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Introduction |
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| Posted by
Thomas Scott McGregor
July 10th 2010 |
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While playing the
Pathfinder RPG, the Game Master
describes the events that occur in
the game world, and the players take
turns describing what their
characters do in response to those
events. Unlike storytelling,
however, the actions of the players
and the characters controlled by the
Game Master (frequently called
non-player characters, or NPCs) are
not certain. Most actions require
dice rolls to determine success,
with some tasks being more difficult
than others. Each character is
better at some things than he is at
other things, granting him bonuses
based on his skills and abilities.
Whenever a roll is required, the
roll is noted as “d#,” with the “#”
representing the number of sides on
the die. If you need to roll
multiple dice of the same type,
there will be a number before the
“d.” For example, if you are
required to roll 4d6, you should
roll four six-sided dice and add the
results together. Sometimes there
will be a + or – after the notation,
meaning that you add that number to,
or subtract it from, the total
results of the dice (not to each
individual die rolled). Most die
rolls in the game use a d20 with a
number of modifiers based on the
character's skills, his or her
abilities, and the situation.
Generally speaking, rolling high is
better than rolling low. Percentile
rolls are a special case, indicated
as rolling d%. You can generate a
random number in this range by
rolling two differently colored
ten-sided dice (2d10). Pick one
color to represent the tens digit,
then roll both dice. If the die
chosen to be the tens digit rolls a
“4” and the other d10 rolls a “2,”
then you've generated a 42. A zero
on the tens digit die indicates a
result from 1 to 9, or 100 if both
dice result in a zero. Some d10s are
printed with “10,” “20,” “30,” and
so on in order to make reading d%
rolls easier. Unless otherwise
noted, whenever you are must round a
number, always round down.
As
your character goes on adventures,
he earns gold, magic items, and
experience points. Gold can be used
to purchase better equipment, while
magic items possess powerful
abilities that enhance your
character. Experience points are
awarded for overcoming challenges
and completing major storylines.
When your character has earned
enough experience points, he
increases his character level by
one, granting him new powers and
abilities that allow him to take on
even greater challenges. The Most
Important Rule
The rules in
this book are here to help you
breathe life into your characters
and the world they explore. While
they are designed to make your game
easy and exciting, you might find
that some of them do not suit the
style of play that your gaming group
enjoys. Remember that these rules
are yours. You can change them to
fit your needs. Most Game Masters
have a number of “house rules” that
they use in their games. The Game
Master and players should always
discuss any rules changes to make
sure that everyone understands how
the game will be played. Although
the Game Master is the final arbiter
of the rules, the Pathfinder RPG is
a shared experience, and all of the
players should contribute their
thoughts when the rules are in
doubt. Common Terms
The
Pathfinder RPG uses a number of
terms, abbreviations, and
definitions in presenting the rules
of the game. The following are among
the most common.
Ability
Score: Each creature has six ability
scores: Strength, Dexterity,
Constitution, Intelligence, Wisdom,
and Charisma. These scores represent
a creature's most basic attributes.
The higher the score, the more raw
potential and talent your character
possesses.
Action: An action
is a discrete measurement of time
during a round of combat. Using
abilities, casting spells, and
making attacks all require actions
to perform. There are a number of
different kinds of actions, such as
a standard action, move action,
swift action, free action, and
full-round action (see Combat).
Armor Class (AC): All creatures
in the game have an Armor Class.
This score represents how hard it is
to hit a creature in combat. As with
other scores, higher is better.
Base Attack Bonus (BAB): Each
creature has a base attack bonus and
it represents its skill in combat.
As a character gains levels or Hit
Dice, his base attack bonus
improves. When a creature's base
attack bonus reaches +6, +11, or
+16, he receives an additional
attack in combat when he takes a
full-attack action (which is one
type of full-round action—see
Combat).
Bonus: Bonuses are
numerical values that are added to
checks and statistical scores. Most
bonuses have a type, and as a
general rule, bonuses of the same
type are not cumulative (do not
“stack”)—only the greater bonus
granted applies.
Caster Level
(CL): Caster level represents a
creature's power and ability when
casting spells. When a creature
casts a spell, it often contains a
number of variables, such as range
or damage, that are based on the
caster's level.
