Pathfinder Chronicles - Gazetteer - Asamnet

Pathfinder Chronicles - Gazetteer - Asamnet Pathfinder Chronicles - Gazetteer - Asamnet

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Pathfinder Chronicles 10 Appearance: Most barbarians dress plainly, using materials harvested from hunts, be it fur, scales, or leather. Barbarians who hail from a tribe often carry some sort of token or talisman to mark their allegiance. While many tribes also use war paint before going into battle, those from less civilized groups wear it almost constantly. Barbarians from the jungles of Garund dress similarly to their northern counterparts but tend to practice tattoo arts far more frequently. Nations: In Avistan, barbarians most typically hail from the Lands of the Linnorm Kings, the Realm of the Mammoth Lords, the Worldwound, Numeria, and the Storval Plateau of Varisia. In Garund, barbarians are most commonly found in the Sodden Lands and the Mwangi Expanse. Class Abilities: Barbarians trained in the cold climates of the Lands of the Linnorm Kings, the Realm of the Mammoth Lords, and Sarkoris sometimes have the cold resistance ability, which replaces the trap sense ability. Cold Resistance (Ex): At 3rd level, a barbarian gains cold resistance 2. This resistance increases by 2 for every 3 additional levels the barbarian attains, for a total of cold resistance 12 at 18th level. Bard From the royal dancers of Osirion to the savage skalds of Numeria, bards perform across the face of Golarion. While the common folk welcome them in almost any taproom, others view them as vagabonds and thieves (a reputation that some have no doubt earned). Able to ply their trade anywhere, these skilled performers have more freedom than most, but their lives are not without restrictions. The city of Absalom, for example, requires that any performer wishing to earn coin on a stage must be a part of the performer’s guild, leaving only the streets to those without such membership. Appearance: In the major cities of the Inner Sea, bards tend to wear colorful clothing so as to attract attention to their shows. In the world’s wilder regions, performers tend to dress as the common folk do, so as to better blend in if things go sour. Trained performers often wear badges or other signets to mark their tutelage, assuming their schools bear some renown. Some place this mark on their instruments instead. Nations: Nearly every nation across Golarion has bards of one sort or another. In the north, these tend to be warrior skalds, who sing the praise of their fellows before riding into battle. Along the Inner Sea, these performers tend to be trained in one of the great schools in Absalom, Oppara, or Westcrown. Many bards of the distant south take on the role of lore keeper, using song and dance to track the history of their people. Only the nation of Razmiran outlaws performers, preferring instead to preach the litany of its all-consuming faith. Class Abilities: Bards trained at one of the great schools of the Inner Sea tend to favor one instrument above all others, focusing their training. Such bards have the specialized training ability, which replaces bardic knowledge. Specialized Training (Ex): At 1st level, a bard must choose a single category of the Perform skill. Whenever the bard performs bardic music using the chosen category of the Perform skill, he is treated as being 2 levels higher when determining the effect and save DC. In addition, a bard with specialized training can make use of his bardic music one additional time per day, assuming that the additional usage uses his chosen category of the Perform skill. Cleric With the exception of the godless folk of Rahadoum, religion plays an important role in the lives of most of Golarion’s people. As a result, clerics devoted to good and neutral gods are held in high regard in most communities. Keleshite Casmaron’s interior east of Taldor is a place of sprawling deserts and fantastic climes, a bewildering world of eroded civilizations inhabiting even more eroded cities of broken monuments and toppled stone. Just as Taldor and later Cheliax were great in the West, so was the Padishah Empire of Kelesh great in the East—and remains so today. The westernmost Keleshite outpost is Qadira on the Inner Sea, and from this post the entire civilization launched aggressive designs upon both Avistan and Garund. These treacheries caused great wars and upheavals in the past, but the region is currently in the thrall of a century-long period of grudging trade and cooperation. Beyond Qadira, Keleshites are common in Absalom, Katapesh, Osirion, and Nex. They pride themselves on horsemanship, hospitality, and music. Both women and men wear their uniformly black hair long, with lengthy beards common in adult males. Most Keleshites encountered in the Inner Sea region speak Kelish.

