Pathfinder Chronicles Campaign Setting
| Author | Stan!, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes,Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, David Schwartz, Leandra Christine Schneider, F. Wesley Schneider, Amber E. Scott, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker |
| Publisher | Paizo Publishing |
| Publish date | 2008 |
| OGL Section 15 | pfccs |
The material below is Open Game Content
Race Alternates
Human: Gillmen
The enigmatic gillmen are close enough to humans that they can pass as such (for a time) without fear of detection. Physically, they resemble their ancient cousins, with the characteristic expressive brow, pale skin, and dark hair. They almost always have bright purple eyes, and three slim gills mark each side of their necks, near the shoulder. The gills allow them to breathe underwater as well as on land, and instantly mark them as outsiders among those who know where to look.
To date, all known gillmen serve the unfathomable schemes of the reclusive aboleths, but the control seems more akin to the effects of a geas or dominate person spell. Unless the gillmen go against the orders of their aboleth masters (which are often unknown to them, masked in the form of hidden memories triggered by key events), they are free to act as they wish. In a campaign, these orders are wholly up to the GM, meaning the player of a gillman character cedes some elements of self-control
when it best serves the story of the campaign.
A gillman PC is a human character in all ways save that he loses the normal bonus feat entitled to a human at 1st level as well as the normal bonus skill points at all levels. Instead, the PC gains the following abilities:
Amphibious (Ex): Gillmen can breathe both air and water.
Sleek Swimmer (Ex): Gillmen gain a Swim speed of 30.
Water Dependent (Ex): A gillman’s body requires constant submersion in fresh or salt water. Any gillman who spends more than a full day without fully submerging himself in water risks internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Skills: A gillman has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always chose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Additional Class Abilities
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.
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.
Holy Warrior (Ex): A cleric with this ability is proficient with her deity’s favored weapon. In addition, her base attack bonus as a cleric equals her cleric level, and her cleric Hit Die becomes a d10.
Mountain Stride (Ex): A druid with this ability can move through rocky terrain at her normal speed and without taking damage or suffering any other impairment. Magically manipulated terrain, such as spike stones, affects her normally.
Class Skills: A fighter trained at a famous war college or fighting school gains the following class skills (in addition to the normal fighter class skills): Diplomacy (Cha), Gather Information (Cha), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (nobility and royalty) (Int), Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Monk Bonus Feats: 1st level—Improved Grapple or Point Blank Shot.
2nd level—Stunning Fist or Deflect Arrows.
6th level—Improved Trip or Rapid Fire.
Light of Purity (Su): Starting at 6th level, a paladin with this ability can emit a radiance of blinding light once per week. This light acts like a daylight spell, save that it only lasts for 1 round per level of the paladin. In addition, any undead within 30 feet of the paladin emitting this light takes 1d6 points of damage per round for every two levels the paladin has attained. A Fortitude save (DC 10 + 1/2 the paladin’s level + the paladin’s Cha modifier) halves this damage. A paladin may use the light of purity one additional time per week for every three additional levels he has attained, to a maximum of five times at 18th level.
Enhanced Companion (Ex): Upon gaining an animal companion at 4th level, the ranger must choose a single type of animal. The ranger cannot call a different animal companion. The ranger’s effective druid level is equal to the ranger’s level –2 (instead of the normal 1/2) for that type of animal. This animal must be on the basic list of companions that can be chosen at 4th level and cannot be changed.
Poison Master (Ex): At 3rd level, the rogue can use poison without any chance of poisoning himself. For every three levels of rogue beyond 3rd, the DC for any poison coated on the rogue’s weapons increases by +1 if the target is poisoned as part of a sneak attack.
Hidden Reserve (Su): Starting at 1st level, a sorcerer with this ability can call upon a hidden reserve of magical energy to cast additional spells. This reserve can be used to cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If this spell if of the highest level that the sorcerer could normally cast, the sorcerer is exhausted instead. This ability cannot be used while fatigued or exhausted. It can be used a number of times per day equal to the sorcerer’s Charisma bonus.
Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell’s DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action.