Class:
Classes represent chosen professions
taken by characters and some other
creatures. Classes give a host of
bonuses and allow characters to take
actions that they otherwise could
not, such as casting spells or
changing shape. As a creature gains
levels in a given class, it gains
new, more powerful abilities. Most
PCs gain levels in the core classes
or prestige classes, since these are
the most powerful. Most NPCs gain
levels in NPC classes, which are
less powerful (see Creating NPCs).
Check: A check is a d20 roll
which may or may not be modified by
another value. The most common types
are attack rolls, skill checks, and
saving throws.
Combat
Maneuver: This is an action taken in
combat that does not directly cause
harm to your opponent, such as
attempting to trip him, disarm him,
or grapple with him (see Combat).
Combat Maneuver Bonus (CMB):
This value represents how skilled a
creature is at performing a combat
maneuver. When attempting to perform
a combat maneuver, this value is
added to the character's d20 roll.
Combat Maneuver Defense (CMD):
This score represents how hard it is
to perform a combat maneuver against
this creature. A creature's CMD is
used as the difficulty class when
performing a maneuver against that
creature.
Concentration
Check: When a creature is casting a
spell, but is disrupted during the
casting, he must make a
concentration check or fail to cast
the spell (see Magic).
Creature: A creature is an active
participant in the story or world.
This includes PCs, NPCs, and
monsters.
Damage Reduction
(DR): Creatures that are resistant
to harm typically have damage
reduction. This amount is subtracted
from any damage dealt to them from a
physical source. Most types of DR
can be bypassed by certain types of
weapons. This is denoted by a “/”
followed by the type, such as
“10/cold iron.” Some types of DR
apply to all physical attacks. Such
DR is denoted by the “—” symbol. See
Special Abilities for more
information.
Difficulty Class
(DC): Whenever a creature attempts
to perform an action whose success
is not guaranteed, he must make some
sort of check (usually a skill
check). The result of that check
must meet or exceed the Difficulty
Class of the action that the
creature is attempting to perform in
order for the action to be
successful.
Extraordinary
Abilities (Ex): Extraordinary
abilities are unusual abilities that
do not rely on magic to function.
Experience Points (XP): As a
character overcomes challenges,
defeats monsters, and completes
quests, he gains experience points.
These points accumulate over time,
and when they reach or surpass a
specific value, the character gains
a level.
Feat: A feat is an
ability a creature has mastered.
Feats often allow creatures to
circumvent rules or restrictions.
Creatures receive a number of feats
based off their Hit Dice, but some
classes and other abilities grant
bonus feats.
Game Master
(GM): A Game Master is the person
who adjudicates the rules and
controls all of the elements of the
story and world that the players
explore. A GM's duty is to provide a
fair and fun game.
Hit Dice
(HD): Hit Dice represent a
creature's general level of power
and skill. As a creature gains
levels, it gains additional Hit
Dice. Monsters, on the other hand,
gain racial Hit Dice, which
represent the monster's general
prowess and ability. Hit Dice are
represented by the number the
creature possesses followed by a
type of die, such as “3d8.” This
value is used to determine a
creature's total hit points. In this
example, the creature has 3 Hit
Dice. When rolling for this
creature's hit points, you would
roll a d8 three times and add the
results together, along with other
modifiers.
Hit Points (hp):
Hit points are an abstraction
signifying how robust and healthy a
creature is at the current moment.
To determine a creature's hit
points, roll the dice indicated by
its Hit Dice. A creature gains
maximum hit points if its first Hit
Die roll is for a character class
level. Creatures whose first Hit Die
comes from an NPC class or from his
race roll their first Hit Die
normally. Wounds subtract hit
points, while healing (both natural
and magical) restores hit points.
Some abilities and spells grant
temporary hit points that disappear
after a specific duration. When a
creature's hit points drop below 0,
it becomes unconscious. When a
creature's hit points reach a
negative total equal to its
Constitution score, it dies.
Initiative: Whenever combat begins,
all creatures involved in the battle
must make an initiative check to
determine the order in which
creatures act during combat. The
higher the result of the check, the
earlier a creature gets to act.
