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The Gigaverse Guidebook (2) .pdf



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DISCLAIMER: This book and its contents are copyrighted. Use of this book in any way without
express, written permission is NOT authorized and therefore infringement.

THE GIGAVERSE TABLETOP RPG
GUIDEBOOK
RACES:
ANGEL

3

DEMON

4

IMP

5

VAMPIRE

6

PIXIE

8

SALAMANDER

8

HUMAN

9

HELLIONS

11

FOREST ELF

12

HIGH ELF

12

SHADOWALKER

13

COASTAL ELF

14

DESERT ELF

15

MAMMALIAN FURRE

16

REPTILIAN FURRE

17

AVIAN FURRE

18

CLASSES:
WARRIOR

19

MAGE

22

PALADIN

23

HUNTER

26

1

ROGUE

29

DRUID

30

BARD

33

PSYCHE

35

GUNSLINGER

37

PATRONS & GODS

38

GEOGRAPHY
Nethera (The Waste)

41
41

Calarel

41

Maramor

42

Alurra

42

Irroz

42

Folwin

42

Kesi

42

Batrya

43

Valley of Rephaim

43

RULE BOOK

44

Character Rolling

44

Spell Casting

44

WEAPONS LIST

50

ITEMS LIST

54

2

ANGEL
Tall, slender, and beautiful, angels are the supreme beings of Gig – or so they like to
think. They have two large, feathered wings, often white, gray, or black in color.
They often have light colored eyes and hair, with skin typically free of any blemish
or mark. They tend to be proper, arrogant, and judgemental of other races,
believing that their race is superior to all others. The majority of Angel living areas
are recently and strictly Angel-only, and are very wealthy areas with booming
economies.

Stat Bonus:​ Constitution +2, Charisma +1, Strength -1
Skill Bonus:​ +2 Religion, Acrobatics, and Deception; -1 Nature and Animal Handling.
Size:​ Medium (5'0 ~ 6'0, 100lbs ~ 165lbs)
Speed:​ Base land speed is 30ft
Weapon Proficiency:​ Rapier
Automatic Languages:​ Common, Angelic.
Favored Class:​ Mage, Paladin, Druid.

Other Features:
Flight
A winged creature can fly up to 50ft upward, given they have enough space to stretch
their total wingspan (15ft). Roll an acrobatics check.

3

DEMON
Demons are a textbook case of tall, dark, and handsome. Ranging nearly six feet at
their shortest, Demons are typically olive-skinned, with hair colors ranging from
white, to red, to black. Their eyes are most often red or yellow, but cover almost the
entire spectrum. All Demons have horns, in an infinite array of styles, but not all
Demons have wings or tails. Demons are very level-headed, wise, and alluring, and
typically believe in freedom for all as a whole (even if that includes the freedom to
do some not-so-morally-acceptable things).
Stat Bonus:​ Wisdom +1, Charisma +2, Dexterity -2
Skill Bonus:​ +2 Intimidation, Persuasion, and Deception. -1 Athletics and Religion.
Size:​ Medium (5'8 ~ 6'8, 130lbs ~ 200lbs)
Speed:​ Base land speed is 25ft
Weapon Proficiency:​ Scythe
Automatic Languages:​ Common, Demonic.
Favored Class:​ Warrior, Gunslinger, Hunter.

Other Features:
Flight
A winged creature can fly up to 50ft upward, given they have enough space to stretch
their total wingspan (15ft). Roll an acrobatics check.
Headbutt
Demons can use their horns to deal a very close ranged attack. Roll a d6. If butting
the enemy’s head or face, do not roll an AC, unless the enemy is wearing a helmet.
Hellfire
Demons are naturally resistant to fire.

4

IMP
Imps are a perfect, albeit illegal, combination of Angels and Demons. Their
existence is very controversial, as the fornication between Angels and Demons is a
death sentence in Angelic territory, and frowned upon by many others. Their
appearance may vary wildly, and some can even blend in with Angels or Demons,
if their appearance matches one or the other. They may have wings that are either
feathered or bat-like, and may or may not be horned. They are known to be
cunning and somewhat manipulative, either to their own benefit, or the benefit of
all.
Stat Bonus:​ Dexterity +2, Intelligence +1, Strength -1.
Skill Bonus:​ +2 Perception, Investigation, and Insight. -1 History and Survival.
Size:​ Medium (5'2 ~ 6'2, 120lbs ~ 200lbs)
Speed:​ Base land speed is 30ft
Weapon Proficiency:​ Scythe, Halberd
Automatic Languages:​ Common, Demonic, Angelic.
Favored Class:​ Psyche, Hunter, Rogue.

