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Pathfinder Fiend Culture Booklet

Sep 19th, 2019
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  1. >Pain-worshiping Drow/Human/Orc/Tiefling civilization. Evil-worshiping tyrannical egalitarians.
  2. LE, NE, CE, TN.
  3. Culture dedicated to suffering and self-sacrifice for raw dark power. Physical and metaphysical juggernauts, the culture is one dictated by might-equals-right.
  4.  
  5. >FLUFF:
  6.  
  7. Art Resource: https://imgur.com/a/KzZZka0
  8.  
  9. Races and Appearance:
  10. The culture is one populated by Orcs, Drow, Humans, Tieflings, and every hybrid in between. Dedication to the purity of one's lineage is a notion entirely discarded by the culture, and the breeding between or magical augmentation of the races within is highly common. As such, the traits of the four tend to muddy between each other; it is not uncommon to find Orcs with fair naturally pales skin like an Elf and strong roman features like a Human, nor is it rare to find Elves with the tusks of an Orc or the horns of a Tiefling. Humans being the most malleable in inheritance tend to subsume the traits of all three, and just as well are able to contribute their mutability to future generations of the other races through mixed breeding. Tieflings often come into their roots within the culture, manifesting dark powers thought long gone from their heritage, but just as often they manifest the traits of the others, like the black skin of the Drow, or bulk of the Orcs. Despite the detachment the culture has to the value of pure heritage, it does not do away with the traditions of its race's weaponcraft. Owning weapons and the inherent value of being able to craft tools of harm are of high import, to the culture, and as a consequence orcish and and elvish weaponry, or at least weapons based upon their principles, are quite common.
  11. Due to their universal and deeply ingrained ties with the dark arts, almost all members are disfigured in some fashion or another. Often in their worship of pain and self-inflicted suffering do they display incredible full body scars for most members of the culture, and those who haven't lost pigment to the taint of fiendish magic have likely lost much of their original coloration to scar tissue. As such, many without albinism are sometimes mistaken for having such, and a general observed trend is the majority of the population is quite pale. Those that aren't as bleached with malevolence or scars are often decorated with intricate tattoo patterns, body modifications and piercings, as alternative ways to display their veneration of agony in their form. Odd numbers of features and/or oddly colored features, such as having extra or strangely colored eyes, are common in this culture. As their power in the fiendish forces grow, their body modification branches out into more mystical directions, adopting the traits of the malevolent beings who they serve/conquer. The eldest of the culture have often either warped themselves unrecognizably by these modifications or have fully transitioned into becoming fiends.
  12. Clothing and armor in this culture varies wildly, but over-arching trends are observed. A unified palette of black, white and red is emphasized, with only the occasional hints of gold in jewelry or trim for the most proactive members in hoarding wealth. Long flowing robes draped over jagged and spiked metallic adornments are common attire, and very few articles are in any way unarmored. Despite this, many armors feature vast areas of unprotected skin, and it is extremely uncommon to find a protective suit with a covered chest or functioning helmet. Combinations of serrated and intimidating displays of metal are found decorating these, and an emphasis for evoking fiendish imagery is observed. More often than not edges of the armors and attire often point towards the exposed portions of their wearers as commonly as they point away, for even in their outfits should they be able to casually experience the pain they seek.
  13.  
  14. Politics:
  15. The overall political structure of the culture is divided into two classes, one which directly influences the other. These classes are recognized adults and unrecognized youth. Recognized adults are regarded as something of a superhuman caste, while the unrecognized are considered subhuman. In the culture, there is no in-between, and nobody is mundane.
  16. The first class, the recognized adults, are something of a barely functioning egalitarian meritocracy. The recognized adults of the civilization each follow scattered paths to greater power, defined simply by similarities in philosophy and practice when it comes to the specifics of the powers they deal with, and authorities in these paths both mortal and fiendish are regarded as the patrons of those below them, to be respected and supported as figureheads of dark might. Leadership in these paths is generally decided by competition and contests of might, with victors of duels attaining authority over the losers. Battles for right to authority are always one-on-one, and it is considered a great shame to both help/be helped in a fight, win or lose. Those who have demonstrated their power to be greater than the others, in doing so, have admitted their knowledge of greater paths to power, and by the culture's vague semblance of law have admitted themselves to be able to teach these means. No matter your self-imposed path of growth, all are allowed to study or train under the wing of a fellow recognized adult they regard as a patron, and much of daily life in the society outside of conquests and rituals is dedicated to the betterment of one's self in the presence of any those individuals would regard as a patron. Outside of these studious activities, most individual life in the culture is fairly lonesome. The value of self-sufficiency and one's path are greater than the value of most societal norms practiced by other cultures, but phantoms of their practice still persist with the culture's value of libraries, arenas, and music halls. Most of the strongest members in recognized members of society are not far off from being regarded as their own sub-nations within the culture, and very rarely do they ever trouble themselves with matters outside of their growth to greater power in the three fiendish planes, so ultimately the impact of civil structure on an individual of this culture lessens the stronger one is.
