Players start play as young recruits of the Free Company of Machan, a fianna, a band of travelling warriors working for pay and supplies.
- 1 Getting started at Pathfinder SRD webpage
- 2 Races
- 3 Alignment
- 4 Character details
- 5 Feats
- 6 Classes
- 7 Skills
- 8 Starting equipment
- 9 Languages
Getting started at Pathfinder SRD webpage
This page contains practically most of the information and reference you need to learn and play the game, with the exception of the rules covered in this wiki.
Click here for a step-by-step process, but refer to this page for changes to the core rules (races, classes).
Post-Myth uses modified character sheets, you can download/print them from here.
Post-Myth uses the Point-buy system, where you have a total of 20 points to assign to your ability scores. Use the table provided in the Pathfinder page to figure out costs for each ability value.
Values lower than 10 give you a penalty, values higher give you a bonus. For some character concepts, optimizing one value over others is good, for others a slight balance between some of the scores is preferable.
The Company has recently been accepting members of 'The Others', the non-human races, into its fold, although why no one can tell. But regardless of race, those who join the Company either seek glory in combat, or to run away from their past lives. No questions are asked: if you can pick up a weapon and fight, you're in.
Consider that there are serious, even murderous tensions, between some races. Humans against Elves and Gnomes, and vice versa. Elves against Dwarves, and vice versa. Walking into every new settlement can bring lots of problems. Take that into account, and either take pains to lay low or invest in the Disguise skill.
Mankind, sons of Manu, the shaved Apes, the Young Folk
Humans are a hardy, determined race, very adaptable and quick to learn. They are ingenious in finding new uses for old things, and their short lifespan fuels a resolve in them not commonly found in the older races. Unfortunately, their reproduce quickly and are extremely expansionist, and that has led them too many times into conflict with each other and with other races.
They are masters of travel, having developed technologies that allow them to challenge the length of the plains, the waves and, recently, the winds.
History: The sons of Manu have lagged behind the other mortal races for quite a few millenia. While the others have been groomed or taught, in one form or another, by older beings, humans stuck to their cave-hopping and trailblazing, travelling from place to place, hunting and foraging.
In the following five thousand years, the world saw the Manu domesticate animals and grow crops, eventually creating permanent settlements, and colonising the bountiful islands of the Medigean sea. The speed with which these primitive nomads developed writing, building and toolmaking can only be explained by intervention of the other races: a secret patron here and there, whispering in the ears of Man’s “most brilliant minds”.
Mankind soon built several little nations of their own, but their inborn behaviour for ambition made it difficult for a unified civilization to emerge. Kingdoms and states have risen and fallen, and nowadays only a few still stand the test of the centuries: the oldest of them, steeped in history and knowledge, mankind’s greatest asset. The rest of them live in scattered settlements or small city-states, many built on the fringes of the civilized world known to them, and mostly are at the mercy of wild creatures or the whims of the spirits. As Mankind progressively became aware the other beings inhabiting their world (mostly through unhappy clashes or accidents), it started to realise how ‘alien’ and advanced they were, which bred fear and suspicion. For many, this did not sit well, and in some states it lead to the creation of “protective measures” against these “Others”. And when the captures started to be more successful, it became clear that not all of those so-called spirits were as powerful (or supernatural) as it was first thought: scholars poked, prodded and tore limb from body to confirm exactly how mortal these folk were.
These small conflicts escalated more or less throughout the borders of human territory, but nowhere was the conflict more bloody than when the princes of Míl invaded the great island of Ivernia, to avenge the death of their uncle, Íth the explorer, at the hands of a treacherous aelfen court. The ensuing conflict involved many other kingdoms, and sparked a racial hatred of mostly everyone non-human. The more humans advanced into the landmass, the greater number of enemies they faced. The conflict lasted for a hundred years, and it ended without a victor: the final clash between the two forces was abruptly stopped by a vast cataclysm, engulfing both armies and putting an end to the war. Since that day, the sons of Manu have ceased hostile advancements.
But times are changing, and the new Milesian empire is rising from its ashes. Scholars have started to understand the workings of the world, thanks to archaeological finds from the lost Titan civilization, and new wonders are put to work each day. Architecture, agriculture and transportation are being revolutionized, as is warfare. And racial barriers are also coming down, for the dvergar race has been an honest business partner in all their dealings so far, and people are becoming increasingly accepting of them. The Golden Age of Man is starting.