Level: A character's level
represents his overall ability and
power. There are three types of
levels. Class level is the number of
levels of a specific class possessed
by a character. Character level is
the sum of all of the levels
possessed by a character in all of
his classes. In addition, spells
have a level associated with them
numbered from 0 to 9. This level
indicates the general power of the
spell. As a spellcaster gains
levels, he learns to cast spells of
a higher level.
Monster:
Monsters are creatures that rely on
racial Hit Dice instead of class
levels for their powers and
abilities (although some possess
class levels as well). PCs are
usually not monsters.
Multiplying: When you are asked to
apply more than one multiplier to a
roll, the multipliers are not
multiplied by one another. Instead,
you combine them into a single
multiplier, with each extra multiple
adding 1 less than its value to the
first multiple. For example, if you
are asked to apply a ×2 multiplier
twice, the result would be ×3, not
×4.
Nonplayer Character
(NPC): These are characters
controlled by the GM.
Penalty: Penalties are numerical
values that are subtracted from a
check or statistical score.
Penalties do not have a type and
most penalties stack with one
another.
Player Character
(Character, PC): These are the
characters portrayed by the players.
Round: Combat is measured in
rounds. During an individual round,
all creatures have a chance to take
a turn to act, in order of
initiative. A round represents 6
seconds in the game world.
Rounding: Occasionally the rules ask
you to round a result or value.
Unless otherwise stated, always
round down. For example, if you are
asked to take half of 7, the result
would be 3.
Saving Throw:
When a creature is the subject of a
dangerous spell or effect, it often
receives a saving throw to mitigate
the damage or result. Saving throws
are passive, meaning that a
character does not need to take an
action to make a saving throw—they
are made automatically. There are
three types of saving throws:
Fortitude (used to resist poisons,
diseases, and other bodily
ailments), Reflex (used to avoid
effects that target an entire area,
such as fireball), and Will (used to
resist mental attacks and spells).
Skill: A skill represents a
creature's ability to perform an
ordinary task, such as climb a wall,
sneak down a hallway, or spot an
intruder. The number of ranks
possessed by a creature in a given
skill represents its proficiency in
that skill. As a creature gains Hit
Dice, it also gains additional skill
ranks that can be added to its
skills.
Spell: Spells can
perform a wide variety of tasks,
from harming enemies to bringing the
dead back to life. Spells specify
what they can target, what their
effects are, and how they can be
resisted or negated.
Spell-Like Abilities (Sp):
Spell-like abilities function just
like spells, but are granted through
a special racial ability or by a
specific class ability (as opposed
to spells, which are gained by
spellcasting classes as a character
gains levels).
Spell
Resistance (SR): Some creatures are
resistant to magic and gain spell
resistance. When a creature with
spell resistance is targeted by a
spell, the caster of the spell must
make a caster level check to see if
the spell affects the target. The DC
of this check is equal to the target
creature's SR (some spells do not
allow SR checks).
Stacking:
Stacking refers to the act of adding
together bonuses or penalties that
apply to one particular check or
statistic. Generally speaking, most
bonuses of the same type do not
stack. Instead, only the highest
bonus applies. Most penalties do
stack, meaning that their values are
added together. Penalties and
bonuses generally stack with one
another, meaning that the penalties
might negate or exceed part or all
of the bonuses, and vice versa.
Supernatural Abilities (Su):
Supernatural abilities are magical
attacks, defenses, and qualities.
These abilities can be always active
or they can require a specific
action to utilize. The supernatural
ability's description includes
information on how it is used and
its effects.
Turn: In a
round, a creature receives one turn,
during which it can perform a wide
variety of actions. Generally in the
course of one turn, a character can
perform one standard action, one
move action, one swift action, and a
number of free actions. Less-common
combinations of actions are
permissible as well, see Combat for
more details.
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Races |
| Posted by
Thomas Scott McGregor
July 10th 2010 |
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Odyum is a world
dominated by humans of countless
variations. From the hardy
alcadians to the cultured remans,
humans make up the vast majority of
sapient species of Odyum. But
other races exist in small numbers.