  17. The second class, the unrecognized youth, are sometimes only youth only in title and includes every child born into the culture. The concept of responsibility for one's own young is generally discarded in the culture, and once born (more commonly through c-section than natural birth) the children are taken to the pits beneath the spires and wastes of the culture's surface to be raised. From birth to toddler, children are marked with scars and etchings to imbue them with omens of malevolent boon, ensuring they grow strong, but as soon as they are able to both walk and talk, they are forced into labor. They continue to act as people born slaves, tortured, tormented, subjected to do every job deemed displeasing or trivial by the recognized of society, while at the same time they are drilled on the tenets of the dark powers of the culture and of personal ambition through interactions and altercations with their elders. This is intentional on the part of the elders, the recognized, because the objective of the recognized is to push the unrecognized to breaking point and individual rebellion. When this point is reached, a recognized member will begin taking opportunities to openly challenge the belligerent unrecognized, and will continue to duel the youth non-lethally off and on until they have seen sufficient show of power and drive. Once such is observed, they will declare the youth now a full-fledged member of society, and will show them the way towards the path of power best suited for the demonstration witnessed in the duels to grow. From then on the newly-recognized adult is no longer a slave, and is regarded with the same respect each recognized adult deems worthy to give to each-other. It is a very shameful thing in the culture to begin growing old without showing a feat of power. Equally so, it is a great shame to be dishonest about your power, or to attempt diplomacy over struggles of brute force. Victory, like one's freedom, must be earned in this culture.
  18. The ultimate ruler of the culture is only known as the Overfiend, who is believed to have once been a mortal man that achieved fiendish apotheosis into something dark and powerful. Myths disagree if he was a Demon worshiper who took a ritual to become a Pit Fiend, or a Demon worshiper who became a Balor, but all tend to agree he transcended his form into something great and winged, then left to one of the three fiendish planes. He communicates with his culture still, rarely through dreams and visions, but he has never been seen since. Local legends in the culture say that he may one day return under the correct ritualistic circumstances, but no telling of this rumor has ever been consistent enough to elaborate further.
  19. Overall, with exception to true fiends, dependency and dishonesty are abhorred in the culture, just as well pain and power are valued. In the fiendish planes power is gained through suffering and sacrifice, and so members in this culture go through whatever means necessary to inflict as much harm to themselves as they can without breaking or disabling, and by extension weakening, themselves. While this is true, they also recognize the folly of trying to kill or consume each other as the fiendish lords and deities once did, and how that led to their downfall at the hands of the Aboleth, so each member of the recognized treats each other as a fellow monument of dark power. They believe they should never hold each other back from their growth unless absolutely necessary, and only ever mean to slight one-another in trivial ways as whim decides. Because of this, while the culture draws its power from evil, but respect towards your fellow recognized adult is always practiced, the general population tends somewhere between the evil and neutral alignments.
  20. This culture is one of conquest, and war is very common. More so is war common on the fiendish planes, but they still have their fair share of conflict on the material plane. Similarly to the behavior of dragons, a member of this culture seeking to settle outside of it will often instigate conflicts with other cultures and kingdoms by invading areas as they please to take what they want or live where they choose, regardless of whether or not the area in question was a sacred place, inhabited cave, or preexisting city center. In addition to these casual invasive ventures, there are the ambitions of the patrons and the conquest of the fiendish planes, in which cooperation is required. Despite their focus on self-sufficiency as a culture, teamwork and camaraderie are observed in the lower rungs of power, bonds often formed over the survival of shared victory against much greater opponents, or shared endurance against heavy attacks. Bonds in this culture are usually of a competitive sort, but it has been observed that what other cultures regard as genuine friendships have been known to bloom from these. In battle very few cultures can match the brutality displayed by those present from this culture. Reveling in bloodshed and bodily damage both in themselves, and inflicting it upon their enemies, the culture prides itself on weapons and techniques that thrust their agents deep into the throng to create as much gore as possible. Arms and armor are almost always serrated and barbed, sometimes internally as well, and almost always magically enhanced for greater carnage capabilities. Many are trained with anti-outsider combat tactics for their invasion of the fiendish planes, while others are trained more in tactics more effective on mortals, especially tactics using one's own blood. Few members go into battle with full sets of armor, seeing the field as a prime place to acquire more wounds and scars, but those that do enter the war zone with armor are implacable obelisks of blood and fury. When it comes to the magical aspects, this culture is known to be particularly destructive, favoring enervating spells combined with area of effect damage and personal buffs, casters in this culture are as much vile forces of nature on the battlefield as they are off it.
  21.  
  22. Religion:
  23. Above all things the right to one's own suffering is the greatest religious experience that can be gained in the culture, with physical durability and ambitious determination regarded as their most blessed virtues to practice in its pursuit. To them it is a brief touching of the experience of evil, and it is to be enjoyed by one's self. Never is the act of torture or the sacrifice of the flesh to be acted upon anyone other than one's self outside of warfare by their philosophy, for it is the experience and the scars gained from it that mean everything to them. Magical piercings and tattoos are also practiced religiously, inscribing or inserting them without a means to dull the pain, that the "experience" of gaining the power one does from them is maintained. The sacrifice of live beings in the religious acts is almost exclusively prohibited, as the act of inflicting onto someone else such great pain as to kill them would be a waste of the suffering one could personally endure. As live sacrifice usually explicitly calls for something to die, great effort by those who wish to practice a ritual involving it are taken to ensure the sacrifice not die permanently. For the rare few who do attempt this feat and succeed, it is considered a great honor to have inflicted a death wound to yourself and survived. To those that do not survive, their weakness is no longer a burden on the culture. The culture ultimately reveres all fiends, but also openly desires to conquer their realms, seeing their domains as the only ones suited for their philosophies of violent might, and the greatest members of the cultures will, at the pinnacle of their power, undergo the four stage ritual of fiendish apotheosis to become a shining example of the beliefs they embody.
