Approved Non-Core Rules
The world of the sunchasers is riddled with secrets and lost knowledge, and also contains many important scholarly institutions and traditions, including the Sages of the Library of Kings and the Magisters of the Third Tower in Anmai, and the Riddlemasters of Arun in the Black Peaks. In addition to Noble, Heroic, and Military renown, it is also possible to gain renown among this community of knowledge seekers.
Scholarly Renown Benefits: Scholarly renown is good for most of the same things other renown is. See here for changes to the favors chart, including new favors available.
Style Feat: Famous Scholar
Requirements: Int 14+, complete a task for a scholarly organization
Benefits: The lower of your Int or Wis increases by +1 and you may purchase scholarly renown for 20 reputation per level.
Path of Dragons:
Alignments: Dragon Kings
Dragons I: You gain 3x your Path step in Resistance to one of the following damage types: acid, cold, electrical, fire, flash, force, sonic, or stress.
Dragons II: You gain Draconic Heritage as a bonus feat.
Dragons III: When you spend an action die to boost unarmed or melee damage, you may convert it to the same damage type as your resistance, without penalty.
Dragons IV: Your allies gain the benefits of your first step ability.
Dragons V: You gain Draconic Legacy and Truescale as bonus feats. Your damage type for Truescale matches your Resistance granted by step I.
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Path of Avva’s Ruined:
Alignments: Silver Crown, Eyes of Heaven, Ogre Paragon, Elven Paragon
Avva’s Ruined I: You gain Voices of the Past (Adventure Companion pg 94) as a bonus feat.
Avva’s Ruined II: You may cast Knock and Living Library I once per scene, and gain a study in ancient ruins.
Avva’s Ruined III: You gain The Gift spellcasting feat even though you are not level 1, and a +2 magic bonus with saves vs. spells. Your mage’s mark is gold instead of silver. If you already have the Gift or the Subtle and Quick to Anger class ability, you gain an alternate spellcasting feat of your choice.
Avva’s Ruined IV: Your Wisdom score rises by 1 and you may cast Counter Magic II once per scene.
Avva’s Ruined V: You may cast Protection from Spells and Living Library III once per scene.
You are large and racist. The powers that be don’t appreciate your race properly, so you’re just going to show them how it’s done!
The avatar of this alignment, should it come up, is an Ogre Hero. The ritual weapon of this alignment is the famous weapon of the Hero one reveres as the best example, most typically a great club (excellent for gesticulating grandly with while telling tales of one’s bravery).
The associated paths are Strength, Destruction, Fire, and Avva’s Ruined (see above). Opposed alignments are Burning Maw (because they enslave ogres) and Saurian Paragon (because the local ogres have a historical rivalry with saurians eclipsed only by the saurian/rootwalker war).
Other racial paragons:
You are racist first, and a hero second. The powers that be don’t appreciate your race properly, so you’re just going to show them how it’s done!
The avatar of this alignment, should it come up, is a Hero or the same race. The ritual weapon of this alignment is the famous weapon of the Hero one reveres as the best example.
Associated paths and opposed alignments are dependent on the race; contact the GM if you need details.
NPC qualities (for personal lieutenants, for example)
NPC Quality “Lives in a bottle” (XP +3)
The NPC is bound to an extra-dimensional “home” in the form of a bottle, lamp, or other small container. While in the bottle, the NPC is immune to spells and effects that detect intelligence/presence/etc.
The NPC may enter or exit the bottle by making a double move action: 1 to activate the magic and assume gaseous form, and 1 to transit the orifice (or the reverse for exiting). The NPC has
the benefits of the gaseous form spell while transiting (Pathfinder spell named for reference, we know Fantasycraft doesn’t have that actual spell), but cannot attack, and must enter (or exit) the bottle completely before taking any other actions. Filling the bottle with anything prevents the NPC from initiating an enter/exit action.
The bottle belongs to the NPC and contains the NPC and their gear, and normally seems to them to have the volume and character of a large tent from the inside. If the bottle is destroyed the NPC and whatever gear he had stored are summarily ejected, including the tent (which was a material component of the spell that made the bottle). The NPC can (or depending on it’s nature, possibly must) bond to a new item as soon as 24 hours after the old bottle was destroyed. If the NPC had other powers or abilities dependent on the existence of the bond, they are suppressed until the new bond is formed. Expect appropriate bottle replacements to be expensive.
The NPC may make a will check to bring 1 additional character into this space with him, but when he succeeds the space seems smaller and crowded inside. Foreign characters are automatically ejected from the bottle after 24 hours if the bonded NPC does not bring them out. The NPC (or the controlling PC when applicable) may upgrade the bottle as a holding, also possibly allowing the NPC to bring in more characters – but he must make a successful will check for each one. Also, if a PC upgrades the NPC’s bottle, then it counts as a holding for the PC in spite of technically belonging to the NPC.