Society: the settlements of man are pretty much scattered, most of them huddling in the periphery of city-states or small kingdoms, and only a few larger kingdoms have endured the march of time. They still pretty much wage war with each other, primarily over resources, such as fertile land and water sources, cattle or ore deposits; but in the larger city-states, desires are of wealth and excess, and the power to command armies.
Most of the populace are either farmers or fishermen, but merchants are becoming increasingly more common, as the distances between settlements become shorter and better patrolled. New occupations are springing up, with the overall increase in life quality and access to goods.
In many human city-states, “the others” are immediately detained and subject to interrogation: they can be scouts of an advancing army, or rebel terrorists. They are usually relocated to work camps, where they are put to good service, until and if they are deemed no longer a threat. In most Fringe settlements, however, policing is not effective enough to enforce these measures, and in some city-states, “the others” are even accepted, although they must live in separate neighbourhoods and respect stricter laws.
Psychology: human motivations are very diverse, the result of fragmented cultures and regional divergence. Because most are part of a working class, toiling either for they own sustenance on the Fringe or for a fief lord, humans tend to be pragmatic and practical. Because of being further removed from civilization, they are often much more subjected to visitations by the spirits, and as such these people are much more religious, being much more attentive in their offerings and celebrations.
Those living in the heart of the larger city-states and kingdoms have a more urban mindset, though, and although religion is still practised, knowledge of prayers and ritual is for the most part very basic, and in the Milesian Empire religion has essentially been discarded in favour of ‘scientific’ philosophy practices.
Humans culture sports extremely diverse psychological traits, which change quite a lot from region to region.
Elves, Alfar, the Children of Danu, Danaan, the Fair Folk
Elves are a proud, deeply emotional race. They share a spiritual and cultural link with nature, and their society revolves around living in balance with it. They live in reverence and communion with the Spirits, pay them vassalage and worship, in the hopes of being elevated into their flock in their old age. Indeed, the eldest of the alfar are invited to live in Tir nán Og, the Spirit World, the land of eternal youth, where they speak with the Spirits on behalf of their people.
Their lifespan extends for several centuries, and they amass a considerable amount of knowledge and skill throughout their lives.
- Keen senses gives a +4 bonus instead of only +2
- Choose 3: Craft, Handle Animal, Heal, KNowledge, Perform, Profession, Ride, Spellcraft, Survival, Use Magic Device. you are considered trained in those skills.
History: elves trace their lineage back to the fey spirits of the world, the Sidhe, as they call them. Elven history tells how the elves were nurtured by them and taught the secrets of the world and magic in the Spirit World. With time, the Sidhe brought them all to the World in huge whitewood vessels, and left them to their devices. If it was because they became bored with them or had a higher purpose in mind, no one can say. In those first times, when they first arrived, they came into conflict with the race they call Fir’bolg (the men of bags, or dwarves), when they mercilessly and systematically burned up the ancient roots of their primeval forest, mining for the rare mithral ore. This lead to an immediate and violent response, as adequate for the crime, for the oldest and most mystical trees the elves knew withered during those times, and the natural imbalances lead to climate changes that brought on a centuries-long ice age.
When the piled bodies became too unbearable, a grudging peace was finally achieved, and new borders were drawn, with difficult concessions from both parties.
Soon, they were betrayed by the Fomoirii (as they call the Giants), who had aided them in the war and were now making outrageous demands and imposing laws. Their conflict was long, both political and military. They are to this day at odds and Fomorian raids are not uncommon. Then, a few hundred years ago, came the Sons of Manu (the name they came to know humans by) in their boats from the south. Arrogant conquerors of the worst sort, what they lacked in lifespan and insight they made up for in tenacity and viciousness. The great Elven kings had to devise a trap to catch them unaware, before their army could come ashore and claim the forested lands as their own. Full-scale conflict erupted, which lasted until a few decades ago. The final battle between the two weary civilizations was stopped by a mysterious natural cataclysm, which practically annihilated both armies, and everyone took that as an omen that they should drop the fight. Nevertheless, deep resentment and racism is still felt between the two races, particularly by the elves, but humans, due to their short lifespan and their superstitions, have blurred history to a degree, with elves becoming again these mysterious and merciless beings that hide like wraiths in the woods, and kill people from the shadows, with no quarrel or warning.
