|Race||Adulthood||Middle Age||Old Age||Venerable||Maximum Age|
|Dwarf||30||70||106||140||140 + 4d20|
|Elf||55||128||194||257||257 + 1d%|
|Gnome||30||70||106||140||140 + 5d20|
|Halfling||20||47||71||93||93 + 3d20|
|Half-Elf||20||47||71||93||93 + 3d20|
|Half-orc||14||33||49||65||65 + 3d12|
|Human||15||35||53||70||70 + 2d20|
Random Starting Ages
|Race||Barbarian, Rogue, Sorcerer||Bard, Fighter, Paladin, Ranger||Cleric, Druid, Monk, Wizard|
I do not use alignment detection spells or abilities. Alignment based actions are fine (smite evil, smite good, etc. but gaining of knowledge of another alignment through divination or spell craft is forbidden.
As the ruler of your land, you inspire those in other leadership positions to do their job better.
Prerequisites: Diplomacy 10 ranks, Cha 15, Leadership, must be the ruler of a nation
Benefit: You grant a +2 morale bonus to the relevant ability scores of all the kingdom’s Leadership positions while they are conducting the kingdom’s business. This feat cannot be taken multiple times and this feat does not stack with other morale bonuses (including those of a co-ruler, if the co-ruler possesses this feat as well). If you cease to be the ruler of a nation, you no longer grant this bonus to the leaders of the kingdom. When not in the kingdom phases (such as exploration or combat), this bonus does not apply.