Ability Scores

Normally in such D20 systems as Pathfinder strength and how it can affect your body is relative, causing no change or very little change depending upon the players perception of themselves. In Oriden your strength score can and will affect how you look as a character. This is further enforced by a cap that is based upon your race and Size. Humnoids such as Folk, Human, Dwarves, Orcs, Bugbears, etc are limited to the restriction that are laid out on the table below. Dexterity is also limited by size, though keep in mind magical enhancement such as a belt of Dexterity or Giant Strength can still propel you beyond your limitations. Maximum strength as well as maximum dexterity will increase or decrease depending on the size category

Keep in mind that this only extends to humanoid creatures and Monstrous creatures such as Dragons, and Purple worms, can vary due to varying anatomy.

Fine Dim Tiny Med Large Huge Garg Coll
Strength 10 15 20 25 30 35 40 45
Dexterity 40 35 30 25 20 15 10 10

Role Playing Idea! As a possible role playing enhancer one could take stats further and say that your intelligence and wisdom has a direct affect on your character looks. Conceivable the lower your intelligence score is the more neanderthal your character will look and vise versa, a smarter character may have a larger head and so forth. Though usually Charisma, Intelligence and Wisdom normally do not have a direct impact on the way your character looks so please keep this as alternative role playing option.


Appearance is a unique stat, considering that in most d20 systems, the subject of bueaty rarely has an impact on the actual game (Of course their are exceptions). Appearance or beauty as we know in the real world is completely different for everyone and probably best reserved for role playing factors. Though I open the DM and the players to the option of using the appearance stat, even though the impact on the game itself is minimal, it does add a new level of role playing opportunity.

During the game each person starts out with a Appearance score of 10. When you as a character look at an NPC, the description of their character will either match with your set likes and dislikes further altering how you see that character. Lets say if an NPC is described as having short black hair, green eyes, smooth skin and slightly pudgy, and under your likes you have all of those stats as an attractive feature for a person then that individual has a Attractiveness rating of 19 to you. While your friend hates everything but the pudgy look, then he will perceive that same person with an attractiveness rative of 2.

The table below divides attractiveness into categories such as Body, Hair, Skin, Face and Fate. Each giving a +4 to your attractiveness rating. Everyone no matter who they are have a base score of 10 so that rating can be added on or taken away based on likes and dislikes. It is required that everyone list their likes for each category, but only highly encourage to list a few dislikes for some if any category.

Role Playing Idea! As a DM, you may choose to add in gifts and flaws to a character to improve the role playing experience. In this case you can add modifiers to someone’s appearance as a gift. For example a striking beautiful gift can be added to a character giving that person an additional +4. The reverse is true by giving the character a negative to their beauty.

States do change for Folk considering that skin tone and Hair aren’t major factors of looks amont the race. I have change a few categories for the folk, or folk type allies. Fur replaces the Skin and Hair category. Of course Skin and Hair individuall both are a +4 to an ability descriptor, and so the fur Category has a +8 that is added to the ability descriptor since it’s adding two categories. In the same respect the Fur Categories has four instead of two sub descriptors.

The Categories blow contain a descriptor and several sub descriptors as a Player it is your responsibility to choose your likes and dislikes. Under your likes list each category and then with each sub category list a specific detail. For example for the main category of body, a specific detail would be short and fat.

Body (total 4)
Height and Body Type
A.Same as you

Body Type(2)

Hair (total 4)
Color and Length
Color (+2)


Skin (total 4)
Color and Texture


Face (total 4)
Eye color and Facial Hair or
Eye Color(+2)

Facial Hair(2)

Fate (total 4)
Age and Race
Age (2)

Race (2)
a.Same Race
b.Different Race
c.Specific Race

This replaces Skin and Hair for folk
Fur (Total 8)


C.Black or White

A.Light (Always on White)
B.Dark (Always on Black)

This replaces Face
Head (total 4)
Eyes (2)

Body Language (2)

Magic and the view among Oriden

There are two routes one can tweak Oriden, by either making it a low magic Campaign or Medium Magic game. A reason why one could employ a low magic game is that those that live in Oriden, fear the Arcane Arts. Wizards are restricted to the “The Great Guild of the Arcane” which is based in Fae Ral and Sorcerer’s must hide their natural ability, since most in Oriden feel that innate natural Magic is vile in nature. Druids have to remain in forest, while only a few do venture from their grove and those that do are venerated or seen as a spiritual guide to the Natural world. Witches are feared and Oracles hardly exist in the continent. Only a few Clerics can cast Magic, and most that do are in the higher orders of the clerical temples, and their knowledge of spells only extend out third level if that. Keep in mind Rank and level are two separate things in a clerical temple. You as an adventurer may attain fifth level but your rank in the church might only be a student. Even though you have a deeper connection to your God.