During these centuries of struggle, many blood ties were created, surprisingly, resulting in both elf/giant and elf/human hybrids (though not dwarf/elven hybrids, due to their segregated lifestyles).
Society: the elves call themselves The Children of Danu, after the nature-deity they revere most. They live in dispersed, secluded courts hidden in the forests or natural grottoes, each led by a king and/or queen. This position is generally earned by deed and not by blood, though most of the elven heroes who ascend to it are themselves from noble houses. Their empire was once unified, but not anymore.
They have regular contact with the Small Folk, who share their bond with nature, and who fill essential roles in their community as smiths and jewelers. They still have deep resentments towards humans and dwarves, but particularly hate the Fomoirii (something they share with the other races) for their repeated treachery. Very rarely are outsiders allowed to enter an elven court.
Elves do not make use of bronze, iron or steel, and whenever they need to use metal weapons, they wield gnome-crafted mithral arms and armor (which is considered a great honour). Magic is a part of elven society, and at least a part of the population learns how to cast minor rituals. The most mainstream application of elven magic is through the use of song-magic. Elven bards are veritable troves of knowledge, and travel from court to court both to entertain and teach. The gift of sorcery is also nurtured within the elves, sparked primarily from their fey blood, though there can be exceptions.
Psychology: elven emotions run deeper than any race can understand. They can spend hours just blissfully appreciating the natural beauty of a place, which is enough to make them at peace with themselves. They are not particularly driven (unlike humans or dwarves), and prefer to indulge in many different activities over their lives rather than mastering any of them. The fact that they have such a long life makes then somewhat complacent by other races’ standards.
But when an elf feels he has been wronged, he is roused to anger very quickly, with reflexes to match. If the grievance is serious enough, his sense of pride will often lead him to challenge the offender to a deatmatch. For elves, this is a natural course of events and a part of their society, although they do mourn the loss of any life they take (which other races find very confusing). Elven pride is the trait that most often throws them into conflict with others, for no quarrel is asked or given, just swift retribution.
Dwarves, Dvergar, Fir’Bolg, the Stout Folk
Dwarves are a resilient, stocky and creative race. They are expert crafters and tireless labourers. They build their homes under the mountains, where they incessantly mine precious ores and build wonders in their great forges, both mundane and magical.
They are the best engineers and chemists in the world, and they invented the whole of the new generation of warfare. They have a creative and analytical mind that sometimes clouds all emotion or common sense.
- Hatred applies instead to giants and not to orcs or goblinoids.
- All dwarves are considered trained in 5 different Craft skills.
History: dwarf history is shrouded in mystery, but goes back farther than most other races can remember. The dwarves believe they were created by the gods to craft their plan for the World, and that their unique skills are the gods’ gifts to them. Unfortunately, their lives and services were seized by the Jotnar (the Giants), who enslaved them, together with many other races, and forced them to mine for ores, build their cities and craft their weapons. Together with the gnomes, they share an unsufferable antagonism and hatred against the Giants, which leads some to believe that they were once a single race. As for the dwarves, what they believe is that some of them were charmed and enslaved by forest-dwelling spirits, eventually becoming gnomes (whom they always look at with a mixture of kinship and mistrust).
They also speak of the fall of the great civilization of the Jotnar by the hands of the Dragons, and how the dwarves retreated deep into the earth, explored the bowels of the world, and built their great fortresses. They had some contact with Humans over time, most of it grudgingly friendly: humans are cautious, careful and suspicious in their aproach and dealings with the dwarves, much like them.
But conflict erupted when they attempted to mine for the rare mithral ore under the great forests of the elves. The elves systematically murdered defenceless dwarven miners, who were unaware they were harming the great trees’ roots. When dwarves finally learned the cause of the elves’ aggression, it was already too late for any kind of peace. Centuries of bloodshed ensued, until at last the elves managed to crush the dwarven resistance. However, they had come to respect their opponents’ noble determination over time (due to their long lifespans) and chose to spare the survivors. A truce was called, the elves allocated a portion of their domains for dwarven occupation, and definite boundaries were drawn.
Society: dwarven communities live in great fortresses in the mountains, with many levels both up and downwards. Sometimes, the deeper vaults go farther than any dwarf can remember, and cases have occurred where things that should have remained buried were unearthed by dwarven miners. Each mountain Hold houses a founding dwarven Clan, along with a few other lesser clans. The Clans maintain a loose alliance between themselves, though they are strict and defensive about their own assets and dominions. Nevertheless, there is a decent level of cooperation and understanding between all dwarves, mostly out of necessity and practicality, for war isn’t something any of them wishes to spend their resources in. Only avarice and greed generally cause conflicts between dwarves.
