The Stitched Lands

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The stitched lands were built long ago by a council of druids that united once-disparate tribes, conjuring intelligent plants and living slime-molds to agglomerate their islands. Strange things living in the floating swamps are incredibly valuable in alchemy and medicine, and while the Stitched Lands are technically part of the Islands of Loft, they are famously self-isolating.

Developed Tolerance

You gain a +2 origin bonus to saving throws against effects that cause stunning, nauseated, or sickened conditions.

Stitched Lands Trades

Many in the Stitched Lands are involved in the nationwide alchemical trade as farmers or merchants; those who aren't are often familiar with alchemy or serve as guards against dangerous beasts or distrusted outsiders.

Choose Apothecary Training, Merchant Training, or Monster Hunter Training. These options grant class skills, if you also gain one of these skills as a class skill from a class you instead get a +1 bonus to checks with that skill.

Apothecary Training

You gain Heal, Knowledge (arcana), Knowledge (nature), and Use Magic Device as class skills.

Whenever you attempt to create an alchemical remedy, you may pay twice the normal crafting cost to create three instances of that remedy.

Merchant Training

You gain Appraise, Bluff, Diplomacy, and Knowledge (local) as class skills.

When arranging the sale or purchase of nonmagical goods for businesses or in sufficient bulk, you pay 5% less or are paid 5% more.

Monster Hunter Training

You gain Appraise, Intimidate, Knowledge (arcana), and Survival as class skills.

You do not take penalties on Intimidate checks for being smaller than your target.

Defensive Training

You gain a +4 dodge bonus to AC and CMD against attacks made by Animal-type creatures.

Skill Familiarity

You gain a +2 origin bonus to Knowledge (Nature) or Survival, and one other skill of your choice.