The mighty dwarves once ruled
kingdoms, and the ancient elves have
been on the fringes of human society
since the beginning of time. |
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| Dwarves |
| Posted by
Thomas Scott McGregor
October 11th 2010 |
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Dwarves
are a stoic but stern race,
ensconced in cities carved from the
hearts of mountains and fiercely
determined to repel the depredations
of savage races like orcs and
goblins. More than any other race,
the dwarves have acquired a
reputation as dour and humorless
craftsmen of the earth. It could be
said that dwarven history shapes the
dark disposition of many dwarves,
for they reside in high mountains
and dangerous realms below the
earth, constantly at war with
giants, goblins, and other such
horrors.
Physical
Description: Dwarves are a short and
stocky race, and stand about a foot
shorter than most humans, with wide,
compact bodies that account for
their burly appearance. Male and
female dwarves pride themselves on
the length of their hair, and men
often decorate their beards with a
variety of clasps and intricate
braids. A cleanshaven male dwarf is
a sure sign of madness, or worse—no
one familiar with their race trusts
a beardless dwarf.
Society:
The great distances between their
mountain citadels account for many
of the cultural differences that
exist within dwarven society.
Despite these schisms, dwarves
throughout the world are
characterized by their love of
stonework, their passion for stone-
and metal-based craftsmanship and
architecture, and a fierce hatred of
giants, orcs, and goblinoids.
Relations: Dwarves and orcs have
long dwelt in proximity, theirs a
history of violence as old as both
their races. Dwarves generally
distrust and shun halforcs. They
find half lings, elves, and gnomes
to be too frail, flighty, or
“pretty” to be worthy of proper
respect. It is with humans that
dwarves share the strongest link,
for humans’ industrious nature and
hearty appetites come closest to
matching those of the dwarven ideal.
Alignment and Religion:
Dwarves are driven by honor and
tradition, and while they are often
satirized as standoffish, they have
a strong sense of friendship and
justice, and those who win their
trust understand that, while they
work hard, they play even
harder—especially when good ale is
involved. Most dwarves are lawful
good. They prefer to worship deities
whose tenets match these traits, and
Torag is a favorite among dwarves,
though Abadar and Gorum are common
choices as well.
Adventurers:
Although dwarven adventurers are
rare compared to humans, they can be
found in most regions of the world.
Dwarves often leave the confines of
their redoubts to seek glory for
their clans, to find wealth with
which to enrich the fortress-homes
of their birth, or to reclaim fallen
dwarven citadels from racial
enemies. Dwarven warfare is often
characterized by tunnel fighting
and melee combat, and as such most
dwarves tend toward classes such as
fighters and barbarians.
Male Names: Dolgrin, Grunyar, Harsk,
Kazmuk, Morgrym, Rogar.
Female Names: Agna, Bodill, Ingra,
Kotri, Rusilka, Yangrit.
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Elves |
| Posted by
Thomas Scott McGregor
October 11th 2010 |
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The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration ref lecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.
Physical Description: Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.
Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.
Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf ’s skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and half lings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.
Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good. They prefer deities that share their love of the mystic qualities of the world—Desna and Nethys are particular favorites, the former for her wonder and love of the wild places, and the latter for his mastery of magic. Calistria is perhaps the most notorious of elven deities, for she represents elven ideals taken to an extreme.
Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew melee because of their frailty, preferring instead to pursue classes such as wizards and rangers.
Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.
Female Names: Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.
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Half-Elves |
| Posted by
Thomas Scott McGregor
October 11th 2010 |
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Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another, but even these “pureblood” half-elves tend to be viewed as bastards by humans and elves alike.
Physical Description: Half-elves
stand taller than humans but
shorter than elves. They inherit
the lean build and comely
features of their elven lineage,
but their skin color is dictated
by their human side. While
half-elves retain the pointed
ears of elves, theirs are more
rounded and less pronounced. A
half-elf ’s human-like eyes tend
to range a spectrum of exotic
colors running from amber or
violet to emerald green and deep
blue.
Society: The lack
of a unified homeland and
culture forces half-elves to
remain versatile, able to
conform to nearly any
environment. While often
attractive to both races for the
same reasons as their parents,
half-elves rarely fit in with
either humans or elves, as both
races see too much evidence of
the other in them. This lack of
acceptance weighs heavily on
many half-elves, yet others are
bolstered by their unique
status, seeing in their lack of
a formalized culture the
ultimate freedom. As a result,
half-elves are incredibly
adaptable, capable of adjusting
their mindsets and talents to
whatever societies they find
themselves in.
