants], or a Divine Bonus to saves VS one of the other powers) The staff must be planted in the ground like a sapling for at least 8 hours each day or else it loses it's power until it has the chance to do so.
Wind Driven: An air wizard is protected by it's master, and empowered by it. All weapons they wield or armour they wear is treated as Air Blessed. A wind wizard is also able to call forth a protective barrier of rushing wind around themselves, though in order to do so they must give in to their master's mad whims. In giving in a wind wizard becomes shrouded in winds that grant a +4 Deflection bonus to AC, and a +5 Insight bonus to Will saves, as well as a 20% miss chance for all ranged attacks made against them.. Entering this state is however risky, as opening one's self to Wind can greatly effect the mind (Sanity rules just for them?) while in this state a wizard adds +1 to all 'elemental draw' rolls to resist lesser confusion.
Hunger: A Flameweaver is powerful in war, but at greater risk of being drawn in by their master. Any time a Flameweaver casts a Fire spell, or uses a Rune of Fire, or draws from Fire he must make a Will Save equal to the Spells DC, or 10 + (the fire drawn from's level squared), if he fails this save he must either make a sacrifice to Fire, or make a second will save of the same DC. If this second save is passed there is no effect, if it is failed the spell, rune or draw fails as well. (The minimum sacrifice is chosen by the DM)
Heat: So long as a Flameweaver has energy stored (as per elemental draw) he is wreathed in an aura of heat and passion. This aura grants the Flameweaver a bonus resistance to saves and an Insight bonus to AC equal to the square of the level drawn. In addition to this a flameweaver may treat his unarmed attacks as Fire Blessed, and his armour as Fire Blessed, for 24 hours after drawing.
??Water??: Water wizards may bless any weapon or armour as Water Blessed, this takes 1 minute and a clean body of water. Such a blessing normally lasts until the item has dried. The blessing lasts 1d4 hours on a cool day, half that on a dry or hot day, and twice that on a day of thick fog or rain. So long as a Water Wizard remains in contact with water, or is sopping wet they gain a +2 dodge bonus to AC, and a bonus to Reflex saves equal to half their level rounded down.