Psychology: dwarves are extremely single-minded and driven, tireless in their chosen tasks. They are extremely creative and practical. They have a deep need to build and create as part of their pleasures in life. Most dwarven creations are tangible things, that you can touch and feel: stoneworks, sculptures, carvings, mechanisms and weaponry. More abstract art forms, such as painting and music, are somewhat lost to them, although they do see the art in cooking and brewing. Their particular magic skills relate only to magic bound within objects or structures: they consider the free-wielding of magic to be heresy and a dangerous thing (spellcasters within dwarven Halls are required to be restrained and gagged). But as crafters of magical items, they are simply the best.
Dwarves are considered a surly and grim people by other races, because they are not very much outspoken: they have a practical view on life, and consider socializing outside of drinking-hours to be a waste of time that doesn’t get any work done.
Gnomes, Brownies, Leprechauns, Tomtes, the Small Folk
Gnomes are an ellusive, light-hearted-race. They are very creative and curious, and are masters of illusion and subterfuge. They make their homes underground, and are fascinated by nature, taking great care in protecting it, balanced by a curiosity about studying the myriad things nature has given birth to: from landscapes to animals, environmental disasters and other humanoid races.
Gnomes are supernatural creatures: they are the closest of all the races to the Spirits, and they can converse at ease with many animals. They master magic instinctively (via the Sorcerer class) and curious as they are, delve into many secrets, some of them best left alone. It's said that many a family has fallen under self-inflicted curses brought on by runnaway magic, and that these wretches bear the weight of the curse until it completely consumes them, leaving them craven, demented savages.
- Racial spell-like abilities can be used at will.
History: gnomes say their race came about when, one night, a fey prince slept with a mortal princess. They prince, though, was not very handsome and was quite short, but still the woman went to bed with him. Other stories say it’s the other way around. Both, though, claim the gnomes were born then: a race with all the curiosity and joy for life the faerie possess, but grounded to a mortal’s fate and condition, so that they might best enjoy their gifts. From the get-go, gnomes were inquisitive and curious, trying to understand the world while at the same time showing it reverence. Their explorations led them across the land, spreading out and eventually coming into contact with other races. This contact however, was rather one-sided: making use of their innate fey gifts and demeanor, they managed to relatively conceal their presence, leaving most of the other races with nothing but unproven rumours about small invisible men that misplaced their belongings. At some point, they became close to the elves, who could relate to their faerie nature. No one remember how long ago that was. The two races got along together rather well since then, though quarrels are sometimes inevitable.
As time went by, it became a trend of the Small Folk to acquire stories and knowledge from other places. Explorers and travellers were always welcomed, and their culture became very rich due to this exchange of ideas. It became a hobby for every gnome henceforth, and many of them are professional scholars and explorers, especially when they hit middle age. The most renowned explorers have lived within human or Giant households for years, studying the behaviour of their occupants and how they react to different situations.
In recent centuries, however, an unexpected threat has fallen on gnome explorers, for the lands of Man have become extremely perilous to traverse: they capture gnomes on sight and lock them in prison camps, to slave away there until Mother Danu claims them back. Many gnome settlements within or near human lands have become isolated from the rest, and the worst is feared whenever human mobs are spurred on to genocidal hunts through the hills, searching for gnome households.
The newer generations of gnomes have become increasingly more reckless and outraged with this, but also less jovial and more brooding. Some have formed liberation resistance groups, and have been successful in toppling a few of these slave sites. Now they have their eyes on bigger goals, for what one can’t see, one can’t react to. They are starting to hit human city-states, their leaders and armies. The Young folk must be taught a lesson in humility.
Society: gnome settlements are generally small, located underground beneath a forest or grassy hillscape, consisting of a few families working together for survival. Because of their intimate connection with the animals and nature in general, food and resources are generally abundant.
Leadership is generally provided by the elder members of a community, who convene together to discuss important matters regularly. No form of centralized government exists, and settlements are always large villages at most.
Frequently, gnome communities live within elven courts, where they form their own little neighbourhood (not out of any discrimination from the aelfen, but out of the tradition to keep the community together). There, they perform vital functions to the elven community as metalworkers and jewelmakers, and trading in their potions and salves.
