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Greek campaign character options:

Race: every character can be a demi. Some lineage from some god in Greek mythology. The power of
the god wanes through the generations but is always somewhat potent. Each god has a certain set of
abilities that will be granted to their offspring. This is the first half of race selection. The second half is to
choose human discent. Options will be listed from both roman and Greek regions and each will receive a
minor ability based on historic and mythological stories. The choices for gods are as follows

Zeus/Poseidon –

Ability scores: +2 Wis +2 Con -2 Cha.

Electric Resistance: you have electric resistance equal to your level.

Storm attunement: when it is storming and rainy you get a +2 to hit and damage with all attacks.

Skills: get a +2 to both animal handling and ride skills.

Mimic voices: you can mimic the sound of someones voice that you have heard within the last week.
You can use this ability once per day for each five character levels you possess. This ability lasts for a
number of minutes equal to your level.

Hera/Juno –

Ability Scores: +2 Dex +2 Cha -2 Wis.

magic resistance: You get a +2 inherent bonus to saves against enchantments and illusions.

Jealous spite: you are prone to jealousy and rage over those you are close with. You get a +2 to the save
DC of spells and abilities you use against creatures that have attacked or cast a spell that affected allies
(only party members that you have known for at least 1 month).

Skills: you get a +2 bonus to Diplomacy and bluff.

Poseidon/Neptune –

Ability Scores: +2 Int +2 Str -2 Wis

Cold Resistance: you have cold resistance equal to your level.


Water attunement: you can hold your breath underwater 10 times longer than normal and you don’t
take penalties from attacking with melee weapons while underwater. You gain a swim speed equal to
half your base speed.

Trident focus: You get a +1 to hit and damage with two-handed piercing weapons.

Skills: you get a +2 bonus to swim and Intimidate.

Demeter/Ceres –

Ability Scores: +2 Int +2 Dex -2 Cha

Magic Resistance: you get a +2 inherent bonus to saves against transmutation and necromancy spells.

Sight of the Trees: you may see events that happened near a plant. You can only see events that
happened up to 1 hour/level ago and only things that happened 5 feet/5 levels past level 1, away from
the plant. Example, an 11 level character can see events that happened 11 hours ago and up to 15 feet
away from the plant. You may use this ability once per day.

Skills: you get a +2 bonus to heal and survival.

Athena/Minerva –

Ability Scores: +2 Wis +2 Str -2 Dex

Physical resistance: you get DR/- equal 1/4 th your level. Minimum 1. This stacks with other forms of DR.

Weapon focus: you get the Weapon focus feat as a bonus feat. You don’t need to meet the minimum
requirements for this feat.

Skills: you get a +2 to craft and +2 to profession.

Apollo/Helios –

Ability scores: +2 Con +2 Cha -2 Int

Fire Resistance: you get fire resistance equal to your level.

Mender: whenever you cast a spell or use an ability that restores hitpoints (including drinking potions),
treat that ability as 2 levels higher for the effect or caster level.

Skills: you get a + 2 bonus to heal and diplomacy


Artemis/Diana –

Ability Scores: +2 Dex +2 Wis -2 Str

Poison and disease resistance: you get a +2 bonus to saves against poison and disease.

Wilderness Lore: you always know the direction of true north. You are treat animal handling, survival
and knowledge geography as class skills, if you are already proficient in any of these skills(e.g. from your
class) you get a +1 to that skill. Finally you get +2 to hit with ranged attacks from bows.

Skills: you get a +2 bonus to survival and animal handling.

Ares/Mars –

Ability Scores: +2 Str +2 Con -2 Wis

Physical resistance: you get DR/- equal 1/4 th your level. Minimum 1. This stacks with other forms of DR.

Armored Body: the max dex of armor is increased by 1, the armor check penalty decreased by 2, and
Armor can never reduce your speed due to its weight (normal Encumbrance rules still apply). You may
use your strength modifier instead of your charisma modifier when using the intimidate skill.

Skills: you get a +3 bonus to intimidate.

Aphrodite/Venus –

Ability scores: +2 Cha +2 Int -2 Str

Magic resistance: you are immune to spells and abilities from the charm subschool (not all enchantment
spells, only enchantment(charm) spells).

Seductive visage: all of aphrodites offspring are beautiful. You treat diplomacy, bluff and disguise as class
skills. If any of these skills are already a class skill (e.g. from your class) you get a +1 bonus to that skill.
Once per day you may cast charm person as a spell like ability. Use you overall level as you caster level
for this ability and your charisma as your casting ability modifier. You gain an additional use every 5
levels. So a level 5 character would get 2, 10 would get 3 and so on.

Skills: you get a + 2 bonus to Diplomacy and Bluff.

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