Setting Handbook

Savage Tidings

A small group of adventurers, A sister with a ne’er do well brother, A forgotten colony in uncharted islands in need of aid, A twisted, evil entity behind the scenes trying to cure its sickness and ruin the world in the process. Can the heroes put a stop to a monstrous plan?


On the western edge of the Amedio Jungle, surrounded by thick marshes and dense jungle, lies the last bastion of civilization for hundreds of miles – the port city of Sasserine. Founded by a cleric of Wee Jas, and named for her by her consort, the settlement of pilgrims Sasserine had brought together grew steadily over the next 700 years into one of the great hidden wonders of the south.

The city is nestled in a sheltered harbor. Most travelers come to Sasserine via ship because the overland routes are fraught with danger. The city isn’t much to look at from the sea; two ragged cliffs jut out from the coastline, home to seahawks and gulls. But sailing between eroding supports of what was once a huge bridge spanning the harbor reveals the thriving city of whaling, commerce, and intrigue. Next to hit a visitor is a cacophony of odors – exotic spices, smoke, humanity, and sewage.

The city is split into seven districts, each with its own distinct character. The districts are separated by walls and networks of rivers and canals. There is friendly competition between the residents of each district, but they never fail to come to each other’s aid when needed. Being in such a great location, the city has been attacked several times over the years: the pirates of the Crimson Fleet, the navy of the Scarlet Brotherhood, the frog-like bullywugs of the surrounding marshes, and even giants and ogres from the nearby mountains keep the city on almost constant alert, yet the city has fallen only once in its entire history.

Sasserine is just coming out from under the oppressive rule of a group called the Sea Princes. Their hostile takeover was aided by the citizenry who wanted to overthrow an overbearing and dictatorial ruler. Unfortunately, the Sea Princes were worse. They did everything in their power to hide the existence of the city, infiltrating cartography guilds and buying off or murdering captains. After a hundred years, the Scarlet Brotherhood assassinated all the Sea Princes, freeing Sasserine and opening the door to becoming allies despite the dark rumors of the Brotherhood’s actions and beliefs.

Please see the Savage Tide Player’s Guide for more information on the seven districts of Sasserine and a few organizations that may be of interest.

House Rules

Generating Ability Scores

To generate a PC’s ability scores, there are two possible methods. The player can use both and see which scores they like better:

  1. 30 point buy.
  2. Roll 4d6, drop the lowest total the rest, six times and arrange as desired.

All scores will be generated in front of the DM. Not necessarily because I don’t trust my players, but because I need to know the mix of PC scores and classes to know how to best challenge the party.


There are no Favored Classes for any race. Humans and Half-Elves receive two bonus skills that will always be considered class skills with a 1 skill point cost for that character.


ALL Classes now receive a minimum of 4 skill points per level. If your chosen class has less than 4 skill points listed in its description, use 4 instead. If your chosen class has 4 or more skill points listed in its description, you get what is written.


Wildshape forms taken from the PC’s native terrain are available freely. Forms taken from other terrain types must be studied before becoming available. Knowledge(nature) checks will most likely be needed.


The Fighter adds Listen, Spot, Knowledge(nobility and royalty), Knowledge(history), and Diplomacy to its skill list.


These are the tenets Paladins are expected to live by:

Prowess: Seek excellence in all endeavors expected of a paladin, martial and otherwise, gaining strength to be used in the service of justice, rather than personal aggrandizement.

Justice: Seek always the path of good, unencumbered by personal interest. Recognize that the sword of justice can be a terrible thing, so it must be tempered by humanity.

Loyalty: Be known for unwavering commitment to the people and ideals you choose to live by. There are many places in life where compromise may be needed. Loyalty is not among them.

Defense: Seek always to defend your nation, your lord, your family, your companions, and those whom you believe worthy of loyalty.

Courage: Being a paladin often means choosing the more difficult path, the personally expensive one. Be prepared to make personal sacrifices in service of the precepts and people you value. At the same time, a paladin should seek wisdom to see the difference between courage and foolishness. Courage also means taking the side of truth in all matters, rather than seeking the expedient lie.

Faith: A paladin must have faith in his beliefs, for faith roots him and offers hope against despair.

Humility: Place value upon the contributions of others. Do not boast of your own accomplishments, wait for others to do this for you. Tell the deeds of others before your own, according them the renown rightfully earned through virtuous deeds.

Largesse: Be generous insofar as your resources allow. Place the needs of others before your own. Keeping this in mind makes decisions regarding justice much simpler.

Nobility: Seek great stature of character by holding to the virtues and duties of a paladin. Realize that, though no one can reach such ideals, the quality of striving toward them makes one truly noble. Through your nobility you can also influence others, offering a compelling example of what one can accomplish in the service of good.

Principle: Although a paladin shows wisdom in his actions and commits no act without due consideration, when in doubt, do what is right and good for its own sake. Truth, fidelity, virtue, and honor are motives unto themselves, and each is larger that any single paladin.

Franchise: Seek all these achievements as sincerely as possible, not for the reason of personal gain, but because it is right. Do not restrict your exploration to a small world, but seek to infuse every aspect of your life with these qualities. Should you succeed in even a tiny measure, you will be well remembered for your quality and virtue.

From Monte Cook’s Book of Hallowed Might I


Weapon Specialization is added as a prerequisite for Improved Critical

Greater Critical

Pre: Improved Critical, Greater Weapon Specialization

Benefit: The chosen weapon’s critical multiplier improves by one.

Sidestep Charge [General]

You are skilled at dodging past charging opponents and taking advantage when they miss.

Prerequisite: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat. Special: A fighter may select Sidestep Charge as one of his fighter bonus feats.

Stand Still [General]

You can prevent foes from fleeing or closing.

Prerequisite: Str 13.

Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).

Normal: Attacks of opportunity cannot halt your foes in their tracks.

Special: A fighter may select Sidestep Charge as one of his fighter bonus feats.

Threaten [General]

You know how to lash out at enemies that come too close.

Prerequisites: Combat Reflexes

Benefit: The DC of checks to avoid attacks of opportunity made by you, such as Tumble checks for moving through your threatened area and Concentration checks for casting on the defensive, is increased by your base attack bonus.

Special: A fighter may select Threaten as one of his bonus feats.

Some of these feats are in the d20 SRD and others are taken from posts on the Wizards of the Coast forums

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