In a medium or normal campaign, magic is still viewed as dangerous, so all magic casters are registered either through their school or with the registry of their nation. These “Arcane Registry” can be found in most Major Cities and if a caster requires components for spell which can be gained from a store, then they must show their registration coin. Registration check points are set up at every major entrance into the kingdom. Those who are switching their residence can do so at the “Arcane Registry”.


Detect Alignment and Undetectable Alignment

Alignment is relative in the world of Oriden, what may seem black and white, can ultimately revealed to be a complete shade of gray. Though characters do have morals much like the real world, morals are alterable and sometimes certain action to certain people may be viewed as acceptable depending on the circumstances and the society. A sick father who has worked and toiled most of his life to provide for his family is suffering from constant pain nearly every day of his life and is begging for death. His son who dearly loves his father may take action to fulfill those wishes even thought society views his acts as murder. Two days later a visitor comes to town hearing of mans aliment and bring the cure for his disease. The son is wrought with guilt and admits his crime and thus is finally judge and banished from the town. What is right here, what was wrong?

Using a detect alignment isn’t completely useless but can only indicate that a person radiates an aura of good or evil. Chaos and Law are mere side notes to the alignment scheme and therefore are not considered. If you come across any class that you want to adapt into the world of Oriden that is alignment restrictive to the lawful or chaotic alignment only. The alignment restriction can be ignored with permission from the DM. If a class is alignment is normally restrictive to two types of alignment; for example Lawful good, then one would only have to drop the Lawful descriptor but must fulfill the good descriptor to qualify for the class. Final determination of course lies with the DM.

Any spell that you come across that affects those of an opposing alignment or of a similar alignment, when it is in regards to lawful or chaos must either use a different spell with similar affect, but has a descriptor of good or evil, or the spell can be ruled out of the game or the DM may make a judgment call on what the spell actually does and to who?

Any spell, item or Artifact that changes a characters Alignment is not allowed since alignment is more based on a characters personal journey that is a direct reflection of himself and of his soul. If you come across any of these spell, items or Artifacts they are not allowed in the game, even if the change is temporary.


Since Alignment is more of a reflection of your spiritual journey in Oriden an Atonement spell really bears no real weight, so therefore does not exist as a spell. An atonement ritual may exist for clerics and priest but it’s purpose is more symbolic. Usually classes that allow for a certain alignment is because powers are granted by a god for the purposes of those classes. For a Paladin or a Cleric this task is simple, seek council with your god, either on your own or with a clergy of their respective religion. An Atonement ritual is usually joined with a commune and task must be done to prove the characters worth. Usuually a quest is given to the cleric or quest has to be done for the church. Classes that have alignment restriction but do not indicate where they attain their powers, is up to the DM as to how redemption must occur. A variant explanation to this could be that the powers granted to you have to be used and if you use it to their true intention, then you can keep the ability. Communicate with your DM for any question you have.

Blindness and Deafness

Magic can only speed up the body healing process and therefore can not restore something that is beyond repair. Thus any thing that destroys a persons natural eyesight or hearing to the point to where the body is incapable of restoring the damage, then most magic, divine or otherwise is incapable of doing anything further. Only certain items of great work or a wish and Miracle spell may actually cure these individuals of their infliction. The only exception to this rule is if a person is being affected by a spell that is hindering their sight or hearing then a dispel magic or a remove blindness and deafness will work in this instance.

Remove Disease and other spells.