Relations: A half-elf
understands loneliness, and
knows that character is often
less a product of race than of
life experience. As such,
half-elves are often open to
friendships and alliances with
other races, and less likely to
rely on first impressions when
forming opinions of new
acquaintances.
Alignment
and Religion: Half-elves’
isolation strongly influences
their characters and
philosophies. Cruelty does not
come naturally to them, nor does
blending in and bending to
societal convention—as a result,
most half-elves are chaotic
good. Half-elves’ lack of a
unified culture makes them less
likely to turn to religion, but
those who do generally follow
the common faiths of their
homeland.
Adventurers:
Half-elves tend to be
itinerants, wandering the lands
in search of a place they might
finally call home. The desire to
prove oneself to the community
and establish a personal
identity—or even a legacy—drives
many half-elf adventurers to
lives of bravery.
Male
Names: Calathes,
Encinal, Kyras, Narciso, Quiray,
Satinder, Seltyiel, Zirul.
Female Names: Cathran,
Elsbeth, Iandoli, Kieyanna,
Lialda, Maddela, Reda, Tamarie.
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Orcs |
| Posted by
Thomas Scott McGregor
October 11th 2010 |
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Half-orcs
are monstrosities, their tragic
births the result of perversion
and violence—or at least, that’s
how other races see them. It’s
true that half-orcs are rarely
the result of loving unions, and
as such are usually forced to
grow up hard and fast,
constantly fighting for
protection or to make names for
themselves. Feared, distrusted,
and spat upon, half-orcs still
consistently manage to surprise
their detractors with great
deeds and unexpected wisdom—
though sometimes it’s easier
just to crack a few skulls.
Physical Description: Both
genders of half-orc stand
between 6 and 7 feet tall, with
powerful builds and greenish or
grayish skin. Their canines
often grow long enough to
protrude from their mouths, and
these “tusks,” combined with
heavy brows and slightly pointed
ears, give them their
notoriously bestial appearance.
While half-orcs may be
impressive, few ever describe
them as beautiful.
Society: Unlike half-elves,
where at least part of society’s
discrimination is born out of
jealousy or attraction, half-orcs
get the worst of both worlds:
physically weaker than their orc
kin, they also tend to be feared
or attacked outright by the
legions of humans who don’t
bother making the distinction
between full orcs and half
bloods. Still, while not exactly
accepted, half-orcs in civilized
societies tend to be valued for
their martial prowess, and orc
leaders have actually been known
to spawn them intentionally, as
the half breeds regularly make
up for their lack of physical
strength with increased cunning
and aggression, making them
natural chieftains and strategic
advisors.
Relations: A
lifetime of persecution leaves
the average half-orc wary and
quick to anger, yet those who
break through his savage
exterior might find a
well-hidden core of empathy.
Elves and dwarves tend to be the
least accepting of half-orcs,
seeing in them too great a
resemblance to their racial
enemies, but other races aren’t
much more understanding. Human
societies with few orc problems
tend to be the most
accommodating, and there half-orcs
make natural mercenaries and
enforcers.
Alignment &
Religion: Forced to live either
among brutish orcs or as lonely
outcasts in civilized lands,
most half-orcs are bitter,
violent, and reclusive. Evil
comes easily to them, but they
are not evil by nature—rather,
most half-orcs are chaotic
neutral, having been taught by
long experience that there’s no
point doing anything but that
which directly benefits
themselves. When they bother to
worship the gods, they tend to
favor deities who promote
warfare or individual strength,
such as Gorum, Cayden Cailean,
Lamashtu, and Rovagug.
Adventurers: Staunchly
independent, many half-orcs take
to lives of adventure out of
necessity, seeking to escape
their painful pasts or improve
their lot through force of arms.
Others, more optimistic or
desperate for acceptance, take
up the mantle of crusaders in
order to prove their worth to
the world.
Male Names:
Ausk, Davor, Hakak, Kizziar,
Makoa, Nesteruk, Tsadok.
Female Names: Canan,
Drogheda, Goruza, Mazon, Shirish,
Tevaga, Zeljka.
