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The Purifiers
September 05, 2015
In 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
Some 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
Whether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.
Relic Hunter O.C.C.
Optional Class
Adventurers that are Scholars by trade but more Mercenary or Ranger in lifestyle, Relic Hunters explore the depths of the past both figuratively and literally. These men and women seek out ancient cities and lost catacombs in a quest for artifacts, making them just as skilled at surviving out in the wild as they are digging through old books in a library. Sometimes this is done for profit while other times in the pursuit of knowledge. This can range from highly skilled grave robbers to finding the resting place of a secret city only talked about in legend. To make ends meet and finance their next expedition, they often need to sell what they find or hire their services out to a wealthy backer. This can lead to Relic Hunters working for an academy of high learning, a rich noble who seeks to add trinkets to his collection, or a king desiring to locate a powerful artifact, such as the pieces of Castlerack.
Relic Hunters & Armor
Relic Hunters know how to fight when needed, but that is not their main focus. They generally prefer to wear light leather armor, such as Hard or Studded Leather. This allow for better maneuverability in a tight squeeze, silent they're not supposed to be, and light enough to let them flee if things go wrong. Heavy armor made of metal tends to be too rigid, noisy, and slow for their line of work. As a non-Men of Arms, when forced to wear heavy armor they suffer the standard encumberance penalties and their speed is reduced by half.
Relic Hunter O.C.C.
Alignment: Any, but lean toward Unprincipled, Anarchist, or Aberrant. Far too often, knowledge and relics of the past mean more to these characters than people or wildlife.
Attribute Requirements: I.Q. 10, P.S. 10, and P.E. 10 or higher. A high P.P. is also useful for squeezing through narrow and awkward openings, but not required.
O.C.C. Bonuses: +1 to Save vs. Horror Factor at levels 3, 6, 10, and 15.
O.C.C. Skills:
Anthropology
Archeology
Climbing
Detect Concealment & Traps
Excavation
History
Land Navigation
Language: Native Tongue at 98% and two of choice (15% each)
Literacy: One of choice (+20%)
Wilderness Survival
W.P. Two of choice
Hand to Hand: Basic
Hand to hand: basic can be changed to Expert at the cost of two O.C.C. Related Skills, or Martial Arts (or Assassin if evil) for the cost of three O.C.C. Related Skills.
O.C.C. Related Skills: Select two Scholar/Technical skills or Wilderness skills, and five other skills of choice (including additional skills from Technical and/or Wilderness) at level one, plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any
Espionage: Detect Ambush, Escape Artist, and Forgery only.
Horsemanship: General or Exotic only
Medical: First Aid only
Military: Heraldry and Surveillance only.
Physical: Any, except Acrobatics and Boxing
Rogue: Any (+10% for Locate Secret Compartments/Doors only)
Science: Any (+10%)
Scholar/Technical: Any (+10% to all; except Gemology which is +15%)
Weapon Proficiencies: Any
Wilderness: Any (+10% for Spelunking only)
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels four, 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, a pair of boots, a pair of soft leather gloves, hat, belt, bedroll, backpack, one large sack, 1D4 small sacks, a water skin, food rations for 1D4 weeks, 2D4 sticks of charcoal or graphite (for writing and drawing), 4D4 sheets of parchment, 50 feet (15.2 m) of rope, grappling hook, 1D4+1 wooden or iron spikes, small hammer, shovel, brush and a few other digging and excavation tools, small mirror, and tinder box.
Armor: Starts with a suit of hard leather (A.R. 11, S.D.C. 30).
Weapons: Starts with a dagger and two additional weapons of choice. All are basic S.D.C. weapons of good quality. Magic weapons and other equipment must be acquired later. Since Relic Hunters often need to squeeze through small openings, narrow passageways, and/or surrounded by priceless artifacts; many prefer small weapons designed for precision.
Money: The character starts with 180 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.
Experience Table: Same as the Long Bowman & Squire.






