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Deuses Humanos (“Os Sete”)

O Pai:

O Guerreiro:

O Ferreiro:

A Mãe:

A Donzela:

A Velha:

O Estranho:

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Deus Anão

Ur: forja

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Classes: fighter, cleric, rogue and wizard.

O guerreiro somente possui acesso

Via de regra toda multiclasse é vedada.

O mago e clérigo precisam – bem como qualquer outra classe que use magia – do atributo de
referência ao menos no nível de 13 + o nível da magia para ser capaz de conjurá-la.

A lista de magias dos clérigos e magos foi alterada. Ver abaixo.

Os magos ou clérigos não precisam memorizar magias. Eles são capazes de escolher no mo-
mento da sua conjuração qualquer magia que eles conheçam, dentro do seu limite diário. No
caso do mago, as magias conhecidas se limitam pelo nível e por seus aprendizados ao longo
da aventura. No caso dos clérigos, pelo aspecto dos Sete que ele optou para si.

Os magos – e somente eles – usam o sistema de spell points. Magos – e, via de regra, somente
eles – são capazes de criar itens mágicos. A criação de itens mágicos, os rituais para sua cria-
ção e materiais empregados são particulares para cada itens, mas, via de regra, para os itens
mais comuns, os magos apreendem sua criação da seguinte forma: 1º nível (pergaminhos), 3º
nível (poções e itens maravilhosos), 5º nível (armas, armaduras e varinhas), 7º nível (anéis), 9º
nível (cetros) e 11º nível (cajados).

Porém, apesar de as poções e pergaminhos demandarem apenas itens materiais (ervas,


tintas, compostos de cunho alquímico e etc.) para ficarem prontas, o que pode ser adquirido
com dinheiro, outros itens mágicos – de qualquer espécie – somente podem ser produzidos
em pontos de conexão de energias mágicas, denominados de “Nodos” pelos arcanistas.
Locais raros e preciosos.

Apenas os magos podem fazer uso da metamagia. Os clérigos não possuem acesso à meta-
magia. Os clérigos da raça anão somente podem criar itens mágicos como se vê abaixo.

Ignore, nas magias arcanas, todos os componentes materiais sem custo especificado. Para as
magias divinas, apenas o símbolo sagrado dos Sete é exigido ou de Ur, salvo se especificado
um custo para o material.

Todos os magos possuem Detectar Magia como efeito permanente, necessitando apenas de 1
ação padrão para ativá-lo.

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Raças: elfo, anão, humano e halfling. Elfos não podem ser clérigos e anões não podem ser
magos.

O Anão possui +2 de constituição e +1 de sabedoria. Além de ambas habilidades (dwarven


toughness e dwarven armor training).

O Elfo

Halflings possuem a “low-light vision” dos elfos. Isso significa que eles podem enxergar em
luz fraca até 60 pés como se estivesse em luz normal. Apenas os anões podem enxergar no es-
curo como se fosse em luz fraca e, nesse caso, apenas em tonalidades de cinza.

Elfos não possuem penalidade de constituição e ainda somam +2 no carisma ou +2 na sabedo-


ria, à escolha do jogador. Ainda possuem as seguintes magias: 1/day – longstrider, pass
without a trace e speak with animals. Todas elas são lançadas com o menor nível possível para o
efeito. Todas elas possuem apenas o alcance (self).

O DC para essas magias é baseado na inteligência, carisma ou sabedoria do elfo, conforme


ele escolher (escolha irretratável).

Enfim, elfos são imortais por idade e são imunes às doenças normais (mas não mágicas).

Ofício Anão. Os anões recebem ainda um bônus de +2 em uma das seguintes especialidades
da perícia craft (armaduras, vidraçaria, joalheria, esculturas, construção e armas) ou em uma
das especialidades da perícia profession (arquitetura, cervejaria, cozinheiro, engenheiro, mer-
cador, minerador, escriba ou soldado). A modalidade escolhida será sempre habilidade de
classe para o anão. Os anões igualmente possuem +2 em testes de resistência contra doenças,
e de qualquer espécie (mágicas ou mundanas). Apenas os anões podem ter acesso ao feat de
Master Craftsman (p. 130, PCR), o qual poderá ser usado para fazer armas, armaduras, anéis e
itens maravilhosos).