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Humans |
| Posted by
Thomas Scott McGregor
October 11th 2010 |
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Humans possess exceptional drive
and a great capacity to endure and
expand, and as such are currently
the dominant race in the world.
Their empires and nations are vast,
sprawling things, and the citizens
of these societies carve names for
themselves with the strength of
their sword arms and the power of
their spells. Humanity is best
characterized by its tumultuousness
and diversity, and human cultures
run the gamut from savage but
honorable tribes to decadent,
devil-worshiping noble families in
the most cosmopolitan cities. Human
curiosity and ambition often triumph
over their predilection for a
sedentary lifestyle, and many leave
their homes to explore the
innumerable forgotten corners of the
galaxy or lead mighty armies to
conquer their neighbors, simply
because they can.
Physical
Description: The physical
characteristics of humans are as
varied as the world’s climes. From
the dark-skinned tribesmen of the
southern continents to the pale and
barbaric raiders of the northern
lands, humans possess a wide variety
of skin colors, body types, and
facial features. Generally speaking,
humans’ skin color assumes a darker
hue the closer to the equator they
live.
Society: Human society
comprises a multitude of
governments, attitudes, and
lifestyles. Though the oldest human
cultures trace their histories
thousands of years into the past,
when compared to the societies of
common races like elves and dwarves,
human society seems to be in a state
of constant flux as empires fragment
and new kingdoms subsume the old. In
general, humans are known for their
flexibility, ingenuity, and
ambition.
Relations: Humans
are fecund, and their drive and
numbers often spur them into contact
with other races during bouts of
territorial expansion and
colonization. In many cases, this
leads to violence and war, yet
humans are also swift to forgive and
forge alliances with races who do
not try to match or exceed them in
violence. Proud, sometimes to the
point of arrogance, humans might
look upon dwarves as miserly
drunkards, elves as flighty fops,
half lings as craven thieves, gnomes
as twisted maniacs, and half-elves
and half-orcs as embarrassments—but
the race’s diversity among its own
members also makes humans quite
adept at accepting others for what
they are.
Alignment and
Religion: Humanity is perhaps the
most heterogeneous of all the common
races, with a capacity for great
evil and boundless good. Some
assemble into vast barbaric hordes,
while others build sprawling cities
that cover miles. Taken as a whole,
most humans are neutral, yet they
generally tend to congregate in
nations and civilizations with
specific alignments. Humans also
have the widest range in gods and
religion, lacking other races’ ties
to tradition and eager to turn to
anyone offering them glory or
protection. They have even adopted
gods like Torag or Calistria, who
for millennia were more identified
with older races, and as humanity
continues to grow and prosper, new
gods have begun emerging from their
ever-expanding legends.
Adventurers: Ambition alone drives
countless humans, and for many,
adventuring serves as a means to an
end, whether it be wealth, acclaim,
social status, or arcane knowledge.
A few pursue adventuring careers
simply for the thrill of danger.
Humans hail from myriad regions and
backgrounds, and as such can fill
any role within an adventuring
party.
Names: Unlike other
races, who generally cleave to
specific traditions and shared
histories, humanity’s diversity has
resulted in a near-infinite set of
names. The humans of a northern
barbarian tribe have much different
names than those hailing from a
subtropical nation of sailors and
tradesmen. Throughout most of the
world humans speak Common, yet their
names are as varied as their beliefs
and appearances.
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Classes |
| Posted by
Thomas Scott McGregor
July 10th 2010 |
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character’s class is one of his
most defining features. It’s the
source of most of his abilities, and
gives him a specific role in any
adventuring party. The following
classes represent the core classes
of the game.

Alchemist: The
alchemist is the master of alchemy,
using extracts to grant him great
power, mutagens to enhance his form,
and bombs to destroy his enemies.
Barbarian: The
barbarian is a brutal berserker from
beyond the edge of civilized lands.
Bard: The bard uses skill and spell
alike to bolster his allies,
confound his enemies, and build upon
his fame.
Cavalier: Mounted
upon his mighty steed, the cavalier
is a brave warrior, using his wit,
charm, and strength at arms to rally
his companions and achieve his
goals.
Cleric: A devout
follower of a deity, the cleric can
heal wounds, raise the dead, and
call down the wrath of the gods.