Psychology: Gnomes are curious, adventurous and energetic. This is not only found throughout most of their culture, but is in fact something gnomes take much pride and teach their children.
Gnome lives a simple life, without much weight on hard work or responsibilities. Their magical abilities allow them to execute many menial tasks with ease, freeing up more time to think and wander and entertain themselves. That is why, generally after reaching their middle age, many gnomes take off to see the world, either alone, in groups of friends or as a couple.
The Small Folk are generally peaceful towards others, although reckless and sometimes irresponsible: due to their simple lifestyle, there are just too many things in other cultures that gnomes simply cannot (and will not) take seriously, no matter how much problems it might cause them. This invariably leads to conflicts mostly with humans and dwarves (whose sense of possession and territory the gnomes have a hard time grasping, having always shared land and living space with their kin, aelfen or even animals). But the fact that the gnomes have never gathered under a united political power, guarantees that conflicts are brief, do not involve many people and are generally talked over without resorting to violence (also, gnomes have more subtle methods of persuasion at their disposal).
It is said that some warlocks and spirits can take the form of animals, and sometimes they come upon female mortals to plant their supernatural seed. Others that hags can curse a person to become mindless savage animals, and that the offspring of these unfortunates carry a mixed blood.
Whatever the truth, people still fear those that they call the wulvers: humanoids covered in coarse fur, with bestial features and wild dispositions. Once in a while these creatures are born into mortal communities, and it is usually a cause for concern: they are troublesome and difficult to educate, and prone to violent behaviour and murderous tendencies.
Wulvers benefit much from having high Str, Dex and Con, but their impaired mental abilities can make them easy targets for psychological or mental attacks.
Born of a union between a recently fed vampire and a mortal, dhampirs are constantly tormented by their hunger for blood. They are generally very pale, with sharp canines, and posses a supernaturally magnetic personality. Many appear gaunt and malnourished, from trying to stave off the hunger, and some are completely paranoid and delirious if they haven’t fed for too long. They may be haunted by the spirits and corpses of previous victims, which attempt to take revenge on the dhampir at every turn. Dhampirs will be persecuted if their complexion and sharp teeth are noticed by too many people.
Dhampirs arise most commonly among humans. People shun them, but may not notice a dhampir if he takes pains to conceal its nature as much as possible, especially in larger towns.
- Dhampirs do not possess the Resist Level Drain or Light Sensitivity abilities. Instead, they gain the following:
- Charm (Su): a dhampir can influence another creature by locking gazes with it, as a standard action. This works as a charm person spell (caster level equal to character’s level, and DC equal to 10 + ½ level + Cha mod) except that it can be used against any creature, and it is usable a number of times per day equal to his Cha bonus.
- Light blindness: Sudden exposure to bright light (such as sunlight or a daylight spell) blinds dhampirs for 1 round, afterwards they are dazzled (-1 to attacks and Perception checks) for as long as they remain in such an area.
- Blood Dependency (Ex): A dhampir has a thirst for blood, and must feed directly from living creatures. Any living creature will do (even animals). Feeding like this deals 1d4 Con damage to the target creature, and grants the dhampir 5 temporary HP that last for an hour. If a dhampir does not drink blood from at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not drink blood or become exhausted. The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Drinking a crearture's blood ends the fatigue immediately, or reduces exhaustion to fatigue.
There is no alignment in Post-myth.
Your choices are yours to make, and the consequences are their own reward or curse.
That being said, spells or effects that deal with alignment issues generally have no bearing in this campaign, except for evil. Evil can be a palpable, corruptive force that drives people mad. Spells like protection from evil work as described, and will actually be necessary during the course of the campaign.
Details help flesh out your character, and reflect its personality, inclinations and background.
In Post-myth, the emphasis is on gritty realism, so feel free to give your character all manner of troubled, tragic and traumatizing pasts. NPCs will interact with your character's personality a lot, and using traits to flesh it out is your best use for them. Try to come with a concept first, then fit traits to it.
You can always use these options to gain a mathematical edge (extra +1 to something) and make your character more powerful, but trust me: your DM will always find a way to screw over your oh-so-thoughtfully designed character. Interesting characters are always more memorable than overpowered ones. Give priority to having fun playing your character.
You have several options at your disposal to give a past and personality to your character. Remember, bonuses of the same type don't stack with each other!!