  24. The various races that came together brought worship of their own personal fiendish forces and martial arts when assembling the beliefs that dictate the culture. The Elves, former worshipers of the demonic spider goddess Lolth, brought Demon worship along with their Elven battle and Demonic Styles. Brutal speed matched with reckless grace was their philosophy, and it was learned well by the others. Humans, widespread across the material world and diverse in all they do, advocated for all the lesser or obscure fiends, and with them brought the Asura and Kyton style. Masters of control and adaptation, they taught those under them the secrets of pain and the act of sacrifice for power, they tought the others how to draw on forces outside their own. Third came the Orcs, who leaned of Daemons and Abaddon from the Cyclopses of old, and with them brought their own Orc Fury style and the Brute Style. Disregarding anything other than raw power, the Orcs taught the others the glory of war, the value of endurance and the significance of scars as medals of honor. Last was the Tieflings, descended of all fiends but most commonly Devils brought with them Devil-worship along the Blind Blade and Swift Iron styles. Sturdy and certain, they brought order and reason, decisive action and agreement to the others that squabbled. The latter style would later be appropriated by those in the culture who took to blinding themselves in self-mutilation.
  25. Unfortunately, the culture has few metaphysical allies, as they are open about their ambitions to conquer the three fiendish planes, but among these few are two lesser fiendish demigods. In return for veneration and seats of power among the culture, these two have promised to aid the culture in the their conquest, seeing the culture as something of a threat better controlled from within than fought against from without.
  26. The first is Eq'atarous the Conflicted, who rules over the domains of Chaos (Demodand, Demon), Law (Devil, Kyton, Tyranny), Liberation(Freedom, Self-Realization) and War (Blood). He is the battle eternal, the struggle and the glory. Once a Pit Fiend, he had seen the opportunity to attempt to take over the Abyss after the Aboleths crushed the old Demon Lords, he entered the abyss and attempted to start a Blood War and seat himself at its top. In waging his war, he became lost in the fray of the surviving Demons, and eventually lost his mind trying to fight through the vast depths, but in embracing his madness became victorious in the battle against the Demons that opposed him. With this madness and warmongering bloodlust a contradiction to the Pit Fiend's nature forced itself into his mind, and so did he eventually become the chaotic master of opposites and war that he did. The Conflicted is Chaotic Evil. He is the master of internally inconsistent philosophy, and their unison to paint darker whole truths, and grants boons to those who force the seemingly incompatible together for the sake of greater power. His symbol is a fist clutching a jagged double-bladed sword, from whose tips dangle pendulum blades, together forming the vague outline of a balance.
  27. The second is the Balor Scargorger, who rules over the domains Evil (Daemon, Demodand, Demon, Devil, Kyton), Strength (Self-Realization), Healing (Medicine, Restoration) and Destruction (Torture). Scargorger was one of the few Balors to survive the Aboleth assault on the Abyss. Starving for essence, she resorted to auto-cannibalism, and learned through the gentle process of flaying a soul piece-by-piece how to nourish one's self for extreme amounts of time on very small spirits, patching herself with their essence at need. It was her dedication do this self-mutilation, her restraining of her hunger, and perhaps her grafting of the flesh of other outsiders into her being that dawned upon her something of an ascetic awakening. Now, among the few greater Demons that remained she grew a reputation of fear as the Lady of Pain, but few mortals know her by that name. The Mantis God, who had hid from the Aboleth assault on divinity and survived, attempted to maintain its original position and restore order by halting her ascension to divinity. In the conflict Scargorger emerged victorious, and spent three centuries and thirty three years devouring the mantis god, subsuming his worshipers into her own or killing them. In doing so, she assumes part of his role, and actively devours those that would seek divinity but prove themselves unworthy. She is Lawful Evil. She is the master of discipline and healing, and grants boons to those that would torture themselves for greater power. Her symbol is a demonic winged bull with a serpentine tail and thick front legs, devouring itself as an Ouroboros.
  28. The Overfiend himself appears to be able to grant domains as if he were a deity, though records of when this started, and who discovered it first are unclear. The domains the Overfiend grants are Evil (Daemon, Demodand, Demon, Devil, Kyton), Liberation (Freedom, Self-Realization), Strength (Self-Realization) and War (Blood). The Overfiend is Neutral Evil, and it is believed before his fiendish apotheosis the other two demigods were his direct personal patrons, but neither will corroborate this theory. No known holy symbol is attributed to the Overfiend save that of the culture under him, and most who do find out how to receive power from him vanish not long after.
  29.  
  30. Healthcare:
  31. Magical healing and practical medicine are practiced all over the culture. While this is true, it's not as delightful as it sounds, for no hospitals exist. The act of healing is a means in this culture, not an end, because the objectives of the people who live in this culture are to suffer as much pain in the pursuit of power as one can without dying or disabling yourself. The act of providing medical aid is almost explicitly done only to the self, with the exception of to the unrecognized youth, who do not have the knowledge yet, a fact that is especially important considering how the youth are treated. Healing between the recognized and the unrecognized differ greatly, as the recognized are given much greater opportunity to learn the powers required to heal on their own but are also dependent on their own ability to repair themselves, as asking for aid is a sign of weakness, which is frowned upon. Comparatively, the unrecognized youth do not usually have access to the greatest heights of healing powers they could have, but despite their torment they are also in fact the most actively looked after in health. As such, they have access to a wider range of diverse, if less powerful, healing potential from their concerned fellow slave-children and from their tyrannical keepers. Despite all this, few young actively desire healing from their mentors, because even in that have the seniors of the culture found means of inflicting pain through over-charging the spells or lightly tainting their spells with negative energy.