Druid: The druid is a worshiper of
all things natural — a spellcaster, a
friend to animals, and a skilled
shapechanger.
Fighter: Brave and
stalwart, the fighter is a master of
all manner of arms and armor.
Gunslinger: A
skirmisher who’s mastered the
strange and mysterious art of black
powder to become a blazing champion
on the battlefield, dropping foes
left and right with well-placed
bullets or the sweeping spreads of
scatter weapons.
Inquisitor: Scourge
of the unfaithful and hunter of
horrors, the inquisitor roots out
the enemies of her faith with grim
conviction and an array of divine
blessings.
Magus: Blending
both the mage’s arts and the
warrior’s arms with devastating
results, slicing apart foes and
blasting them with eldritch f lames.
Monk: A student of martial arts, the
monk trains his body to be his
greatest weapon and defense.
Ninja: These
shadowy killers are masters of
infiltration, sabotage, and
assassination, using a wide variety
of weapons, practiced skills, and
mystical powers to achieve their
goals.
Oracle: Drawing
upon divine mysteries, the oracle
channels divine power through her
body and soul, but at a terrible
price.
Ranger: A
tracker and hunter, the ranger is a
creature of the wild and of tracking
down his favored foes.
Rogue: The
rogue is a thief and a scout, an
opportunist capable of delivering
brutal strikes against unwary foes.
Samurai: The
samurai takes on his training with
zeal, learning the way of the blade
(typically a katana), the bow, and
the horse.
Sorcerer: The spellcasting sorcerer
is born with an innate knack for
magic and has strange, eldritch
powers.
Summoner: Bonded to
a mysterious creature called an
eidolon, the summoner focuses his
power on strengthing that connection
and enhancing his strange,
otherworldy companion.
Witch: Lurking on
the fringe of civilization, the
witch makes a powerful connection
with a patron that grants her
strange and mysterious powers
through a special familiar.
Wizard: The wizard
masters magic through constant study
that gives him incredible magical
power. |
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Skills |
| Posted by
Thomas Scott McGregor
July 10th 2010 |
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Skills represent some of the
most basic and yet most fundamental
abilities your character possesses.
As your character advances in level,
he can gain new skills and improve
his existing skills dramatically.
The following are a few new skills
and additional uses for existing
skill found in the Odyum campaign

Perform (Sexual Techniques) (Cha)
Being a capable and interesting
lover requires practice, just like
any skill. This new category of the
Perform skill encompasses an
understanding of a wide array of
sexual styles and positions. Some
people may specialize in seductive,
sensual play while others are much
more aggressive and rough.
Regardless of the actual methods of
lovemaking that you know, you
combine all your sexual knowledge
and ability into one Perform check.
Without this skill, you are not a
bad lover, just untrained in the
finer, more subtle aspects of
lovemaking.
You cannot use this skill when you
would not be able to take 10, such
as when you are threatened or
distracted. In addition, if you have
chosen to take a fetish and do not
have access to it, you suffer a -4
penalty or automatically fail (DM’s
discretion). On the other hand, if
you have access to the fetish you
gain a bonus of +4.
Any results from a Perform (Sexual
Techniques) check last for 24 hours
or until your next sexual encounter
with that person.
Check: You can impress your partner
with your sexual prowess and your
attention to their feelings, likes,
and kinks.
Table 2-1: Perform (Sexual
Techniques) Result
| DC |
Performance |
| 10 |
Routine
Performance. If engaging in
sex for money, you can earn
1d10 cp/day |
| 15 |
Enjoyable
Performance. If engaging in
sex for money in a
prosperous city, you can
earn 3d10 sp/day |
| 20 |
Great Performance.
If engaging in sex for money
in a prosperous city, you
can earn 3d10 sp/day. You
may gain the attention of
attractive or powerful
people that wish to “try you
out ”. You gain a +1 bonus
on Diplomacy checks with
that person until the next
sexual encounter. |
| 25 |
Memorable
Performance. If engaging in
sex for money in a
prosperous city, you can
earn 1d6 gp/day. In time,
you may gain the attention
of a patron who craves your
sexual ability. You gain a
+2 bonus on Diplomacy checks
with that person until the
next sexual encounter. |
| 30 |
Extraordinary
Performance. If engaging in
sex for money in a
prosperous city, you can
earn 3d6 gp/day. In time,
your sexual prowess may
garner you the attention of
powerful beings, especially
those of an erotic nature,
such as succubi. You gain a
+4 bonus on Diplomacy checks
with that person until the
next sexual encounter. |
Profession (Pilot): This is
the skill used to pilot airships,
spaceships and motorized vehicles.