Those who venerate darker powers face almost universal scorn and are outlawed in many places. Most clerics find themselves constantly needed for their healing skills, divination abilities, and divine counsel. Local clerics usually administer these services, with adventurers often excused from such duty to attend to other matters of interest to the faith. Wandering clerics spread the word of their faith through deeds and public sermons across Golarion. While considered a mild nuisance by some, they are generally tolerated. For more information on the gods of Golarion, see Chapter 4. Appearance: Most clerics keep two sets of clothing: vestments for use on holy days and during sermons, and common wear with the emblems of their faith woven into their clothing. Adventuring clerics tend to favor functionality over religious iconography, but those with the coin often emblazon their symbol on armor, shields, and cloaks, or incorporate it into fanciful ornamentation on weapons and jewelry. Nations: Clerics can be found in nearly every nation on Golarion, with two exceptions. Religion is entirely banned in the country of Rahadoum, so few clerics are said to come from that place. In the nation of Razmiran, religion is practically forbidden, with the only sanctioned “faith” being that of Razmir himself. Clerics of the Ascended—the living gods Iomedae, Norgorber, and Cayden Cailean—most frequently hail from Absalom, but those who were trained elsewhere usually make it a point to pilgrimage to that holy site. Class Abilities: Clerics who follow one of the Ascended gods have a closer tie to their faith than other clergy. As such, these clerics can call upon the powers of their faith more easily, gaining the spontaneous domain casting ability. Taking this ability requires the cleric to choose only a single domain, instead of the normal two. Spontaneous Domain Casting (Su): A cleric who takes this ability only chooses one domain when selecting his Gazetteer: Characters first level of cleric. The cleric can swap prepared spells into domain spells from his chosen domain in addition to the normal spontaneous casting. The cleric can lose any spell that is not a prepared domain spell to cast any spell on his domain list of an equal or lower level. Druid While the number of druids in Golarion is low, their scarcity is magnified by the propensity to keep to their own affairs. Most druids are loners, preferring the company of nature to that of their fellow man —even those of their order. One of the few exceptions to this are the druids of the Wildwood Lodge, who hold court on the Isle of Arenway in the center of the Verduran Wood. Those traveling by water up the Sellen River often treat with the druids, promising not to harm the wood in exchange for protection and passage. The mysterious druids of Arenway also host the Moot of Ages, held every summer solstice. During this time, druids from across Avistan and Garund swarm the island in an esoteric collegium. Appearance: Druids generally prefer clothing and weapons made by their own hands to those crafted by others. For most, this means rough-spun tunics of wool and plant fibers, leather pants and boots, and wooden weapons. Adventuring druids often carry some metal weapons and gear as needed, but keep to the natural ways whenever possible. Nations: Wherever there is nature, a druid might call the place home, from the deserts of Thuvia to the brutally cold wastes of the Crown of the World. The only places almost totally devoid of druids are those that have been warped or twisted from the natural path, such as the Worldwound, Geb, Nex, Tanglebriar, and the Sodden Lands, although even in these unnatural climes a druid might be found trying to set matters aright. mwangi The deep brown, relatively short and wiry inhabitants of central Garund appear primitive in the eyes of many along the Inner Sea coast, where they have a reputation of savagery and tribalism. The so-called Mwangi Expanse that dominates maps of the southern continent thus paints with a single brush a hugely diverse people, leaving the Mwangi one of the most mysterious and little-understood folk of Golarion. Cultural development within the expanse varies widely, from the simple canoe-traveling jungle swamp dwellers of the interior to the all-too-civilized f lesh merchants and butchers of Desolation Cape at Garund’s southern tip. Along Garund’s western coast, Mwangi are known as excellent boatmen and guides, and in Thuvia some few have adapted to the decadent civilization of the north to become members of the controlling caste. The Mwangi sometimes fiercely resist Garundi immigrants, but just as often they adopt the Garundi ways. Most Mwangi speak Polyglot. 1 11

