Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
Pathfinder Chronicles - Gazetteer - Asamnet
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Nations: Rogues hail from every nation in Golarion.<br />
Most learn their trade on their own, but others are taught<br />
by a guild in one of the major cities. Absalom, Manaket,<br />
Oppara, Sedeq, and Westcrown all host large and<br />
inf luential guilds, some of which operate more openly<br />
than others.<br />
Class Abilities: Rogues trained in shadow-shrouded<br />
Nidal are renowned for their use of poison and other vile<br />
toxins to weaken and kill their foes. This ability replaces<br />
the trap sense ability.<br />
Poison Master (Ex): At 3rd level, the rogue can use poison<br />
without any chance of poisoning himself. For every three<br />
levels of rogue beyond 3rd, the DC for any poison coated<br />
on the rogue’s weapons increases by +1 if the target is<br />
poisoned as part of a sneak attack.<br />
Sorcerer<br />
While most common folk cannot tell the difference<br />
between a sorcerer and a wizard, those who can know to<br />
respect and even fear those born with a natural arcane<br />
talent. Sorcerers in Golarion often trace their heritage to<br />
some powerful magical creature, be it a dragon, demon, or<br />
even an angel. Other sorcerers develop their gifts absent a<br />
special heritage. Whether this is a natural phenomenon or<br />
the result of the environment is a matter subject to great<br />
debate in the arcane world. Some scholars suggest that<br />
such arcane manifestations are growing more and more<br />
common, while others vigorously deny the hypothesis.<br />
Appearance: While the personal look of sorcerers varies<br />
wildly, they tend to follow one of two general paths. Those<br />
who f launt their gifts dress in colorful, elaborate guises,<br />
hoping to attract attention through more than just their<br />
abilities. Others seek to keep their power a secret and<br />
dress to blend in with the locals, or at the very least to<br />
avoid suspicion.<br />
<strong>Gazetteer</strong>: Characters<br />
Nations: Sorcerers can be found in nearly every nation<br />
on Golarion, although they are most common on the Isle of<br />
Hermea, whose draconic lord is said to nurture and foster<br />
such abilities. Other areas that have seen a great deal of<br />
magic over the years, such as Geb, Nex, Sarkoris, and Varisia,<br />
tend to produce more sorcerers than their neighbors.<br />
Class Abilities: Sorcerers raised on the Isle of Hermea<br />
do not call familiars like others from the mainland. They<br />
instead focus their development on harnessing their inner<br />
reserve of magic, for use in times of need. This ability<br />
replaces the summon familiar ability.<br />
Hidden Reserve (Su): Starting at 1st level, a sorcerer with<br />
this ability can call upon a hidden reserve of magical<br />
energy to cast additional spells. This reserve can be used<br />
to cast any spell the sorcerer could normally cast, but<br />
the sorcerer is fatigued after the spell is completed. If<br />
this spell is of the highest level that the sorcerer could<br />
normally cast, the sorcerer is exhausted instead. This<br />
ability cannot be used while fatigued or exhausted. It can<br />
be used a number of times per day equal to the sorcerer’s<br />
Charisma bonus.<br />
Wizard<br />
Cloistered away in ancient libraries, poring through<br />
tomes of forgotten lore, wizards are an enigmatic lot. Most<br />
folk fear their power but respect them for their knowledge.<br />
Wizards on Golarion tend to focus on their studies,<br />
traveling from place to place, ever in search of new spells<br />
and knowledge to add to their repertoire. Other eschew<br />
this route and instead expand their knowledge through<br />
research and experimentation, spending countless<br />
hours in their laboratories working<br />
on new spells, magic items,<br />
or theorems. In either<br />
case, the pursuit of a<br />
varisian<br />
The nomadic folk of Varisia have spread to all corners of Avistan and beyond. Traveling<br />
in great extended families, they form wandering communities and roam the continent as<br />
fate and whim dictate. They don’t believe in claiming land and consider themselves welcome<br />
anywhere in the world (regardless of how others might feel about them). Although<br />
their travels keep them mostly in the country, they occasionally venture into cities to trade<br />
and raise coin through entertainment or exploitation. They are a people enthralled with<br />
superstition and mysticism.<br />
Varisians have deep olive skin and hair that ranges from black to auburn (and very<br />
rarely shock white), often worn long by men and women. Elaborate tattoos on the arms,<br />
chest, legs, and even the face serve decorative and descriptive purposes. Although found<br />
everywhere, they are most common in Varisia, Ustalav, and the areas surrounding Lake<br />
Encarthan and its numerous river systems. They speak Varisian, but as a traveling people<br />
they often learn as many other languages as possible.<br />
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