From the reclusive elves of the Mierani Forest to the orc-blooded interlopers from the Hold of Belkzen to the Varisian wanderers from whom the region takes its name, diversity and conflict characterize the varied cultures that make Varisia their home. Height and Weight Although the races of Golarion are fundamentally the same as those presented in D&D, there are some slight differences in height and weight. Most notably, those of elven blood are taller in Golarion, and the fey-kindred gnomes are lighter. The details of all races are presented online for ease of reference. Humans Three distinct human societies dwell in Varisia: the expansionist colonists of Cheliax, the tempestuous tribes of the Shoanti barbarians, and the enigmatic Varisians. Chelaxians: Beyond the Mindspin Mountains and far to the south lies the cosmopolitan heresy of Cheliax. Once an empire of unquestioned might, the death of the empire's god Aroden allowed the rise of a diabolical aristocracy
Riding dogs s are animals. An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals have low-light vision. Animals breathe, eat, and sleep. Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhouds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he is a skilled rider. Riding dogs can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Riding dogs can identify familiar odors just as humans do familiar sights. Riding dogs can detect opponents by sense of smell. If the opponent is upwind, the range increases; if downwind, it drops. Strong scents, such as smoke or rotting garbage, can be detected at longer range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at even longer range. When a rid
For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind. They are powerful creatures that inspire awe and fear in those they rule. Undead lords constantly project an aura that functions as a permanent desecrate spell. In addition, channeling energy is harder. Undead lords ignore damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly. They can take normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. Magic weapons can damage undead lords normally. Undead lords are extremely dangerous opponents. They are stronger, tougher, and more intelligent than the ones they command. As such, they are rarely encountered by chance (and rarely encountered alone). Most maintain a lair far away from civilization where they plot and plan, sending their minions on missions to further their goals. Undead lords are less easily a
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