  32. While many people in this culture theoretically have access to the power to revive the dead, they do not do so unless it is very important to the personal pursuits of the reviver, as death (especially after recognition) is a sign of ultimate weakness, the failure to succeed, and thus the dead are considered to have been burdens on the culture now eliminated. This is only ever truly excepted in religious practice requiring live sacrifice. In these instances, those with the power to do so will clone the sacrifice, who will then self sacrifice their original body and return to life in their new body. The culture is actually one of the most advanced in medical technologies, depending on perspective, but those from outside the culture would more likely choose to die than ever venture into its borders to ask for medicine, let alone be accepted and treated.
  33. The overall ability of the culture to heal itself is generally dependent on population density, smaller centers will generally have a higher death rates, and sometimes this can outpace birth rates. It is not uncommon phenomenon for smaller outposts to pop up, whittle down the weak in their small population until only a few malevolent forces of nature remain, then dissolve as the limited populace return to contribute to the larger cities. Since these select few who return are often generally as hard to kill as the fiends they venerate or harder, the small increase to the population of the larger cities is usually a permanent increase. Illness is often common in the young of the culture, and often this illness is only treated to the point that would allow them to continue growing in power at a bare minimum. Despite this, many youth do die to illness and/or wounds, due to miscalculations in the intentional negligence of their monitoring elders. Meanwhile, illness is almost completely absent in the mature, having modified themselves with the physical and metaphysical biologies of fiends to such an extent that conventional mortal ailments are ineffectual.
  34.  
  35. Resources and Transporation:
  36. Water and food are often easily created by the more powerful in the culture, but due to their habits in regards to possessiveness and self-dependency the weak are often left to provide for themselves. Some carry-overs from the founding cultures are maintained, with the old Drow being the largest contributors of what the unrecognized youth use for agriculture. Bats, vermin and fungi of various sizes each are used as the main livestock, able to be grown deep underground beneath the wastelands they make of the surface. In these farms the unrecognized youth are slaves, forced to tend to these animals and to construct the wells from which they will gain their water, though many youth learn create water before their trials due to their living conditions. The young are also forced to build and work in mines for precious metals, valuable gems and stones, and volcanic rocks or glass even deeper down. What can be seen on the surface of the culture's settlements, their black jagged spires and barren wasteland arenas, is only one third of the actual bulk of their infrastructure.
  37. Goods are an interesting affair, as very little beyond armor, clothing, furniture and food is made by the people who belong to the culture, everything that could be considered a luxury item in the culture has been taken from their conquests. The clothing they do make is often made from spider silk, dyed with insect pigments or magic. Fabrics are always in high demand, as the vanity of the culture is only matched by the frequency of violence within it, and valuable but torn fabric is the norm for attire. One aught be wary around those in the culture with pristine clothing: violence is nearly unavoidable, so it can be assumed their power is such that they can win their conflicts before getting to close range. Travel in this culture for the weak is a trial, since while the ability to ride livestock is available, the tormenting actions of the seniors will often result in one having to both deal with dead livestock and walk the rest of their journey across the settlement. As one grows in power within the culture, the access to teleporation, flight, or hastened movement becomes much easier, and very rarely do the mightiest in the culture ever truly need to "walk" anywhere. If an adult is seen walking somewhere, it can be assumed their power is of a more personal sort, and that one should steer clear of their path or risk becoming a part of it. Postage is essentially non-existent, since only trivial matters are discussed over distance, matters of importance are always discussed in-person. Unimportant matters are discussed via magic, or not at all, for if it is not worth the effort of appearing in person it is not worth the effort of distracting one's self from one's ambitions and projects.
  38.  
  39. Economy:
  40. As currency is not something they legitimately make, most forms of coinage and jewelry are treated as spoils of conquest and more a luxury item to be hoarded than as something to be used with any semblance of its original intended purpose. Much currency, usually silver or platinum, is smelted town to be used in armor, while gold is kept safely away in whatever dens the mature members of the civilization set out to make for themselves. All internal interactions are either one of barter or of outright theft, with each party proving their worthiness of owning a resource or object through demonstrations of their might to each other. These are usually not lethal, as it is considered poor sport to kill a fellow independent adult over possessions, but it does happen occasionally. The laborers and workers of this civilization are exclusively the unrecognized members of society, who are tortured, tormented, and forced to build and maintain everything they need to survive. Possessions are very often stripped from them, though more frequently done so as they age, in attempts to goad them into retaliatory conflict.
