Home News Downloads Reviews System Forums Gallery About Staff Contact

Odyum

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6

  •  
  •  

Introduction

 
Posted by Thomas Scott McGregor July 10th 2010
 
 

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.

 
Back to Top
 

Races

 
Races
Posted by Thomas Scott McGregor July 10th 2010
 
 

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.

 
Back to Top
Dwarves
Posted by Thomas Scott McGregor October 11th 2010
 
 

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.

 
Back to Top
Elves
Posted by Thomas Scott McGregor October 11th 2010
 
 

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.

 
Back to Top
Half-Elves
Posted by Thomas Scott McGregor October 11th 2010
 
 

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.

 
Back to Top
Orcs
Posted by Thomas Scott McGregor October 11th 2010
 
 

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.

 
Back to Top
Humans
Posted by Thomas Scott McGregor October 11th 2010
 

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.

 

 

 
Back to Top

Classes

 
Classes
Posted by Thomas Scott McGregor July 10th 2010
 

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.

 

 
Back to Top
 

Skills

 
Skills
Posted by Thomas Scott McGregor July 10th 2010
 

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.

 

 
Back to Top
 

Feats

 
Feats
Posted by Thomas Scott McGregor July 10th 2010
 

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.

 

 
Back to Top
 

Equipment

 
Wealth and Money
Posted by Thomas Scott McGregor July 10th 2010
 
 

 

 
Back to Top
 

Finishing Touches

 
Hit Points
Posted by Thomas Scott McGregor July 10th 2010
 
 

 

 
Back to Top
 

Adds


Odyum is Copyright (c) 2010 Thomas McGregor. All rights reserved.