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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

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Dominator O.C.C.

Men of Arms


Three simple words best describe the mentality of a Dominator: Might makes right. Those who have power have the right to make the rules, and Dominators live their lives with this in mind. They train hard, pushing their bodies until they reach their limits, then push harder until they exceed those limits. This intense training regiment allows them to become more than mortal. To them, this is their might. By being strong they gain the power to decide what they want to believe for themselves.

Despite the philosophy that might makes right, this does not mean that all Dominators quest to rule. Many wander the lands to help enforce their ideal of right or willing to serve under a king or other ruler as an enforcer. Acting as a servant, the Dominator either finds someone they believe in or finds someone stronger than them. In the former, they find someone who embodies their ideals of right and possesses strength, even if not in body. The Dominator pledges himself to help this person bring about their vision and acts as their strength.



Elves know magic, dwarves know how to fight. During the Age of Elves, dwarves had mastered many mystic arts and were the sole keepers of the secrets of rune magic. Still, their mystic knowledge paled in comparison to that of the elves. In times of war the greatest strength of the dwarves rested in their fighting abilities. This held true when war erupted between the races starting the Elf-Dwarf War. It is during this war that the first recorded Dominators entered history.

Some stories suggest the dwarves had Dominators long before the war, but kept it secret until they were needed. Other stories say that this type of training was perfected during the war itself to help aid the dwarven arsenal. One story tells that the Quorian (Palladium Fantasy Book 9: Baalgor Wastelands) brought this method of training with them, and that when they allied with the dwarves they passed on their training methods. Regardless of the origins, these warriors became heroes for the dwarves during the war. A few Dominators, with proper support to protect them from elven magic, could turn the tide of a battle.


Dominators & Armor

No self-respecting Dominator will wear a suit of armor. Armor is a tool for the weak, and Dominators abilities and training revolve around concept of being strong. Anyone who would rely on armor could never complete the rigorous Dominator training. Shields, gauntlets, and armlets are the only exceptions and not considered true armor. This mentality makes many believe that the origins do indeed lie with the Quorian, as they share the same philosophy.

As men of arms, Dominators are fully capable of wearing any type of light or heavy armor, normal penalties apply. Though any Dominator who does so will not only be a source of ridicule, but seen as a target for attack by other Dominators. Forcing a Dominator to wear armor can be a twisted form of torture inflicted upon them by stronger opponents who they've sworn to serve. Doing this shows no respect for the Dominator and is designed to humiliate, not protect.


Special Abilities of the Dominator

1. No Blade Can Cut Me: Through rigorous training, Dominators have made their skin harder than steel. Fists, clubs, and swords have little affect when used against a Dominator. They can wade into battle without armor or weapon and have no fear of receiving a single scratch.

Natural Armor Rating: 15, plus 1 at levels 2, 4, 6, 8, 10, 12, and 14. Any strike roll below the Natural A.R. deals no damage, except to clothing. At higher levels only the very lucky or the very skilled can hope to cut their skin. Note: A Natural 20 will always beat an A.R., even if the A.R. is above 20.

Vulnerability: This Natural A.R. is effective against physical attacks, but does have one major weakness. All magical attacks bypass the Natural A.R. regardless of the strike roll.

2. No Shield Can Stop Me: Using bare hands or feet, the Dominator can break through almost any solid object. They practice by breaking wood, bricks, stone, ice, glass, and any other object using only their unprotected body. Although this technique allows for just one attack per melee round, the damage from this attack can be devastating. In this attack the A.R. and S.D.C. of an object are irrelevant. What's important is the character's roll to strike. The Dominator rolls to strike with full bonuses.

A strike of 14 or higher that makes contact with the object will successfully break that object. This means a shield shattered, a large hole punched through steel armor, a wooden door reduced to splinters, a broken lock, and so on. If the strike is 4 or lower, the attack misses as normal. Any strike roll between 5 and 13 inflicts full damage to the item (plus P.S. damage bonus), but also takes half the inflicted damage to his/her body. A strike roll 14 or higher direct to the body (not hitting armor first) of a human or other living being inflicts full punch damage, plus damage bonus, direct to hit points (not S.D.C.). Since this is the only attack per melee round, it cannot be combined with a power punch. Note: This attack can be parried or dodged as normal. If successfully parried, no damage is dealt.

3. My Body's The Greatest Weapon: Practice hitting rocks and steel with bare fists, as well as other intense exercises, toned the Dominator's muscles to such a degree that he/she can deal an extraordinary amount of damage with nothing more than a punch. With such tremendous power at their fingertips they rarely wield man made weapons, preferring to rely on the power of their fist as true strength. Damage:Inflicts 1D6 damage on a restrained punch, 3D6 on a full strength punch, and 1D4x10 on a power punch (counts as two melee attacks). Remember to add P.S. attribute bonus to damage.

4. I Have Surpassed All Limits: In addition to the other abilities, the training results in some additional physical bonuses. Bonuses: +1D6 P.S., +1D4 P.E., and +3D6 S.D.C.


Dominator O.C.C.

Alignments: Any.

Attribute Requirements: M.E. 14, P.S. 12, and P.E. 12 or higher.

Race Restrictions: 45% Quorians, 25% Dwarves, 20% Humans, and 10% other races.

Gender Restrictions: 99% of Dominators are male. This is for a couple reasons. First, the Palladium World is a male dominated world. While females can have the mentality, few females devote their lives and very beings to following it. Second, for those that do follow the path, few can hold up physically. Males tend to be genetically stronger and more durable. Females can be just as strong willed, but their bodies just aren't designed to withstand the brutal training required.

O.C.C. Skills:

Body Building & Weight Lifting

Climb/Scale Walls (+5%)

Land Navigation (+10%)

Language: Native Tongue at 98% plus two of choice (+10% each)

Streetwise (+6%)

Hand to Hand: Basic

Hand to hand: basic can be changed to hand to hand: expert for the cost of one O.C.C. Related Skill, or to martial arts for the cost of two O.C.C. Related Skills.

O.C.C. Related Skills: Select eight other skills of choice at level one, plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.

Communications: Sign Language only.

Domestic: Any (+10%).

Espionage: Detect Ambush, Detect Concealment & Traps, and Track Humanoids only.

Horsemanship: General or Exotic only.

Medical: Any.

Military: Heraldry only (+10%).

Physical: Any (+5%).

Rogue: Locate Secret Compartments and Streetwise only.

Science: Mathematics only.

Scholar/Technical: Any (+10%).

Weapon Proficiencies: W.P. Blunt, W.P. Chain, W.P. Forked Weapons/Trident, W.P. Knife, W.P. Paired Weapons, W.P. Spear, W.P. Staff, W.P. Sword, and W.P. Whip only.

Wilderness: Any (+5%).

Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels two, five, seven, ten, and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Starting Equipment: Two sets of clothing, boots, a pair of gloves, belt, bedroll, backpack, two large sacks, two small sacks, a water skin, food rations for 1D4 weeks, and a tinder box.

Armor: None; they disdain armor as it goes against their very mentality. Most will never wear armor unless forced by someone stronger than them.

Weapons: A small hand axe (for chopping wood) and knife (for cutting meat and other food); both are basic S.D.C. weapons of very good quality.  Magic weapons and additional items must be acquired later. Favorite weapons are their hands and feet, with few ever even picking up any other weapon. Even magic and rune weapons can be considered a crutch.

Money: The character starts with 220 gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.