  41. Taxes, banks and corporations tend not to exist for long in the culture, these outside influences requiring ideas of fairness in currency that are absent in the culture. One of this culture might go as far as to be disgusted by the thought of entrusting someone else with their possessions, for that suggests weakness and dependency in others. Religious values of the pursuit in dark power proves to be a more cohesive force in the culture than foreign ideas of cooperative currency have yielded. Thievery, while accepted in the open, is still not extremely common by virtue of the fact that to take too much from another is seen as infringing on another's personal conquest, so struggles over possessions is usually limited to few items at a time. Even the most powerful members tend not to try and take much from those below them, so long as they are recognized adults, and taxation is often seen by them as the tools of the weak who cannot earn their luxury through raw ability. So long as you are unrecognized, however, you have no rights to any such notions of respect, and that which you think is yours can be taken from you freely, unless you retaliate.
  42. Most housing for recognized adults in this culture is managed through magic if managed at all, warping stone and steel into dens, obelisks and bladed spires to their liking. Being comprised of roughly 40% nocturnal races, living 60% underground in their Golarion settlements and the remainder living on planes where day does not exist, conceptions of time and keeping track of it are for the most part disregarded. They are aware of day/night cycles, and the more Human members of the culture will tend to be more active during the day, but generally the recognized sleep when they want, and the unrecognized sleep when they are allowed. Any other meaning of time is only relevant to the unrecognized, who must manage the fungal crops and keep the livestock fed, and to the mature members of the culture the time of day is only truly relevant if a spell calls for it.
  43.  
  44. >CRUNCH:
  45.  
  46. Barbarians/Fighters/Monks/Shifters/Vigilantes:
  47. https://www.d20pfsrd.com/classes/core-classes/barbarian/
  48. https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/fearsome-defender-barbarian-archetype/
  49. https://www.d20pfsrd.com/races/core-races/half-orc/hateful-rager-barbarian-half-orc/
  50. https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/invulnerable-rager/
  51. https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/scarred-rager
  52. https://www.d20pfsrd.com/classes/core-classes/fighter/
  53. https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/armiger-fighter-archetype/
  54. http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/unbreakable/
  55. https://www.d20pfsrd.com/classes/core-classes/monk/
  56. https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/hamatulatsu-master-monk-archetype/
  57. https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/hellcat-monk-archetype/
  58. https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/scarred-monk-archetype
  59. https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/sin-monk-ex-monk-archetype/
  60. https://www.d20pfsrd.com/classes/base-classes/shifter/
  61. https://www.d20pfsrd.com/classes/base-classes/shifter/archetypes/fiendflesh-shifter-shifter-archetype/
  62. https://www.d20pfsrd.com/classes/base-classes/vigilante/
  63. https://www.d20pfsrd.com/classes/base-classes/vigilante/archetypes/vigilante-archetypes-paizo-inc/oni-enforcer-vigilante-archetype/
  64. Barbarians in this culture assume at least one of the following rage power sets: Daemon Totem (lesser to greater), Fiend Totem (lesser to greater), Abyssal Blood (lesser to greater) and/or Infernal Blood (lesser to greater).
  65.  
  66. Kineticists/Mediums/Spiritualists:
  67. http://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/kineticist/
  68. http://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/kineticist/archetypes/paizo-llc-kineticist-archetypes/blood-kineticist-kineticist-archetype/
  69. http://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/kineticist/archetypes/paizo-llc-kineticist-archetypes/dark-elementalist-kineticist-archetype/
  70. http://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/medium/
  71. http://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/medium/archetypes/paizo-llc-medium-archetypes/fiend-keeper-medium/
  72. https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/spiritualist/
  73. https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/spiritualist/archetypes/paizo-llc-spiritualist-archetypes/grim-apostle-spiritualist-archetype/
  74.  
  75. Alchemists/Arcanists/Bloodragers/Maguses/Skalds/Sorcerers//Summoners/Witches/Wizards:
  76. https://www.d20pfsrd.com/classes/base-classes/alchemist/
  77. http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/blood-alchemist-alchemist-archetype/
  78. https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/crimson-chymist-alchemist-archetype
  79. https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/cruorchymist-alchemist-archetype/
  80. http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/vivisectionist/
  81. https://www.d20pfsrd.com/classes/hybrid-classes/arcanist/
  82. https://www.d20pfsrd.com/classes/hybrid-classes/arcanist/archetypes/paizo-arcanist-archetypes/blood-arcanist/
  83. http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/
  84. http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo-bloodrager-archetypes/crossblooded-rager
  85. https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo-bloodrager-archetypes/symbol-striker-bloodrager-archetype/
  86. https://www.d20pfsrd.com/classes/base-classes/magus/
  87. https://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo-magus-archetypes/eldritch-scion
  88. http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo-magus-archetypes/esoteric-magus-archetype/
  89. http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo-magus-archetypes/sigilus-magus-archetype/
  90. http://www.d20pfsrd.com/classes/hybrid-classes/skald/
  91. http://www.d20pfsrd.com/classes/hybrid-classes/skald/archetypes/paizo-skald-archetypes/demon-dancer-skald-archetype
  92. https://www.d20pfsrd.com/classes/core-classes/sorcerer/
  93. https://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo-sorcerer-archetypes/crossblooded
  94. https://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo-sorcerer-archetypes/tattooed-sorcerer
  95. https://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo-sorcerer-archetypes/wildblooded
  96. http://www.d20pfsrd.com/classes/base-classes/summoner/
  97. http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo-summoner-archetypes/blood-summoner-summoner-archetype/
  98. https://www.d20pfsrd.com/races/core-races/half-orc/blood-god-disciple-summoner-half-orc
  99. https://www.d20pfsrd.com/classes/base-classes/witch/
  100. https://www.d20pfsrd.com/races/core-races/half-elf/bonded-witch-witch-half-elf/
  101. https://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch-archetypes/demon-sworn-witch-archetype/
  102. https://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch-archetypes/pact-witch-witch-archetype/
  103. https://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/scarred-witch-doctor-witch-orc
  104. http://www.d20pfsrd.com/classes/core-classes/wizard/
  105. http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard-archetypes/runesage-wizard-archetype/
  106. Arcanists in this culture must select bloodlines from the same selection as sorcerers of this culture.
  107. Bloodragers in this culture can assume the Abyssal, Infernal, Kyton, and Martyred bloodlines. In addition, Primalist rage power selection acts under the same constraints as Barbarians.
