Difference between revisions of "Norrathians: Krd 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==
 +
=====Summon Wisp*:=====
 +
 +
Part of your magical nature manifests itself in the form of a pet wisp.  Unlike other summoned pets, your wisp can coexist with another pet, because this creature is an extension of your own ties to all magic.  This tiny wisp is immune to magic, incorporeal, and naturally invisible (at will), and can receive commands telepathically from its master.  It has no mind, or senses of any kind.  It normally follows very closely, slowly orbiting its master, but it can follow simple commands to move in a direction, and to stay.  It will, however, always stay within 30 feet of its master, and can summon itself to within range of its master at will.  This wisp emits a soft white light to a radius of 60 feet, or less depending on the commands of its master.  The wisp never goes away, but it can become invisible at will, and it can hide its presence by moving within the body of its master.  Your wisp grants you a circumstance bonus of +2 visual Perception and Search at all times.
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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.
 +
 +
=====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.
 +
 +
=====Indwelling:=====
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 +
Once per day you gain a divine bonus of 1 temporary hit point per character level.  This lasts 8 hours, or until the temporary hit points are lost. (doubling: +1 HP gained)
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=====Embrace of Prexus*:=====
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If you have the Lay on Hands class ability, calculate the damage healed as if you were two levels higher.
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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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==Erud, Freeport, or Qeynos==
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=====Infusion*:=====
 +
 +
Once per day, you may boost a single party member’s mana regeneration.  In addition to your target’s normal mana regeneration, during the hour following the use of this ability, your target regenerates an amount of mana equal to 1 + half of your character level.  You may not use this ability on yourself.  Every ten levels after choosing this ability, it may be used an additional time per day, and your target regenerates +5 more mana in one hour.
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=====Blood of Erud:=====
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 +
Your family proudly boasts a direct line to Erud himself.  You gain +3 Intelligence and a +1 to all Intelligence-based skill checks, but you take a penalty of -1 Strength. (doubling: stacks)
 +
 +
=====Infusion*:=====
 +
 +
Once per day, you may boost a single party member’s mana regeneration.  In addition to your target’s normal mana regeneration, during the hour following the use of this ability, your target regenerates an amount of mana equal to 1 + half of your character level.  You may not use this ability on yourself.  Every ten levels after choosing this ability, it may be used an additional time per day, and your target regenerates +5 more mana in one hour.
 +
 +
=====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.
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 +
==Felwithe==
 +
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=====Tunare’s Insight:=====
 +
 +
You gain +1 Intelligence and Wisdom.  Additionally, you gain a bonus to your mana pool equal to your character level. (doubling: stacks)
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 +
=====Infravision*:=====
 +
 +
Your elven heritage is more prominent – you gain Infravision.
 +
 +
=====Summoning Focus*:=====
 +
 +
All creatures you summon through arcane magic gain a +2 bonus to Taunt, +1 natural armor, and a +2 bonus to Reflex and Will saves.
 +
 +
=====Forceful Glamer*:=====
 +
 +
It’s impossible to ignore your presence in the minds of others.  Each time you cast a detrimental spell with the [Mind-Affecting] descriptor, there is a 50% chance that it will cause a secondary -1 Wisdom penalty to the target.  The DC to resist this is always (10 + your Cha modifier + half the level of the spell cast) and the duration is 1 minute/level (this is character level, not caster level).  This effect does stack, but if a target resists it once, it is immune for the rest of that encounter.
  
  

Revision as of 01:03, 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

Summon Wisp*:

Part of your magical nature manifests itself in the form of a pet wisp. Unlike other summoned pets, your wisp can coexist with another pet, because this creature is an extension of your own ties to all magic. This tiny wisp is immune to magic, incorporeal, and naturally invisible (at will), and can receive commands telepathically from its master. It has no mind, or senses of any kind. It normally follows very closely, slowly orbiting its master, but it can follow simple commands to move in a direction, and to stay. It will, however, always stay within 30 feet of its master, and can summon itself to within range of its master at will. This wisp emits a soft white light to a radius of 60 feet, or less depending on the commands of its master. The wisp never goes away, but it can become invisible at will, and it can hide its presence by moving within the body of its master. Your wisp grants you a circumstance bonus of +2 visual Perception and Search at all times.

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.

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.

Indwelling:

Once per day you gain a divine bonus of 1 temporary hit point per character level. This lasts 8 hours, or until the temporary hit points are lost. (doubling: +1 HP gained)

Embrace of Prexus*:

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

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)

Erud, Freeport, or Qeynos

Infusion*:

Once per day, you may boost a single party member’s mana regeneration. In addition to your target’s normal mana regeneration, during the hour following the use of this ability, your target regenerates an amount of mana equal to 1 + half of your character level. You may not use this ability on yourself. Every ten levels after choosing this ability, it may be used an additional time per day, and your target regenerates +5 more mana in one hour.

Blood of Erud:

Your family proudly boasts a direct line to Erud himself. You gain +3 Intelligence and a +1 to all Intelligence-based skill checks, but you take a penalty of -1 Strength. (doubling: stacks)

Infusion*:

Once per day, you may boost a single party member’s mana regeneration. In addition to your target’s normal mana regeneration, during the hour following the use of this ability, your target regenerates an amount of mana equal to 1 + half of your character level. You may not use this ability on yourself. Every ten levels after choosing this ability, it may be used an additional time per day, and your target regenerates +5 more mana in one hour.

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.

Felwithe

Tunare’s Insight:

You gain +1 Intelligence and Wisdom. Additionally, you gain a bonus to your mana pool equal to your character level. (doubling: stacks)

Infravision*:

Your elven heritage is more prominent – you gain Infravision.

Summoning Focus*:

All creatures you summon through arcane magic gain a +2 bonus to Taunt, +1 natural armor, and a +2 bonus to Reflex and Will saves.

Forceful Glamer*:

It’s impossible to ignore your presence in the minds of others. Each time you cast a detrimental spell with the [Mind-Affecting] descriptor, there is a 50% chance that it will cause a secondary -1 Wisdom penalty to the target. The DC to resist this is always (10 + your Cha modifier + half the level of the spell cast) and the duration is 1 minute/level (this is character level, not caster level). This effect does stack, but if a target resists it once, it is immune for the rest of that encounter.



Back to Racial Traditions

EQrpg: Norrathians