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Pathfinder Chronicles - Gazetteer - Asamnet

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<strong>Pathfinder</strong> <strong>Chronicles</strong><br />

10<br />

Appearance: Most barbarians dress plainly, using<br />

materials harvested from hunts, be it fur, scales, or leather.<br />

Barbarians who hail from a tribe often carry some sort of<br />

token or talisman to mark their allegiance. While many<br />

tribes also use war paint before going into battle, those<br />

from less civilized groups wear it almost constantly.<br />

Barbarians from the jungles of Garund dress similarly to<br />

their northern counterparts but tend to practice tattoo arts<br />

far more frequently.<br />

Nations: In Avistan, barbarians most typically hail<br />

from the Lands of the Linnorm Kings, the Realm of<br />

the Mammoth Lords, the Worldwound, Numeria, and<br />

the Storval Plateau of Varisia. In Garund, barbarians<br />

are most commonly found in the Sodden Lands and the<br />

Mwangi Expanse.<br />

Class Abilities: Barbarians trained in the cold climates<br />

of the Lands of the Linnorm Kings, the Realm of the<br />

Mammoth Lords, and Sarkoris sometimes have the cold<br />

resistance ability, which replaces the trap sense ability.<br />

Cold Resistance (Ex): At 3rd level, a barbarian gains cold<br />

resistance 2. This resistance increases by 2 for every 3<br />

additional levels the barbarian attains, for a total of cold<br />

resistance 12 at 18th level.<br />

Bard<br />

From the royal dancers of Osirion to the savage skalds of<br />

Numeria, bards perform across the face of Golarion. While<br />

the common folk welcome them in almost any taproom,<br />

others view them as vagabonds and thieves (a reputation<br />

that some have no doubt earned). Able to ply their trade<br />

anywhere, these skilled performers have more freedom<br />

than most, but their lives are not without restrictions. The<br />

city of Absalom, for example, requires that any performer<br />

wishing to earn coin on a stage must be a part of the<br />

performer’s guild, leaving only the streets to<br />

those without such membership.<br />

Appearance: In the major cities of the Inner Sea, bards<br />

tend to wear colorful clothing so as to attract attention to<br />

their shows. In the world’s wilder regions, performers tend<br />

to dress as the common folk do, so as to better blend in<br />

if things go sour. Trained performers often wear badges<br />

or other signets to mark their tutelage, assuming their<br />

schools bear some renown. Some place this mark on their<br />

instruments instead.<br />

Nations: Nearly every nation across Golarion has bards<br />

of one sort or another. In the north, these tend to be warrior<br />

skalds, who sing the praise of their fellows before riding<br />

into battle. Along the Inner Sea, these performers tend to<br />

be trained in one of the great schools in Absalom, Oppara,<br />

or Westcrown. Many bards of the distant south take on<br />

the role of lore keeper, using song and dance to track<br />

the history of their people. Only the nation of Razmiran<br />

outlaws performers, preferring instead to preach the litany<br />

of its all-consuming faith.<br />

Class Abilities: Bards trained at one of the great schools of<br />

the Inner Sea tend to favor one instrument above all others,<br />

focusing their training. Such bards have the specialized<br />

training ability, which replaces bardic knowledge.<br />

Specialized Training (Ex): At 1st level, a bard must choose<br />

a single category of the Perform skill. Whenever the bard<br />

performs bardic music using the chosen category of the<br />

Perform skill, he is treated as being 2 levels higher when<br />

determining the effect and save DC. In addition, a bard<br />

with specialized training can make use of his bardic music<br />

one additional time per day, assuming that the additional<br />

usage uses his chosen category of the Perform skill.<br />

Cleric<br />

With the exception of the godless folk of Rahadoum,<br />

religion plays an important role in the lives of most of<br />

Golarion’s people. As a result, clerics devoted to good and<br />

neutral gods are held in high regard in most communities.<br />

Keleshite<br />

Casmaron’s interior east of Taldor is a place of sprawling deserts and fantastic climes, a bewildering<br />

world of eroded civilizations inhabiting even more eroded cities of broken monuments<br />

and toppled stone. Just as Taldor and later Cheliax were great in the West, so was the Padishah<br />

Empire of Kelesh great in the East—and remains so today. The westernmost Keleshite outpost<br />

is Qadira on the Inner Sea, and from this post the entire civilization launched aggressive designs<br />

upon both Avistan and Garund. These treacheries caused great wars and upheavals in<br />

the past, but the region is currently in the thrall of a century-long period of grudging trade<br />

and cooperation.<br />

Beyond Qadira, Keleshites are common in Absalom, Katapesh, Osirion, and Nex.<br />

They pride themselves on horsemanship, hospitality, and music. Both women and<br />

men wear their uniformly black hair long, with lengthy beards common in adult<br />

males. Most Keleshites encountered in the Inner Sea region speak Kelish.

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