Other Features:
Flight
A winged creature can fly up to 50ft upward, given they have enough space to stretch
their total wingspan (15ft). Roll an acrobatics check.

5

VAMPIRE
Vampires are far from their classic literature counterparts. While it is true that
they must avoid the sun, they do not burn up instantly, and they definitely do not
sparkle. They can share an appearance with any other race, as they are typically
turned from other species (Angels and Demons cannot be turned, and Vampires
lose all previous racial benefits when turned). Vampires are often untrusting and
kept to themselves, but can be extremely reliable once their trust is gained.
Stat Bonus:​ Dexterity +2, Strength +2, Constitution -1
Skill Bonus:​ +2 Acrobatics, Deception, and Perception. -1 Medicine and Animal Handling.
Size:​ Medium (5'0 ~ 7'0, 99lbs ~ 150lbs)
Speed:​ Base land speed is 35ft
Weapon Proficiency:​ Scythe, Dagger
Automatic Languages:​ Common, Demonic.
Favored Class:​ Rogue, Warrior, Hunter.

Other Features:
Low-light Vision
You see in dim light within a 60-foot radius as if it were bright light, and darkess in
that radius as if it were dim. You cannot discern color in darkess, only shades of gray.
Light Anemia
You suffer temporary -3 Constitution and -3 Strength in natural light from the sun.
This can be alleviated with the use of a Vampiric Parasol, but must be held in the
off-hand, impairing the use of two-handed weapons.
Wood Anemia
You take maximum damage from wooden weapons and arrows.
Dark Drink
You may drink the blood of ​recently​ slain enemies to restore HP. 1d4 of HP restored
from Animal blood, 1d6 of HP restored from Creature blood, 1d8 of HP restored from
Humanoid blood.

6

Vampiric Touch
A 3rd level vampire gains this feature. The touch of your shadow-wreathed hand can
siphon life force from others to heal your wounds. Make a melee spell attack against a
creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you
regain hit points equal to half the amount of necrotic damage dealt. Until the spell
ends, you can make the attack again on each of your turns as an action.

7

PIXIE
Pixies are bizarre little creatures that come in a wide range of sizes and
appearances. They are typically very small and thin, with all black eyes and hair in
all colors. Their wings vary in style, but are typically bug-like. They are
manipulative, sneaky, and typically follow chaotic alignments, but they are also
very in touch with nature and animals. They are in-tune with magic from birth,
though not all pixies choose to follow the magical path.
Stat Bonus:​ Dexterity +2, Intelligence +2, Constitution -2
Skill Bonus:​ +2 Stealth, Nature, and Deception. -1 Religion and Performance.
Size:​ Small to Medium (3'5 ~ 5'5, 50lbs ~ 100lbs)
Speed:​ Base land speed is 35ft
Weapon Proficiency:​ All simple
Automatic Languages:​ Common, Elvish
Favored Class:​ Bard, Mage, Druid.

Other Features:
Flight
A winged creature can fly up to 50ft upward, given they have enough space to stretch
their total wingspan (15ft). Roll an acrobatics check.
Iron Anemia
Take maximum damage with weapons forged from cold iron.

8

SALAMANDER
Salamanders are a type of amphibeous Fae that have control over fire. They are usually
found around the Islands of Alurra, as well as the coasts of many other countries. They
have a wide variety of colorful, smooth skintones and vivid, colorful eyes. They typically
have shiny, black hair, and possess long tails with fiery fins down the length. They live in
(outwardly) friendly tribes, but tend to be very critical of the mainlands. Their small size
and incredible speed make them perfect assassins, though such work is unneeded on the
Islands. They hold their culture close to their hearts, often using tribal dances to borrow
power from the Gods. It is said that the most powerful Salamanders hold control over cold
fire, and though very few are known to exist by birth, it is possible for a Salamander to
work up to having such power. Such power is proven by a blue tail fin rather than
traditional fire color.
Stat Bonus: ​Dexterity +2, Intelligence +1, Charisma -1
Skill Bonus:​ +2 Nature, Medicine, and Insight. -1 Survival and Intimidation.
Size:​ Small to Medium (3'0 ~ 5'5, 45lbs ~ 450lbs)
Speed:​ 30ft for Medium, 35ft for Small
Weapon Proficiency:​ Spears, quarterstaff.
Automatic Languages:​ Common, Elvish.
Favored Class:​ Druid, Bard, Mage.

Other Features:
Iron Anemia
Take maximum damage with weapons forged from cold iron.
Faerie Fire
A Salamander spell, available regardless of spellcasting ability. Deals elemental
damage. Can not be used in succession and can only be used three times per battle.
Roll 1d8 for damage.

9


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