Disease fall under the same rule. Remove disease in this world does not actually remove the disease but only bolster a persons immunity. Giving you a +8 bonus to your appropriate save, to survive. If the disease allows for Multiple saves the bonus increases by +2 with each consecutive fail. If and only if the cleric will cast the spell again, when it comes time for his next consecutive save. Let’s say for example a disease has a DC 20 fortitude save and you cast remove disease. The person then receives a +8 bonus but only has a +1 to his fort save. He rolls a dice and rolls a 10, which in total is a 19. Not enough to save the individual, but the damage is minimal. The disease only removing 1 point of constitution. On the person next roll he now gets a +10 and rolls again. This time he roll yields a result of 15. Fifteen plus his bonus of ten will equal a twenty five. He save and becomes cured.

In addition or to supplement the spell a character may do a heal check. If your heal check meets or exceeds the DC of the individual then that person can use your heal check as their save for the disease and become cured. Of course to use this option, the individual who is trying to heal will have to have 8 hours of non-interrupted time of rest prior. If anyone is using other skill to aid in their healing like herbal remedies, can add a plus two to their heal check, if the person helping is able to beat the disease dc with their appropriate checks. If used in conjunction with remove deasis, then the additional +8 can be added to the skill check to further ensure that the character recovers. After a heal is used to remove a person’s deasis, they also would need about 8hrs rest before they can exert themselves or suffer fatigue.

A heal check can only be rolled once per day to aid the character in curing their disease. Unless you have the remove disease spell this attempt can only be made once, with the spell, a new roll can be made with every casting of the spell.

Healing will primarily cure your wounds but will remove disease and Blindness per the spells discussed earlier. A +8 to remove disease and removes only spells that are actively blocking a characters sight or hearing.

Remove Paralysis, Remove Fear and Remove Curse do not automatically remove the spells in which they are designed to stop. These spells will only give you +8 to your save if casted prior to the targeted spell and if you are already affected by a curse, Fear, or paralysis, then a remove spell will allow an additional saving throw, with the +8 modifier. The only exception to this rule are spell or curses that specifically state that a remove curse will cure it’s effects.

Freedom of movement is special case. Like remove paralysis it gives you a +8 to your will save but in addition to that it also give you a +8 to your CMD with someone tries to grapple you and it allow for free movement in areas that would otherwise not allow it, for example: under water. Though if a character is under water and has the freedom of movement spell active and someone tries to grapple him, normal rules apply and the character only recieve a +8 bonus to CMD.

Raise and True Resurrection

Their are only two spells in which you can raise someone who has gone to the other side. Raise Dead and True Resurrection. Now their are spells in various supplements like “Kiss of Life” that will raise a person from the dead within a few rounds after dying, as long as their body is in tact. They are still allowed but these spells are subject to DM’s call. For Raise dead if it has been past five minutes after death, the body will start to deteriorate and the anchor that holds the soul to the material plane will be released. At that point the chances or resurrection goes down for every hour the character is dead, diminishing the chance of truly bring his proper soul back by 10% but never falling below 10% ten hours after time of death. If a raise dead spell is attempted and the percentage to bring back the proper soul is not made, then another either vile or celestial soul will be placed in the body. Normally vile but in some rare cases a more benevolent soul is resurrected, creating a half fiend or half celestial. This is usually the normal means of how either a half celestial or fiendish creature’s can exist, though their are exceptions.

For example if someone was brought to a cleric, five hours after death, then theirs a fifty percent chance of actually raising the character. The cleric attempts the raise, the dm rolls a d100. The spell fails, then the DM rolls another d100. If the DM rolls any number within 1-95, a vile soul will inhabit the body, while a roll of 96-100 will produce A celestial soul. Most of the time precautions are made. Although if you are lucky to find someone, who can cast a “True resurrection” Spell then you can ignore the spell failure chance and the spell operates as normal.

Now as a DM and a player you may feel a little odd about this rule considering that in most D&D games death is not permanent. In this case you can remove the chance of failure all together and allow players who have died, an additional Rp session in the afterlife. Since one hour of the Material plane is equivalent one month in the afterlife, normally a soul transcends into their respect location by then. If they choose to ignore the calling of their deity they can risk traveling to the forgotten city, but the road is dangerous and leaves you subject to attacks and delusions. So having a player RP would be reasonable since most NPC who are commoners would probably not take the chance.