  108. Maguses in this culture must select bloodlines from the same selection as sorcerers of this culture.
  109. Skald rage power selection acts under the same constraints as Barbarians.
  110. Sorcerers in this culture can assume the Abyssal, Abyssal (Brutal), Daemon, Div, Imperious, Infernal, Infernal (Pit-Touched), Martyred, Oni, Orc and Rakshasa bloodlines.
  111. Witches in this culture can assume the Endurance, Healing, Revenge, Strength, Vengeance patrons. In addition, they can assume the Infernal Contract special patron. Pact witches in this culture assume the Abaddon, Abyss or Hell planar pacts.
  112.  
  113. Antipaladins/Clerics/Hunters/Inquisitors/Rangers/Warpriests:
  114. http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/
  115. http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/paizo-antipaladin-archetypes/dread-vanguard-antipaladin-archetype/
  116. https://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/paizo-antipaladin-archetypes/insinuator-antipaladin-archetype/
  117. http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/paizo-antipaladin-archetypes/iron-tyrant-antipaladin-archetype/
  118. http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/paizo-antipaladin-archetypes/tyrant-antipaladin-archetype/
  119. http://www.d20pfsrd.com/classes/core-classes/cleric
  120. http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/asmodean-advocate-cleric-archetype
  121. http://www.d20pfsrd.com/races/other-races/featured-races/arg-drow/demonic-apostle-cleric-drow
  122. https://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/idealist-cleric-archetype/
  123. https://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/mendevian-priest/
  124. https://www.d20pfsrd.com/classes/hybrid-classes/hunter/
  125. https://www.d20pfsrd.com/classes/hybrid-classes/hunter/archetypes/paizo-hunter-archetypes/blight-scout-hunter-archetype/
  126. http://www.d20pfsrd.com/classes/base-classes/inquisitor/
  127. http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/inquisitor-archetypes-paizo/cold-iron-warden/
  128. http://www.d20pfsrd.com/classes/core-classes/ranger/
  129. http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger-archetypes/demonslayer-ranger-archetype/
  130. https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/
  131. http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/archetypes/paizo-warpriest-archetypes/liberty-s-blade-warpriest-archetype/
  132. https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/archetypes/paizo-warpriest-archetypes/mantis-zealot-warpriest-archetype
  133. Clerics of this culture can assume the Chaos (Demodand), Chaos (Demon), Destruction (Torture), Evil (Daemon), Evil (Demodand), Evil (Demon), Evil (Devil), Evil (Kyton), Healing (Medicine), Healing (Restoration), Law (Devil), Law (Kyton), Law (Tyranny), Liberation, Liberation (Freedom), Liberation (Self-Realization), Strength (Self-Realization) and War (Blood) Domains. Idealist Clerics in this culture assume the Abaddon, Abyss or Hell Planar Bonds.
  134. Mantis Zealot Warpriests must choose Scargorger in place of the Mantis God.
  135.  
  136. Prestige:
  137. http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/crimson-assassin/
  138. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/darkfire-adept/
  139. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/demoniac/
  140. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist/
  141. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknight/
  142. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknight-signifer/
  143. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/pain-taster/
  144. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sanguine-angel/
  145. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/souldrinker/
  146. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/tattooed-mystic/
  147.  
  148.  
  149. Feats:
  150. The following feats and traits (and their prerequisites) are highly common in this culture, if players are building characters using many or exclusively the feats/traits listed here, it might be reasonable for them to consider having some ties to this culture in their backstory.
  151. >A
  152. Agonizing Obedience, All-Consuming Swing, Amplified Rage, Anatomical Savant, Ancestral Scorn, Ancestral Weapon Mastery, Apocalyptic Spell, Arcane Armor Mastery, Arcane Armor Training, Arcane Strike, Arcane Talent, Armor Adept, Armor of the Pit, Armored Athlete, Asura Sight, Asura Spellrend, Asura Style.
  153. >B
  154. Battle Cry, Battlefield Healer, Berserker’s Cry, Bleeding Attack, Bleeding Critical, Blind-Fight, Blinded Blade Style, Blinded Competence, Blinded Master, Blood Disciple, Blood Feast, Blood Spurt, Blood Vengeance, Blooded Arcane Strike, Bloodletting, Bloody Assault, Bloody Mess, Bloody Sabres, Bloody Vengeance, Bolstered Resilience, Bonebreaker, Born Alone, Breadth of Experience, Brutal Coup de Grace, Brute Assault, Brute Stomp, Brute Style, Bullying Blow, But a Scratch.