A character takes a -5 penalty to
all piloting checks unless they have
the appropriate feat to go along
with the vehicle being piloted.
Knowledge (Arcana, Nature, Planes,
or Religion)
The Odyum campaign relies heavily on
skilled characters, to help that
along all PCs are highly skilled,
gaining 2 additional skill points
per level. |
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Feats |
| Posted by
Thomas Scott McGregor
July 10th 2010 |
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Some abilities are not tied
to your race, class, or skill —
things like particularly quick ref
lexes that allow you to react to
danger more swiftly, the ability to
craft magic items, the training to
deliver powerful strikes with melee
weapons, or the knack for deflecting
arrows fired at you. These abilities
are represented as feats. The
following are feats that work
differently in the Odyum campaign,
as well as a few new feats unique to
Odyum.
Dominating Demeanor
[Sexual] You have a
force of will that demands respect.
Prerequisite: Iron Will
Benefit:
You gain a +2 bonus on Intimidate
checks. This benefit increases to +4
in sexual situations in which you
are dominating or imposing your
authority and will on another
person.
Instant Recovery [Sexual]
You revive more quickly after sex.
Prerequisite: Quick Recovery
Benefit: You are always able to
perform sexually and need not rest
after sustaining sex. Normal: You
must rest for half an hour between
sexual activities.
Kundalini [Sexual]
You can channel sexual energy into
enlightenment. Benefit: You gain
a +2 enhancement bonus to your
Wisdom score after 20 continuous
minutes of sex (see
Sustaining Sex). The benefit
lasts for 24 hours. Special: You
may take this feat multiple times,
each one after the first granting
an additional +2 enhancement
bonus up to a maximum potential
bonus of +6. Each additional +2
requires an addition 20
continuous minutes. To gain a +6
bonus for the day, for example,
you must have taken this feat three
times and had sex for 1 full hour to
enjoy the Wisdom bonus.
Quick Recovery [Sexual]
You revive more quickly after sex.
Benefit: You are
ready to perform sexually after only
15 minutes of rest.
Normal: You must rest for
30 minutes after attempting to
sustain sex.
Seductive [General]
You are alluring and know how to use
your sexuality to get what you want.
Prerequisites: Cha
15. Benefit: You
get a +1 bonus on Charisma-based
skills and ability checks against
intelligent (minimum 3) living
creatures of a chosen gender.
Special: You may
take this feat a second time and
choose the other gender.
Self-Aware [Sexual]
You can channel sexual energy into
force of personality.
Benefit: You gain a +2
enhancement bonus to Charisma after
20 continuous minutes of sex (see
Sustaining Sex).
The benefit lasts for 24 hours.
Special: You may
take this feat multiple times, each
one after the first granting an
additional +2 enhancement bonus up
to a maximum potential bonus of +6.
Each additional +2 requires an
addition 20 continuous minutes. To
gain a +6 bonus for the day, you
must have taken this feat three
times and had sex for 1 full hour.
Sexual Training [Sexual]
You have been educated and trained
for endurance in sex.
Benefit: You get a +2 bonus
on all Perform (Sexual Techniques)
skill checks. If you have 10 or more
ranks in one of these skills, the
bonus increases to +4 for that
skill. Perform (sexual techniques)
is always a class skill for you.
Tantric [Sexual]
You can channel sexual
energy into genius.
Benefit: You gain a +2
enhancement bonus to your
Intelligence score after 20
continuous minutes of sex (see
Sustaining Sex).
The benefit lasts for 24 hours.
Special: You may
take this feat multiple times, each
one after the first granting an
additional +2 enhancement bonus up
to a maximum potential bonus of +6.
Each additional +2 requires an
additional 20 continuous minutes. To
gain a +6 bonus for the day, you
must have taken this feat three
times and had sex for 1 full hour to
enjoy the Intelligence bonus.
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