Difference between revisions of "Norrathians: Frd 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.  
 
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.  
  
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==Universal==
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=====Bond of Tunare:=====
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You gain +1 Wisdom and Charisma, and a +1 racial bonus to all Wisdom-based checks. (doubling: stacks)
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=====Camouflage:=====
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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)
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=====Etherial Absorption*:=====
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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.
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=====Herbal Protection:=====
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You gain disease resistance (3) and +3 racial bonus to saving throws against disease effects. (doubling: stacks)
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=====Inherited Alliance:=====
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You gain a faction bonus of +4 to any faction of your choice.  Negative faction modifiers with this group can never exceed -2. (doubling: applies to different faction)
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=====Manasense*:=====
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Because your people are attuned to the nature and essence of magic, you can see the aura of those who wield mana.  If a target is within 30 feet and is capable of wielding mana, you see an aura around the creature that fills a 5-foot square.  Depending on the color, you can instantly recognize whether the target casts arcane or divine magics, or both.  This aura is always present around all creatures who wield mana, whether they are hidden or invisible.  Even if you are unable to otherwise see a target, you see the aura.  You cannot use your Manasense ability if you have an effect active or an ability which modifies sight, such as Infravision or Ultravision.
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==Freeport or Qeynos==
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=====Able:=====
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You gain +1 Dexterity and Intelligence, and you gain a +2 bonus to initiative. (doubling: stacks)
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=====Summoning Focus*:=====
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All creatures you summon through arcane magic gain a +1 bonus to Taunt, +1 unarmed strike damage, and their unarmed attacks are one damage die higher.
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=====Touch of the Planes*:=====
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If you have the Lay on Hands or Harm Touch class ability, calculate the damage healed or dealt as if you were two levels higher.
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==Kelethin==
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=====Infravision*:=====
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Your elven heritage is more prominent – you gain Infravision.
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=====Swift-footed*:=====
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You’ve always enjoyed running, and it shows.  You gain +5 base land speed.  In wooded areas this increases to +10.
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Tunare’s Breath:  You gain +3 Charisma and +2 Wisdom, but lose -1 Strength and -1 Intelligence. (doubling: stacks)
  
  

Revision as of 00:24, 20 January 2006

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.

Universal

Bond of Tunare:

You gain +1 Wisdom and Charisma, and a +1 racial bonus to all Wisdom-based checks. (doubling: stacks)

Camouflage:

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)

Etherial Absorption*:

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.

Herbal Protection:

You gain disease resistance (3) and +3 racial bonus to saving throws against disease effects. (doubling: stacks)

Inherited Alliance:

You gain a faction bonus of +4 to any faction of your choice. Negative faction modifiers with this group can never exceed -2. (doubling: applies to different faction)

Manasense*:

Because your people are attuned to the nature and essence of magic, you can see the aura of those who wield mana. If a target is within 30 feet and is capable of wielding mana, you see an aura around the creature that fills a 5-foot square. Depending on the color, you can instantly recognize whether the target casts arcane or divine magics, or both. This aura is always present around all creatures who wield mana, whether they are hidden or invisible. Even if you are unable to otherwise see a target, you see the aura. You cannot use your Manasense ability if you have an effect active or an ability which modifies sight, such as Infravision or Ultravision.

Freeport or Qeynos

Able:

You gain +1 Dexterity and Intelligence, and you gain a +2 bonus to initiative. (doubling: stacks)

Summoning Focus*:

All creatures you summon through arcane magic gain a +1 bonus to Taunt, +1 unarmed strike damage, and their unarmed attacks are one damage die higher.

Touch of the Planes*:

If you have the Lay on Hands or Harm Touch class ability, calculate the damage healed or dealt as if you were two levels higher.

Kelethin

Infravision*:

Your elven heritage is more prominent – you gain Infravision.

Swift-footed*:

You’ve always enjoyed running, and it shows. You gain +5 base land speed. In wooded areas this increases to +10. Tunare’s Breath: You gain +3 Charisma and +2 Wisdom, but lose -1 Strength and -1 Intelligence. (doubling: stacks)



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EQrpg: Norrathians