  155. >C
  156. Call Out, Chain Mastery, Channel Discord, Channel Viciousness, Chaos Reigns, Clarity of Pain, Cleave, Cleaving Finish, Combat Medic, Covenant of Abaddon, Craft Shadow Piercing, Cranial Implantation, Crippling Critical, Crushing Blow.
  157. >D
  158. Damned, Dance of Chains, Dauntless Destiny, Dazzling Display, Death or Glory, Deathless Initiate, Deathless Master, Deathless Zealot, Defiant Luck, Demon Hunter (feat), Demonic Momentum, Demonic Nemesis, Demonic Obedience, Demonic Slaughter, Demonic Style, Desperate Battler, Devastating Strike, Devil Sense, Devil’s Foe, Diehard, Disheartening Display, Dislocate, Dreadful Carnage.
  159. >E
  160. Eldritch Claws, Eldritch Heritage, Elongated Cranium, Elven Battle Focus, Elven Battle Style, Elven Battle Training, Elven Battle Torrent, Elven Spirit, Endurance, Endure Pain, Enforcer, Exile’s Path, Exotic Heritage, Exorcising Mutilation, Expanded Fiendish Resistance.
  161. >F
  162. Fast Healer, Fast Learner, Fearless Curiosity, Fearsome Spell, Feral Combat Training, Ferocious Action, Ferocious Resolve, Ferocious Summons, Ferocious Tenacity, Fiendish Heritage, Fiendskin, Fight On, Fighting Frenzy, Filthy Weapons, Flaying Critical, Focused Discipline, Foment the Blood, Friendly Rivalry, Furious Focus, Furious Spell, Fury of the Tainted.
  163. >G
  164. Gore Fiend, Gory Finish, Grasping Tail, Gray Maiden Initiate, Great Cleave, Great Fortitude, Greater Blind-Fight, Greater Eldritch Heritage, Greater Penetrating Strike, Greater Skald's Vigor, Greater Vital Strike, Greater Whip Mastery, Grudge Fighter.
  165. >H
  166. Half-Drow Paragon, Hamatula Grasp, Hamatula Strike, Hamatulatsu, Healer’s Hands, Hellknight Aegis, Hellknight Obedience, Hellknight Obsession, Heroic Will, History of Scars, Hollow Soul, Human Spirit, Hurtful.
  167. >I
  168. Impaling Critical, Implacable, Improved Blind-Fight, Improved Cleaving Finish, Improved Devastating Strike, Improved Eldritch Heritage, Improved Fiendish Sorcery, Improved Fury of the Tainted, Improved Great Fortitude, Improved Impaling Critical, Improved Improvisation, Improved Iron Will, Improved Natural Armor, Improved Surprise Follow-Through, Improved Vital Strike, Improved Whip Mastery, Improvisation, Improvisational Healer, Incredible Healer, Inscribe Magical Tattoo, Inscribe Rune, Intimidating Confidence, Intimidating Prowess, Iron Will, Ironguts, Ironhide.
  169. >J
  170. Jawbreaker.
  171. >K
  172. Kyton Cut, Kyton Shield, Kyton Style.
  173. >L
  174. Lifeless Gaze.
  175. >M
  176. Mage's Tattoo, Maleficium, Mark of Evil, Martial Dominance, Mercenary Company Tattoos, Monstrous Mask, Multitalented Mastery, Mutilating Ritualist.
  177. >N
  178. Neckbreaker, Nightmare Chains.
  179. >O
  180. Orc Fury Style, Orc Rampage, Orc Snarl, Orc Weapon Expertise, Ordered Mind, Otherworldy Influence.
  181. >P
  182. Painful Collision, Painful Cures, Pantheistic Blessing (Archdevils, Demon Lords), Peace of Mind, Penetrating Strike, Piercing Grapple, Piercing Spell, Pinning Rend, Planar Heritage, Power Attack, Practiced Ritualist, Profane Studies, Punch Through, Pursuit of Glory, Pushing Assault.
  183. >R
  184. Racial Heritage, Rage Casting, Raging Blood, Raging Concentration, Raging Vitality, Razortusk, Reckless Moves, Relentless Butcher, Rending Claws, Resilient Brute, Resolute Rager, Reverse-Feint, Ruthless Opportunist.
  185. >S
  186. Scale and Skin, Scarred Legion, Scarring Spell, Scarring Spell-Like Ability, Self-Sufficient, Shake It Off, Shatter Defenses, Signifer Armor Training, Skald's Vigor, Solo Maneuvers, Sorcerous Strike, Soulless Gaze, Spiked Destroyer, Spirit Oni Master, Splintering Weapon, Steadfast Personality, Stoic, Subconscious Usurpation, Summon Evil Monster, Surge of Success, Surprise Follow-Through, Survivor, Swift Iron Style, Swift Refuge, Swift Sprint, Sympathetic Rage.
  187. >T
  188. Tattoo Attunement, Tattoo Conversion, Tattoo Transformation, Tenacious Survivor, Terrifying Mask, Thousand Cuts, Throat Slicer, Toughness, Traumatic Spell, Traumatic Spell-Like Ability, Tribal Scars, True Breed, Tyrant’s Rebuke, Two-Weapon Rend.
  189. >U
  190. Unyielding Ferocity.
  191. >V
  192. Vengeful Banisher, Vicious Stomp, Vital Strike.
  193. >W
  194. Weathered Warrior, Welcome Pain, Wicked Valor, Witchbreaker, Whip Mastery.
  195. >Y
  196. Yai-Mimic Spell.
  197.  
