Atheria: Pathfinder 2e Suppliment Sheldon Catley
Hoouussee Ruulleess aanndd Meecchhaanniiccss This suppliment is indtended to be used with my setting guide, 'Atheria: Age of Atherium' and contains house rules and mechanical changes i make and use with my Pathfinder 2e games. Geenneerraall Ruulleess Every Ancestry makes use of the 'Alternative Ability Boost' optional rule, ignoring any suggested boosts/flaws in the base Ancestry. I use the 'Free Archetype' optional rule. Common and Uncommon options presented in any officially published book are open to you. Homebrew options are acceptable, providing they are bought to me first and with the caveat that they can be nerfed or ruled out entirely if they do not play well within the rules. You are free to create a new character if you feel you need a change or their story has come to an end. I use Milestone Leveling instead of EXP. Atthheerriiuumm Atherium is a dangerous mineral that is mined from fallen meteorites. It gives off a powerful magical energy that is harmful to be around for long periods of time. Touching a raw source or entering an area saturated in the energy requires you to roll a save to resist its effects. The stronger the source, the more often you need to save. Failure will result in [WIP] Stteellllaarr Siiggnnss To the people of Atheria, the Stars are more than just small motes of light hanging in the sky. They have a draw, a power to them. Some people can even harness that power. When you are born, you are born under a specific arrangement of the Stars and the Moons. This dictates your Stellar Sign. You choose this at character creation, however the suggested traits are just that, suggestions. Sign Traits The Watchman Cautious, Brave, Prepared The Spyglass Wanderlusted, Introverted, Knowledge Seeker The Steed Loner, Animal Affinity, Feral The Needle Compassionate, Loyal, Empathetic The Cup Social, Extravagant, Friendly The Hammer Creative, Understanding, Hands On The Carriage Swift, Dependable, Showboat The Scroll Intelligent, Linguistical, Book Worm The Shield Resolute, Self-sacrificing, Stubborn The Void Unremarkable, Trustworthy, Aloof The Tempest Wild, Extroverted, Restless The Vault Protective, Hoarder, Stoic 2
F aa ii tt hh tt hh rr oo uu gg hh ee mm oo tt ii oo nn A s t h e r e a r e n o G o d s lo o kin g d o w n o n t h e w o rld o f A t h e ria , t his r e q uir e s a lit tle t w e a kin g w h e n it c o m e s t o t h e m e c h a nic s o f s ele c tin g a D eit y f o r t h e Cla s s e s a n d A r c h e t p y e s t h a t r ely o n it. The people of the world worship emotion instead. Each of the major Emotional faiths is listed below (as well as a handful of the smaller, secondary faiths) alongside their appropriate domains. When a feature asks you to select a Deity, you would instead select an emotion, then chose a Deity who shares at least one Domain with it. Mechanically, you then use the benefits, spells and anathema granted by that Deity, but are instead bound by the initial emotion you chose. The table below covers the usual connections, but the majority of domains are changeable. Hooww iitt wwoorrkkss iinn pprraaccttiiccee For example, you are a 1st level Cloistered Cleric. You wish to be a Cleric of Reflection. You could select any deity that has the Dreams, Fate, Soul or Nature Domains as their own. You select Desna. Mechanically, you are a Cleric of Desna, using their Domain Skill, Divine Font, Anathema ect but you flavour this around the emotion of Reflection. Faith Usual Domains Church of Joy Family, Freedom, Trickery, Sun Path of Hope Confidence, Healing, Repose, Knowledge Eye of Reflection Dreams, Fate, Soul, Nature Bastions of Wrath Death, Undeath, Void, Lightning Dread Acolytes Darkness, Secrecy, Glyph, Cold Consortium of Avarice Ambition, Indulgence, Wealth, Magic The Order of Apathy Protection, Duty, Vigil, Truth Attendants of the Broken Cities, Moon, Perfection, Star Faith Usual Domains Grief Nightmares, Pain, Delirium, Sorrow Surprise Change, Water, Time, Swarm Contempt Might, Tyranny, Earth Rage Destruction, Fire, Sun Awe Creation, Luck, Air Frustration Decay, Dust, Plague Desire Zeal, Passion , Travel 3
Sppeecciiaalliisstt Crraaffttiinngg Each of the major nations of the continent have their own styles of crafting, technology and prefered materials. Each of which is outlined below. Generally, more than one crafting style and its associated material cannot be used on or with the same item, as the processes conflict on many levels. Nation Materials The Collective Mithral, Inubrix Arcadia Rune-Steel (or 'Siccatite'), Djezet Eradar Atherium Glass (or 'Noqual'), Adamantine Drachen Sanguine Brands (see below) Saanngguuiinnee Brraannddss - Drraacchheenn Those of Drachen, ruled largely by the Vampires of the Crimson Court, craft potent items with their profane magic. Sanguine Brands require binding of the dead and the living to achieve a balance and produce a variety of esoteric effects. To brand an item a practioner must first draw sigils in blood over it, then offer up specially prepared remains in necromantic ritual. The Blood and Remains offered must be of the same creature type (Such as Fae, Undead or Dragon) but do not need to be from the same unique creature. Items then take on aspects of the branded creature. A sword with a Radiance Brand may appear wreathed in light with elegant silver etching, a Mobility Branded shield may take the shape of a bears fanged maw. These aspects draw deeper than cosmetic however, and branded objects grant the wielder a mote of power associated with the creature type. The higher the CR of the remains or blood (The highest of the two is the one considered) the more potent the power. The drawback of this crafting process however, is that the Brands are forever hungry and must be regularly satiated with blood from their aspect, lest their wielder become the next meal. Each week after creation, the item must be submerged in a pint of blood from its aspect, and left to feed for 8 hour. Lest it consume its wielder. Creature Brand Potential Effects Aberration Psionic Telepathy, Psionics and Telekinesis Animal Astral Beast Mobility Speed Boosts, Swim, Fly, Climb and Burrow Speed Celestial Radiance Light, Wisdom and Radiant Damage Construct Logic Intelligence, Senses and Protection Dragon Majesty Breath Weapons and Frightful Presence Dream Creature Brand Potential Effects Elemental Primal Elemental and Summoning Magic Ethereal Fey Enchanting Dexterity, Charms and Curses Fiend Corruption Darkness, Charisma and Necrotic Damage Fungus Giant Atlas Reach, Regeneration and Strength Humanoid Knowledge Skill, Language and Tool Proficiencies Monitor Warped Transformation and Monster Bane Negative Ooze Morphologic Constitution, Absorption, Disintegration Petitioner Plant Alchemical Potion and Poison effects Positive Spirit Time Undead Vampiric Life Steal and Debilitations