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The denizens of Almira use plethora of new fighting styles, debate tactics, other skills to survive in their reborn world. These skills are represented by a number of different feats and traits. From Demeanor Feats used by aristocrats to faith-based feats and traits granted by Almira's vast pantheon, the potential for unique and specialized builds is limitless.
The pantheon of Almira is vast and varied. The people of the world revere many deities, each granting unique powers. The feats, traits, and feature archetypes listed here are available to those who revere a specific deity.
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Demeanor feats are a new type of feat which represent a creature assuming a specific bearing and attitude. Presenting a demeanor requires a free action taken at the beginning of the user’s turn. A demeanor must continue to be presented each round. Demeanors cannot be presented while the users would be unable to present the emotion component of a psychic spell. Only a single demeanor feat may be presented at once.
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The Order of the Sword is Almira’s preeminent military organization and the first defense against the dark powers of the world. This organization contains hundreds of thousands of Order Units, each with their own fighting styles and specializations. The average Order Unit consists of one 10 to 20 offensive troops, one commander, and an assortment of utilitarian members. The following troops are simply examples of a few of the units within the Order of the Sword.
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The tengu cults of Scarpatch utilize special magics and combat styles, gleaned from the questions which are central to their existence.
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