Os meio-elfos – extremamente raros – podem adquirir ou as vocações humanas (como um hu-


mano) ou então as Magias do Elfo, conforme tenha sido criado entre elfos ou humanos. A sua
expectativa de vida é igual à dos elfos do PCR.

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Vocações Humanas:

Cada humano pode escolher duas dentre as vocações a seguir, a depender da sua etnia e da
sua história e vocação.

- Chelaxianos:

• Scholar of Ruins: From the moment you could walk and talk, the ruins of
ancient civilizations have fascinated you. Because of this, you have special insight into geo-
graphy as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge
(geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is
always a class skill for you.

• Focused Study: All humans are skillful, but some Chelaxianos focus on a
specialized set of skills even more closely. At 1st, 8th, and 16th level, such humans gain Skill
Focus in a skill of their choice as a bonus feat.

• Silver Tongued: Human are often adept at subtle manipulation and putting
even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff
checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up
to three steps up rather than just two.

• Rich Parents: You were born into a rich family, perhaps even the nobility,
and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to
your initial finances—your starting cash increases to 900 gp.

• Ingratiating: Someone close to you was removed from her position and re-
placed after losing the government’s favor, and you had to quickly prove your loyalty to her
replacement or face your own disgrace. You gain a +2 trait bonus on Bluff and Diplomacy
checks when interacting with people in positions of authority over you.
• Obsessed with Success: A Chelaxian without a visible degree of success is
marked as pathetic, and so you grew up careful not to let failure stick. Once per day, when
you re-attempt a skill check you have previously failed within the last minute, you can add a
+4 trait bonus to that check.

- Shoantianos:

• Heart of the Wilderness: Humans raised in the wild learn the hard way that
only the strong survive. They gain a racial bonus equal to half their character level on Survi-
val checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying
and add half their character level to their Constitution score when determining the negative
hit point total necessary to kill them.

• Devotee of the Green: Your faith in the natural world or one of the gods of
nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on
Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choi-
ce) is always a class skill for you.

• Highlander (hills and mountains): You were born and raised in rugged
badlands or hills, and you’ve become something of an expert at evading the predators, mons-
ters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and
Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

• Resilient: Growing up in a poor neighborhood or in the unforgiving wilds


often forced you to subsist on food and water from doubtful sources. You’ve built up your
mettle as a result, and gain a +1 trait bonus on Fortitude saves.

• Favored Champion: Omens from the spirits indicated you would be a great
champion against your tribe’s enemies. Once per day as an immediate action when you fail a
combat maneuver check, you can reroll it. You must take the second result even if it is worse.

• Oral Historian: You learned numerous mnemonic devices to more easily re-
call information imparted by your quah’s master storyteller. You gain a +1 trait bonus on
Knowledge (history) and Perform (oratory) checks, and one of those skills (your choice) is
always a class skill for you.

- Taldoranos:

• Charming: Blessed with good looks, you’ve come to depend on the fact that
others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a
character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of
any language-dependent spell you cast on such characters or creatures.

• History of Heresy: You were raised with heretical views that have made it
difficult for you to accept most religious beliefs and often caused you or those you love to be
treated as pariahs. As a result, you have turned your back on religious teachings, and as long
as you do not possess any levels in a class that grants divine spellcasting power, you gain a
+1 trait bonus on all saving throws made against divine spells.

• Courageous: Your childhood was brutal, yet you persevered primarily


through force of will and faith that no matter how hard things might get, as long as you kept
a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear
effects.

• Freedom Fighter: Your parents allowed escaping slaves to hide in your


home, and the stories you’ve heard from them instilled into you a deep loathing of slavery.
You gain a +1 trait bonus on any skill check or attack roll made during the process of esca-
ping capture or in helping a slave escape bondage, and Escape Artist is always a class skill
for you.

• Generous: Your neighbors gained your respect with their generosity, and
you emulate their example. Whenever you give to a creature a gift or service worth at least
25 gold pieces × the creature’s CR, you gain a +2 trait bonus on Bluff and Diplomacy checks
against that creature for the next 24 hours.

• My Word Is My Bond: Your reliability is a core part of your self-image.