Those who venerate darker powers face almost universal<br />

scorn and are outlawed in many places. Most clerics find<br />

themselves constantly needed for their healing skills,<br />

divination abilities, and divine counsel. Local clerics<br />

usually administer these services, with adventurers often<br />

excused from such duty to attend to other matters of<br />

interest to the faith. Wandering clerics spread the word<br />

of their faith through deeds and public sermons across<br />

Golarion. While considered a mild nuisance by some,<br />

they are generally tolerated. For more information on the<br />

gods of Golarion, see Chapter 4.<br />

Appearance: Most clerics keep two sets of clothing:<br />

vestments for use on holy days and during sermons, and<br />

common wear with the emblems of their faith woven<br />

into their clothing. Adventuring clerics tend to favor<br />

functionality over religious iconography, but those with<br />

the coin often emblazon their symbol on armor, shields,<br />

and cloaks, or incorporate it into fanciful ornamentation<br />

on weapons and jewelry.<br />

Nations: Clerics can be found in nearly every nation<br />

on Golarion, with two exceptions. Religion is entirely<br />

banned in the country of Rahadoum, so few clerics are<br />

said to come from that place. In the nation of Razmiran,<br />

religion is practically forbidden, with the only sanctioned<br />

“faith” being that of Razmir himself. Clerics of the<br />

Ascended—the living gods Iomedae, Norgorber, and<br />

Cayden Cailean—most frequently hail from Absalom,<br />

but those who were trained elsewhere usually make it a<br />

point to pilgrimage to that holy site.<br />

Class Abilities: Clerics who follow one of the Ascended<br />

gods have a closer tie to their faith than other clergy. As<br />

such, these clerics can call upon the powers of their faith<br />

more easily, gaining the spontaneous domain casting<br />

ability. Taking this ability requires the cleric to choose<br />

only a single domain, instead of the normal two.<br />

Spontaneous Domain Casting (Su): A cleric who takes<br />

this ability only chooses one domain when selecting his<br />

<strong>Gazetteer</strong>: Characters<br />

first level of cleric. The cleric can swap prepared spells<br />

into domain spells from his chosen domain in addition<br />

to the normal spontaneous casting. The cleric can lose<br />

any spell that is not a prepared domain spell to cast any<br />

spell on his domain list of an equal or lower level.<br />

Druid<br />

While the number of druids in Golarion is low, their<br />

scarcity is magnified by the propensity to keep to their<br />

own affairs. Most druids are loners, preferring the<br />

company of nature to that of their fellow man —even those<br />

of their order. One of the few exceptions to this are the<br />

druids of the Wildwood Lodge, who hold court on the Isle<br />

of Arenway in the center of the Verduran Wood. Those<br />

traveling by water up the Sellen River often treat with the<br />

druids, promising not to harm the wood in exchange for<br />

protection and passage. The mysterious druids of Arenway<br />

also host the Moot of Ages, held every summer solstice.<br />

During this time, druids from across Avistan and Garund<br />

swarm the island in an esoteric collegium.<br />

Appearance: Druids generally prefer clothing and<br />

weapons made by their own hands to those crafted by<br />

others. For most, this means rough-spun tunics of wool<br />

and plant fibers, leather pants and boots, and wooden<br />

weapons. Adventuring druids often carry some metal<br />

weapons and gear as needed, but keep to the natural ways<br />

whenever possible.<br />

Nations: Wherever there is nature, a druid might call<br />

the place home, from the deserts of Thuvia to the brutally<br />

cold wastes of the Crown of the World. The only places<br />

almost totally devoid of druids are those that have<br />

been warped or twisted from the natural path, such<br />

as the Worldwound, Geb, Nex, Tanglebriar, and<br />

the Sodden Lands, although even in<br />

these unnatural climes a druid<br />

might be found trying to set<br />

matters aright.<br />

mwangi<br />

The deep brown, relatively short and wiry inhabitants of central Garund appear primitive in<br />

the eyes of many along the Inner Sea coast, where they have a reputation of savagery and tribalism.<br />

The so-called Mwangi Expanse that dominates maps of the southern continent thus paints<br />

with a single brush a hugely diverse people, leaving the Mwangi one of the most mysterious and<br />

little-understood folk of Golarion.<br />

Cultural development within the expanse varies widely, from the simple canoe-traveling jungle<br />

swamp dwellers of the interior to the all-too-civilized f lesh merchants and butchers of<br />

Desolation Cape at Garund’s southern tip. Along Garund’s western coast, Mwangi are<br />

known as excellent boatmen and guides, and in Thuvia some few have adapted to<br />

the decadent civilization of the north to become members of the controlling caste.<br />

The Mwangi sometimes fiercely resist Garundi immigrants, but just as often they<br />

adopt the Garundi ways. Most Mwangi speak Polyglot.<br />

1<br />

11

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