Inspired and adapted from the Jester Class by Fifth Element Games. Portions of this post are governed by the OGL.
INTRODUCTION
A jester is a madman and his actions are unpredictable, sometimes even to him. He is rash and wild and can be quite bizarre, even unsettling. He relies on surprise, blind luck and unusual tactics to escape danger and evade his enemies. Not all jesters are professional fools, though some are, but all are entertainers at their core. Jesters rarely stop talking or laughing, and regale those around them with tales of harrowing adventure or embarrassing failure and folly. A jester is always good for a rousing tale or jest (thus the name). Jesters thrive on being difficult to read, and work best when their opponents are hesitant and off-step.
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Inspired by the Racial Variants for Rangers by Fifth Element Games. Portions of this post are governed by the OGL.
INTRODUCTION
A bounty hunter hunts his prey for money, for glory, for fun or for more personal reasons. Whether or not the target lives depends entirely on the hire. Some employers want them back alive, some just want the target gone. The Bounty Hunter rarely cares which, as long as he gets paid. Boba Fett is a good example of a pragmatic bounty hunter.
REQUIREMENTS
To become a bounty hunter, a character must Read More »
Inspired by the Striders by Fifth Element Games. Portions of this post are governed by the OGL.
INTRODUCTION
A strider is the ultimate woodsman, the perfect scout. His abilities revolve around wilderness travel and the senses. He relies on his senses to keep himself and his allies out of danger. Striders are Rangers who specialize in stealth, travel and exploration. In Valiant, many feel Read More »
Inspired by the Racial Variants for Rangers by Fifth Element Games. Portions of this post are governed by the OGL.
INTRODUCTION
Rangers are wilderness hunters. Rangers tend to be cunning and perceptive in addition to being skilled woodsmen. Archery is common to rangers and sometimes they have access to miracles. Usually solitary, they are rarely found near populated settlements and often have pets for companionship. Grizzly Adams is an excellent example of a ranger.
REQUIREMENTS
To become a ranger, a character must fulfill all of the following criteria Read More »
Inspired by the Inquisitor Prestige Class by Atlas Games. Portions of this post are governed by the OGL.
INTRODUCTION
An inquisitor must be completely dedicated to the Church and must possess the skills required to wring the truth from those who would lie to him. As the Church of the Thirteen Gods and the Colleges of Kynafir are diametrically opposed in outlook and practice, those with Paranormal: Magic need not apply. All Inquisitors have a Read More »
Two new skills available to my players are Acumen: Awareness and Magic: Sense Magic. The first is being made available because due to an apparently huge oversight in writing up the d6 Fantasy system, there is no general awareness or listen check skill. So, I add it, problem fixed.
The second is needed because the magic system I’m using has no “Detect Magic” spell and probably never will have. However, borrowing from many fiction examples, the ability to sense magic inherently for someone who has Paranormal Magic as an attribute is not farfetched. The difficulty number for the skill will be based on my idea of the size and power of the magic in question. The player needs to be focusing on a specific item to use it.
Existing characters can pick up the skills at the cost of skills at creation.

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All the languages in and near Kyanfir developed from the old empire of Mano-Ade where the main language was Iuze. Influenced by distance and various nomadic tribes, each country eventually developed its own form and dialect. The Church of the Thirteen Gods uses classical Iuze in both written and spoken liturgy, providing a common language for translation and trade.
Most in Kyanfir speak a dialect known as Hezrei, influenced by the pirate nomads that raid the middle of the country each winter and the coastal cities each summer who speak a gutteral tongue called Dzek. Those near Nuray may be fluent in Ibuil and Jannasberre has a considerable number of Ihreun speakers from Kai-Alti. Only scholars speak Ierae, the most common language of the elven barbarians, and Enel of the nomadic Reptile Folk.
As Goddess of the Wind, Enal sees everything, hears everything that the wind touches and as a Goddess, is intelligent enough to put it altogether to divine the future from the present. Clerics of Enal can be gifted witha small portion of her knowledge and a small industry has sprouted around these Oracles. Read More »

Image by Wessex Archaeology via Flickr
Kebantha Lesen-Tang
Contributed by Flipperox
He is lean and wiry, yet strong for his size. He is not overpowering physically, but he has endurance and stamina that are unrivaled among his peers. He has brown skin, dark hair, and green eyes. He has well-proportioned features and many consider him to be extremely handsome. He wears animal skin pelts yet still has a cleric appearance due to his necklace made entirely of bear claws. He has passed his adulthood rite and is proud to have a pure silver torque adorning his left arm.
Kebantha was raised in a typical elven setting, but was hardly Read More »

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Reece Toklafane
Contributed by Horatius
Lean and weathered looking. A face that has seen more than its share of sun and wind. His hair was once blonde, but the sun and weather have leached all color away. Constant exposure to sun and weather have taken their toll on his face and body. His skin has a permanently tanned appearance. Some have joked that his size and lack of body mas may be due to a mixed breeding somewhere in his past. TO protect his skin, he wears a head covering similar to a nemes, a loose tunic and a heavy linnen skirt. Occasionally, when the weather demands, a pair of heavy pants and shoes are added. Reece carries Read More »