Traits: each character gains 3 traits, chosen from Combat, Magic, Social, Race, Regional or Equipment traits list.
Drawbacks: each character can gain 2 drawbacks. Drawbacks are things that your character is bad at, obvious flaws in its character or ability. Each drawback you take grants you an extra 4 skill points.
Occupation: where your character comes from and what skills he/she picked up before joining the Company.
Special Cases UNDER DEVELOPMENT: odd traits your character might have, such as a supernatural bloodline granting it strange powers, or a curse that has changed their life in dramatic ways. These have unusual benefits, but also built-in drawbacks.
All mercenaries, or fennids, of the Company are required to have both skill at arms and subterfuge. Multiclassing is heavily encouraged, even if is just one or 2 levels of another class or two (Pathfinder rules give no penalty to multiclassing). In this campaign, versatility is generally more useful than extreme specialization. Not all fights are to be fought, and a clean fast kill is always preferable than all-out combat (less chance of casualties).
Make full use of character archetypes (at the bottom of each class's page) to twist each class into the concept you want.
At least one member of the squad should be a “face”: someone who is socially adept and can perform espionage duty.
Having one member who is well-studied and knowledgeable is also more valuable many times than any sword or fireball.
Magical ability is a definite plus, although it must be used carefully or it can attract unwanted attention (the supernatural is viewed with awe and suspicion).
Again, due to the fact that racial tensions are high, having the Disguise skill may mean the difference between life or death.
NOTE: there are no divine casting classes available (except for ranger), at least not at this point (unless a player has a really compelling story :) ).
Some dwarven soldiers are picked to become master of defense and support, focusing on counterattacks and defending those around them.
Tracker and scout classes
A stealthy tracker and stalker.
A stealthy tracker and sniper.
A stealthy infiltrator and skirmisher.
Ranger Restrictions(see below)
A stealthy beastmaster and tracker. If you are an Elf or Gnome, you can talk to the Spirits and cast spells (as the normal class features). If not, then your spellcasting is replaced either by the Trap class feature of the Trapper archetype, or by the Skirmisher archetype.
As a spellcaster who prepares spells, you can exchange those you still have prepared for new ones whenever you take a short rest.
Espionage, Assassination and Social classes
An extremely versatile class, with many archetypes to allow further customization. An excellent multiclass option.
Scholars are explorers and experts, drawing experience from different areas and generally having the right solution to every problem. A very good multiclass option, that opens up many different abilities.
Magic wielding classes
Any character can wield magic by knowing ritual incantations, and having enough skill in Spellcraft and Knowledge. But only a few are able to actively channel magic at a moment’s notice.
The most common wielder of magics, learning their secrets through their familiars. Witches are extremely distrusted by Humans and Dwarves, and may quickly find themselves persecuted, arrested or even executed. Elves and Gnomes, on the other hand, view their Witches as messengers of the Spirits.
As a spellcaster who prepares spells, you can exchange those you still have prepared for new ones whenever you take a short rest.
Bard Elves and Gnomes only
Many elves found outside their communities are Bards, in one of their many facets, in the sense that they wield Song Magic, the most common form of spellcasting in elven communities. A great multiclassing option.
Philosopher (Wizard)Humans only
Can only take the Arcane bond with an item, not a familiar. In addition of the normal abilities of a bonded item (cast any spell in spellbook 1/day), you gain the abilities described in Item Familiar.
Philosophers are specialized magic wielders of the Milesian Empire, that have learned to channel magical energy through ancient methods, using an enchanted bonded item. Philosophers that are part of the Company are always exiles or deserters of the Empire.
As a spellcaster who prepares spells, you can exchange those you still have prepared for new ones whenever you take a short rest.
Artificer (Machinesmith) Dwarves only
Dwarven experts specialized in forging magical devices: offensive weapons, protective equipment, wands, rods, rings, etc.
Sorcerer Gnomes and elves only
As supernatural creatures, Gnomes have the Gift of magic, and spellcasting comes easily to them. Only the following Bloodlines are available: Arcane, Fey.
Elves are attuned to the Spirit world, and are in turn influenced by it. The different ‘bloodlines’ reflect influences of the Spirits on particular elves' lives’ or communities. You can choose any Bloodline for an elf.
If you are of a race other than Gnome Elf and wish to be a natural spellcaster, you can choose to be a Changeling (see below).