  198. Traits/Drawbacks:
  199. >A
  200. Abyssal Eavesdropper, Acupuncturist, Adopted, Ambitious, Anatomist, Anticipate Evil, Anxious, Arcane Dabbler, Arcane Prodigy, Arms Master, Ascendant Recollection, Aspiring Hell Knight, Auspicious Tattoo.
  201. >B
  202. Battlefield Disciple, Battlefield Surgeon, Bent Body, Big Boned, Birthmark, Bitter, Bladed Magic, Blessed Orphan, Blighted Physiology, Blood Potion Brewer (only own blood), Blood Resonance, Blood Stalker, Bloodthirsty, Bloody-Minded, Born Damned, Brave, Brave Words, Bred for War, Broken Mind, Bruising Intellect, Brute, Bullied, Bully, Buried Anxiety, Burned.
  203. >C
  204. Centered, Chain Master, Coherent Rage, Competitive, Condescending, Contagious Mettle, Courageous, Covenant of Abaddon, Cruel Rager, Cruelty, Crusader, Crusader Road Acolyte.
  205. >D
  206. Dangerously Curious, Dark Magic Affinity, Darkest Before Dawn, Deadly Rush, Deep Wounding, Defy Madness, Demon Eradicator, Demon Hunter (trait), Demon Slayer, Demon Smiter, Demon-Proof Mind, Demonblight Resistance, Demonic Persuasion, Demoralizing Presence, Denial of Fate, Desperate Focus, Desperate Resolve, Devoted Healer, Diabolical Dabbler, Diabolist Raised, Disdainful Defender, Disease Resistant, Disillusioned, Dominator.
  207. >E
  208. Earning Your Freedom, Elven Bitterness, Elven Reflexes, Empty Heart Full Heart, Enduring Heritage, Enemy of Slavers, Equality for All.
  209. >F
  210. Failed Apprentice, Fanatic, Fearless Defiance, Fiend Blood, Fiendish Confidence, Finish the Fight, Flames of Hell, Focus on Freedom, Focused Disciple, Focused Mind, Forlorn, Foster Child, Foul Brand, Free Spirit, Freed Slave (multi), Friendless, Furious Vengeance.
  211. >G
  212. God Scorn, Greater Purpose, Grief-Filled, Grim Optimism.
  213. >H
  214. Hard to Kill, Headstrong, Heart of Clay, Heavy Hitter, Hedonistic, Hell Knight Ancestry, Holy Tattoo, Honest, Horrifying Mind, Hunter of Outsiders.
  215. >I
  216. Imposing Scion, Indelible Ire, Indomitable Faith, Infamous, Infernal Bastard, Infernal Influence, Inoculated, Insatiable, Inspired, Inspired by Greatness, Inspiring, Inspiring Rush, Iron Control, Iron Lungs, Iron Mind, Irrepressible.
  217. >L
  218. Lasting Ferociousness, Light Sleeper, Liquid Healing, Loner.
  219. >M
  220. Magic is Life, Magic’s Might, Malign Instrument, Mantis Bleeding, Mark of Slavery, Marked by Unknown Forces, Masterful Demeanor, Miner, Motherless, Mutant Eye.
  221. >N
  222. Neutralizing Gut.
  223. >O
  224. Omen, Opportunistic, Orphan, Orphaned, Outcast, Outsider Enemy.
  225. >P
  226. Pact Servant (Soulgorger instead of Asmodeus), Pain Artist, Pain Is Pleasure, Passionate Inertia, Perseverance, Pillager, Poison Connoisseur, Poisoned Blade Resistance, Poisonous Upbringing, Poverty-Stricken, Power-Hungry, Prehensile Whip, Pride, Prideful Temper, Prolong Magic.
  227. >Q
  228. Questing Hell Knight.
  229. >R
  230. Reckless, Reckless Luck, Repel Sin, Repulsive, Resilient, Resilient Caster, Resolute, Restless Hunger, Righteous Indignation, Rivalry, Runaway Slave.
  231. >S
  232. Scarred, Scorned by Magic, Scouting for Fiends, Scrapper, Self-Reliant, Self-Sustaining, Self-Sacrifice, Self-Taught Scholar, Shadow-Scarred, Soul Eater, Sound of Mind, Spooked, Steady Strength, Steel Skin, Strength Foretold, Strength of the Barghest, Strength’s Fanfare, Strong Heart, Strong Stomach, Strong Willed, Suicidal, Survivalist (multi), Survivor.
  233. >T
  234. Tainted Spirit, Tattooed Mystic (trait), Tattooed Wanderer, The Flexing Arm, Tough Minded, Tough Skin, Trained Medic, Tusked, Twilight Zeal, Twisted Tattoo.
  235. >U
  236. Undaunted, Underworld Explorer, Unhappy Childhood, Unhinged Mentality, Unscathed, Unshackled, Urchin.
  237. >V
  238. Vagabond Child, Vain, Vainglory, Vengeful, Venom Resistance, Vindictive Strike, Volatile Conduit.
  239. >W
  240. Whole-Hearted, Wild Ferocity, Wisdom in the Flesh, Wrecking Wrath, Wronged.
  241. >Y
  242. Youthful Mischief.
  243. >Z
  244. Zealous.
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