A variant that could be implemented to this rule is to allow those who have a heal skill to roll a CPR check. Seeing if they can revive the character back to life. Since the human body doesn’t start suffering damage due to lack of oxygen after two to three minutes after death. Any “kiss of Life” spell or resurrection spell can be implemented up to that point and a Heal check can be made, as if your applying CPR. The difficulty would be ten plus the amount of damage beyond their negative constitution score for the individual who has died. So lets say Marcus suffer a mortal wound takes his hit points down to -20 health. Considering Marcus has a constitution score of 10. Then the battle ends, three round since his death. Three minutes is equivalent to 30 rounds so doing CPR is plausible at this point. You make your attempt, which is comprised as one roll and with each consecutive failure the difficultly increases by an additional two. Derrick makes his Heal check and rolls a five, his heal skill is a 10, giving him a total of fifteen. He needed to make a 20 in order to restore Marcus back to life. He tries again, now six seconds later. He rolls a 15 this time, added to his roll of 10 for his heal skill is a twenty five. Since Marcus was down ten point past negative ten the dc check was set at twenty. Twenty five beats the dc and now Marcus is up, a cleric must immediately within four rounds of the revival must get to Marcus and cure him so his total hit points is above zero health, or he will die again. At some points this may not be feasible if lets say the body is too damaged. It would be up the the DM to make this judgment call. Personally I would suggest anything over twice their constitution score is undeniable past the point of no return. For instance someone has a constitution score of fifteen. If that character is brought down below negative thirty then they are beyond help. Only a true res, miracle, or wish spell can bring the character back to life.

In addition to the True Resurrection, the spell can only bring back those who can exist in this current time line. For example, a young child dies at age five and his younger brother becomes an adventurer and twenty years later is capable of bringing his dead brother back with True Res spell. He attempts the spell only to bring back a 25 year old human who acts like a five year old child. Time has an inescapable affect on the body, and can only bring back someone at their appropriate age, so a human who died 500 years ago, in incapable of bring brought back to life. The only exception is the Reincarnate spell and only if the creature is willing.


Gate, as we know it, in pathfinder and D&D does not exist. Technically, you can conduct a long and drawn out ritual to summon a fierce creature from the great beyond, but you yourself can not cross the boundary. While this is possible, creatures from either the high plane of Celestia or the lower planes of the abyss are very susceptible to certain spells in the material plane. Spells such as Banishment for one will force any outsider back to their home plane, without a will save. Circle of Protection from Good/Evil will create a barrier that an outsider can not cross period, no will save allowed. The only way for an outsider to protect themselves from these types of spells is to hide themselves within a vessel. Willing or unwilling, if done and they are able to accomplish this task then the normal parameters of banishment and circle of protection form Good/Evil will apply as normal.

Their are three ways a outsider can hid or posses a creature, through a failed raise dead spells, through a drawn out ritual, or if they are physically in the material plan or an outsider host body is killed, he can choose to leave that body and try and posses another creature. This creature can either be willing or unwilling. If unwilling the creature can afford a will save. The DC check is an outsider HD + 10. In this state the host creatures consciousness is along for the ride and is unable to take any action, if the outsider pushes the creature to do something that they normally will not do then he affords another will save. Protection from good/evil and other spells can boost your the will save against this ability as if it was an enchantment spell. An outsider can also lay dormant with in the host body, for as long as it wants waiting for the right opportunity to take control of the host mind. This type of possession is the hardest to detect, and only can be revealed through a true seeing, or a detect alignment spells (one of the only times this spells has use), also the possessed creature will find themselves subject to spells that should only ward out evil or good outsiders/enemies.

Religion and the Planes

The Gods of Oriden are much different than the gods that are normally found in any other Role playing game. In fact Oriden has a different set up to the planes as well, restricting the planes down to the positive, negative, the four primary elemental plane, the universal plane or fifth elemental plane, the celestial plane and the abyssal plane. Now the Celestial plane is vast much like the abyssal and is divided into seven different types of heavens for each of the seven core gods. While most agree on this fact their are some who argue they are more division to the celestial plane, but we can only speculate since the gods can not agree on this information (or so it seems).


Rebirth of Eden Warnndog