Changelings(Godling) Humans, dwarves or elves only
Changelings are mortals touched by the supernatural, and there is almost always something in their appearance that betrays that. Most human folk tales claim they are the children of the Spirits, which they swapped with their real children. Consequently, they are despised and persecuted, and more often than not, executed. For Dwarves it is a taboo topic: they generally kill them at birth or exile them, which is seen as a great disgrace for a dwarf. Elves generally embrace those touched by magic, but not with a certain amount of envy and worry.
The changeling is a thoroughly supernatural class, with extreme versatility so you can build your own supernatural character to your leisure. But beware: changelings do stand out, sometimes whether they want to or not!
Changelings are represented by the various ‘Godling’ classes, each a slightly different version of the same options. Pick one:
Full spellcasting (essentially a Sorcerer): Eldricht
Spellcasting + skills: Adept
Combat + skills: Clever
Full combat: Mighty
Characters advancing as changelings should adopt a theme for their powers, which must be reflected in their domain(s) of choice, scion talents and at least 1 spell per spell level (for spellcasting godling classes).
Other Support classes
Alchemist' Dwarves only, Gnomes restricted (see below)
Gnomes must choose Herbalist archetype.
Alchemists are armament crafters, artillerists and potion brewers. They can provide support by creating explosive armament or brewing potions and mutagens that increase the drinker’s physical capabilities.
Gunslinger Dwarves and Human only
Dwarves can pick the 'Experimental gunsmith' archetype instead of gnomes.
Beastmaster Elves and Gnomes only
A few skills have some extra uses in this campaign, that Pathfinder does not cover.
Some can be used to repair material on the field, others can be used to craft items during downtime, allowing you to build a stock of healing balms, exposive ammo or siege artillery.
Post-myth is somewhat low-magic in the sense that characters are not fully equipped with magical items from head to toe, or that magical items are required to keep toe to toe with the challenges in the campaign.
Magical items are few and far between, or are more utilitarian in purpose. Most of the "+X bonus" to abilities are gone, replaced with more interesting ones.
Players start play with any starting equipment listed for their class, but each get only 100gp to spend on equipment. Characters who can cast incantations (ranks in Spellcraft and Knowledge) can also have a spellbook with five cantrips and two 1st level spells, for the cost of 20gp. If your character is a wizard, then you add these spells to those in your spellbook.
- For games starting at 3rd level, players get 300gp to start with, and can have a spellbook for incantations can include six cantrips, four 1st level spells and two 2nd level spells, for the cost of 60gp.
NOTE: wealth will handled slightly different in this campaign. Because you are part of a warband, your are bound by honour to share the spoils of whatever you find (you can of course, try to steal things for yourself, but if you're caught, things will get nasty). For each period of downtime, you will be handled extra cash you can spend on more equipment, which represents your access to Company equipment.
Gaining favour within the Company might allow you to get some discounts, and the Company often supplies you with special equipment in certain missions.
Also, some Craft skills and feats like Brew potion or the like allow you to craft a certain amount of gp worth of items, for each period of downtime.
Your character starts play knowing his native language, plus a number of extra languages equal to his Int modifier. Languages available (at character creation) are:
- Gunssab (human, The Fringe in Ivernia)
- Sabellic (human, Mil in Ivernia)
- Old Gutnish (human, northern tribes in Ivernia and Hyperborea)
- Epic Achaean (human, mostly all of Archipelago)
- Novgor (human, The Khaganate)
- Kolkub (dwarf, Ivernia)
- Thurumuk (dwarf, Hyperborea)
- Erisse (Elf, courts and settlements in Ivernia)
- Doromitar (Elf, hunt or war dialect, Ivernia)
Languages of the Small Folk
- Rampust (gnome, lowlands Ivernia)
- Goiodon (gnome, mountains Ivernia and Hyperborea)
- Kallikan (gnome, Archipelago)
- Koshur (Giants, Thur island)
- Yidgg (mish-mash of Giant dialects)
- Mazarandun (ancient Titan script, must have 4 ranks in Knowledge(arcana) to even be able to learn)
- Knaate (secret druidic language of the Spirits, only those with special training are able to even start learning it)
Dialects within each exist, but these are the major groups. People living in the Fringe generally pick up on other languages even from other races.
For every rank in Linguistics, your character learns yet another language, provided he has been exposed to it or has someone to teach him.