Norrathians: Gme Traditions

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You can always choose a +2 attribute bonus in place of the traditions otherwise given for your race. Traditions that may only be taken once are denoted by an asterisk.

Ak’Anon[edit]

Alchemist’s Fire*:[edit]

Once per day for a duration of 1 round per character level, all of your melee attacks deal +1 fire damage, and you gain a metabolic bonus of fire resistance (2) and +1 to saves against effects with the [Fire] descriptor. Every ten levels after this ability is selected the bonuses and duration doubles. That is, if you select this ability at level 10, then at level 20 it would last two rounds per level and grant resistance (4), +2 to saves, and +2 fire damage.

Brell’s Blessing*:[edit]

Once per day for a duration of one hour you regain mana as if your ranks in Meditation were doubled. This effect ends, however, if you are engaged in any activity whatsoever, and may not be used again until the following day.

Bristlebane’s Luck:[edit]

You have an uncanny ability to dodge blows that should have struck true. Each time an opponent succeeds on an attack roll against you, they have a 5% chance to miss instead. This miss chance is active even when you are denied your dodge bonus to AC. (doubling: stacks, max 15%)

Chaotic Random Mana Flinging*:[edit]

Gnomes are not known for being reserved or disciplined, so only unique and slightly odd gnomes practice magic. You, however, aren’t unique at all. The spells you cast are somewhat strange to other spellcasters, who are surprised you can cast anything. Each time you cast a spell, there is a 25% chance (76-100 on d%, or 16-20 on 1d20, or 4 on 1d4, etc) that it will spontaneously be altered in some manner. Some of these alterations are beneficial, some are not. If the spell is altered, roll 1d10 and consult the following list:

  • 1- The spell casts normally, but costs 50% more mana.
  • 2- You automatically succeed on any channeling checks for this spell.
  • 3- The spell lasts half again as long as normal.
  • 4- The effective level of the spell in increased by 1.
  • 5- You inadvertently cast the spell again as a free action, on the same target(s), in the same turn, spending mana for the second casting as normal. Don’t forget to roll the 25% altered chance for the second spell.
  • 6- As a free action, you may designate targets that the spell will not affect.
  • 7- The spell is quickened, as per the Quicken Spell feat, but without the additional mana cost.
  • 8- The spell also stuns the target (friend or foe), as the stun spell, at half of your caster level.
  • 9- The effective level of the spell is increased by 2.
  • 10- The spell casts normally, but costs 50% less mana.
Cleaver Little Fella:[edit]

You gain +2 Intelligence and Charisma and +1 Dexterity, but lose -1 Strength and Constitution. (doubling: stacks)

Tinker Master:[edit]

You feel most comfortable around gadgets and devices of your own design. You gain a racial bonus of +4 to Trade Skill (tinkering) checks, and if successful, your determine your progress as if you had gained an additional +2 to your roll.

Lava Livin’:[edit]

You gain fire and disease resistance (2) and +1 racial bonus to saving throws against fire and disease effects. (doubling: stacks)

Shank ‘Em!*:[edit]

In the streets you did it all the time. They didn’t tell you it was called a backstab until you had training. If you have the ability to deal Backstab damage, add a bonus damage die to those granted by class abilities.

Hide in the Crowd:[edit]

Once per day you gain a +30 bonus on a single Sneak check. If someone is watching you while you make this check, they gain a +15 bonus to see you, and the results of this check end as soon as you move 5 feet. (doubling: +1 use/day)

Summoning Focus*:[edit]

All creatures you summon through arcane magic gain a +2 bonus to Taunt, +1 hit point per Hit Die, and a +1 bonus to Reflex saves.



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EQrpg: Norrathians