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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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