Once per day, you can gain a +1 trait bonus on an attack roll, saving throw, or skill check if
success on that check is directly relevant to fulfilling a verbal or written agreement you have
made. You must choose to use this trait before rolling, and this ability does not work if you
initiated the agreement for the purpose of activating this ability

- Ulfens:

• Heart of the Snows: Humans born in chilly climes treat cold climates as one
category less severe. They gain a +2 racial bonus on Fortitude saving throws against the ef-
fects of cold climates, on any check or saving throw to avoid slipping and falling, and to
CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks
made in slippery conditions.

• Deft Dodger: Growing up in a rough neighborhood or a dangerous environ-


ment has honed your senses. You gain a +1 trait bonus on Ref lex saves.

• Exile: For whatever reason, you were forced to flee your homeland. Chance
or fate has brought you to Varisia, and it’s here that your money ran out, leaving you stran -
ded in this piece of land. You are also being pursued by enemies from your homeland, and
that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initia -
tive checks.

• Militia Veteran (any town or village): Your first job was serving in a civilian
militia in your home town. Skills learned through daily drilling and protecting your fellow
townsfolk gave you special insight into military life. Select one of the following skills: Profes -
sion (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class
skill for you.

• Gruff Watcher: Having grown up among headstrong sailors and blood-


thirsty raiders, you learned to keep quiet and pay attention. You gain a +1 trait bonus on ini-
tiative checks and Perception checks.

• Weapon Training: As soon as you were old enough to hold it, you were trai-
ned to defend yourself with traditional Ulfen weapons. You gain a +1 trait bonus on damage
rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe,
light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer

- Varisianos:

• Well-Informed: You make it a point to know everyone and to be connected


to everything around you. You frequent the best taverns, attend all of the right events, and
graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy
checks to gather information and Knowledge (local) checks. One of these skills (your choice)
is always a class skill for you.

• World Traveler: Your family has taken the love of travel to an extreme, roa-
ming the world extensively. You’ve seen dozens of cultures and have learned to appreciate
the diversity of what the world has to offer. Select one of the following skills: Diplomacy,
Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a
class skill for you.

• Vagabond Child (urban): You grew up among the outcasts and outlaws of
your society, learning to forage and survive in an urban environment. Select one of the fol-
lowing skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on
that skill, and it is always a class skill for you.

• Ear for Music: You spent countless hours of your youth in one of the Varisi-
an dance troupes, listening to wonderful musicians and singers. You gain a +1 trait bonus on
one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that
deal with the local art or music scene.
• Practiced Gambler: Your upbringing around the Sczarni has exposed you to
games with cards and dice. You gain a +1 trait bonus on Bluff and Sleight of Hand checks; for
the purpose of gambling, these bonuses increase by 1.

• Tattooed Focus: You possess an intricate tattoo that proclaims your skill at
your chosen vocation. Choose a Craft, Perform, or Profession skill. You gain a +2 trait bonus
on checks with that skill, and it is always a class skill for you.

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Perícias: a regra de skill unlocks do pathfinder unchained é utilizada.

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Idiomas:

Os idiomas humanos falados em Varisia são:

a) Varisian: Speakers of Varisian strive to make the tongue difficult for outlanders to
learn, using opaque idioms and slang with subtle double meanings.

b) Shoanti: This tongue has been inf luenced by Giant, Thassilonian, and Varisian; the
Shoanti adorn even simple statements with rich and eloquent metaphors.

c) Azlanti (dead and old language, like latin): Though the Azlanti empire and people
vanished long ago, the Azlanti tongue inf luenced dozens of modern languages still spoken
in the Inner Sea region. Many historical treasures feature Azlanti inscriptions. Its spoken
form, which is all but dead, contains distinctive phonemes not found in modern languages of
the Inner Sea region.

Outros idiomas disponíveis são: abissal, celestial, dracônico (também chamado de dethek por
alguns), anão (khuzdül), élfico (spruar), gigante, infernal, língua negra (orc, goblins, gnolls e
muitos outros), silvestre e etc.

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Toda a notação de moedas básica é em peças de prata. Moedas de ouro são raras e valem 50
peças de prata cada, via de regra, a depender da cunhagem. Peças de prata valem o equiva -
lente a peças de cobre e peças de cobre são o equivalente a peças de latão.

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Regras Opcionais!

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