Pathfinder Player Companion: Humans of Golarion
Format: PDF / Kindle (mobi) / ePub
- Humans guide the destiny of the Pathfinder world as adventurers, politicians, criminals, and kings. Now, for the first time, the Pathfinder Player Companion delves into the history, culture, and ambitions of Golarion’s humans, from the near-extinct Azlanti and the decadent Taldans to the proud, primitive Kellids and Mwangi. New human-focused character traits and rules for near-human gillmen and half-breeds round out this definitive guide.
- Each volume of the Pathfinder Companion contains several player-focused articles exploring the volume’s theme, as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters.
with the speed and freedom of the wind (Bestiary 2 258). Tiefling: Half-human, half-fiend, these often sinister half-breeds harbor the darkness of otherworldly evils in their souls and sometimes exhibit monstrous features (Bestiary 264, Pathfinder Adventure Path #25 60–67). Undine: Born from the union of humans and beings of elemental water, these half-breeds harbor the power and mystery of the deepest seas (Bestiary 2 275). ® ™ Humans of Golarion This Pathfinder Player Companion works best
thrown): This elegant but deadly circle of steel is designed to be thrown but can also be used in melee. It originates from Jalmeray, where its shape represents reincarnation. Double Crossbow (crossbows): This cumbersome weapon fires a pair of bolts with one pull of the trigger. Invented in Absalom, it is available in many port cities on the Inner Sea. Falcata (heavy blades): This downward-curved, singleedged blade has a hook-shaped hilt, often crafted in the shape of a horse. It is the
(light blades): This rounded shield features four outward-jutting horns and can be used to attack or defend. It came to Katapesh from Jalmeray and is common in both lands. Mancatcher (polearms): This polearm has curved metal bands designed to aid in capturing opponents alive. It is used by slave raiders, particularly in and around Katapesh and Qadira, and various Darklands races who take surface creatures as slaves. Mere Club (hammers): This is a stone, flat-sided, sharp-pointed club employed by
damage from fire. Anyone using an ice weapon takes a –2 penalty on attacks due to the slippery, unwieldy nature of the weapon, but the weapon deals 1 point of cold damage in addition to its normal damage. A weapon created by this spell lasts for 24 hours before melting into uselessness. as summon nature’s ally III. Lyrune-Quah (Moon Clan): air elemental (small), 1d3 bats, wolf, 1d3 owls. Shadde-Quah (Axe Clan): 1d3 eagles, earth elemental (small), water elemental (small). Shriikirri-Quah (Hawk
and danger of fire (Bestiary 2 160). Oread: Beings born from encounters between humans and beings of elemental earth, oreads possess the resolve and patience of stone (Bestiary 2 205). Suli: An offshoot of the genies known as jann, these half-genies lock the wild spirt of genie-kind within a human body (Pathfinder Player Companion: Qadira, Gateway to the East 28). Sylph: Born of humans and beings of elemental air, these graceful creatures move with the speed and freedom of the wind (Bestiary 2