Difference between revisions of "Norrathians: Hef Traditions"

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You gain disease resistance (3) and +3 racial bonus to saving throws against disease effects. (doubling: stacks)
 
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)
 
  
 
=====Practiced Strike*:=====
 
=====Practiced Strike*:=====
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==Freeport or Qeynos==
 
==Freeport or Qeynos==
 +
 +
=====Extend Defense*:=====
 +
 +
During your action, you designate an ally that you are protecting.  When adjacent to this character, you give them a +2 cover bonus to Armor Class.  You can select new allies on any action.  Any time your ally is struck, however, there is a 50% chance that the blow hits you instead.  This bonus ends if your ally moves more than 5 feet away from you.
  
 
=====Assault*:=====
 
=====Assault*:=====
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==Kelethin or Surefall Glade==
 
==Kelethin or Surefall Glade==
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 +
=====Awareness:=====
 +
 +
Your keen senses are always fine-tuned to your surroundings.  You gain a +4 racial bonus to Perception, Search, and Sense Motive.  This skills are always class skills for you.
  
 
=====Arcane Enemy:=====
 
=====Arcane Enemy:=====

Latest revision as of 20:24, 5 February 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[edit]

Camouflage:[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)

Domination*:[edit]

When the time is right, you have what it takes to end a fight. You gain the ability to Rage once per day. This is identical to the (barbarian class) ability in the d20 SRD. Every 10 levels after choosing this ability you may use it an additional time per day.

Excellent Follower*:[edit]

When making an Assist Other action, you grant a +4 bonus to attack rolls, AC, or skill checks instead of the normal +2. Ten levels after selecting this ability, you may make an Assist Other action from 5 feet away. Twenty levels after selecting this ability, you may select two subjects as long as they are within 15 feet of you, and as long as they both threaten the same target creature for the purposes of the combat use of the action.

Herbal Protection:[edit]

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

Practiced Strike*:[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.

Professional Traditions:[edit]

You gain an additional favored class of your choice, and a +2 racial bonus to any skill that is a class skill for the selected favored class. (doubling: you may select multiple classes)

Freeport or Qeynos[edit]

Extend Defense*:[edit]

During your action, you designate an ally that you are protecting. When adjacent to this character, you give them a +2 cover bonus to Armor Class. You can select new allies on any action. Any time your ally is struck, however, there is a 50% chance that the blow hits you instead. This bonus ends if your ally moves more than 5 feet away from you.

Assault*:[edit]

Once per day for a duration of 1 round per character level, all your melee attacks deal +2 slashing damage with a +1 chance to hit, and you gain damage shield (2). 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 +4 damage, +2 attack, and damage shield (4).

Shrug it off:[edit]

You can take a serious beating. You can convert 2 points of physical, non-magical lethal damage per round into an equal amount of non-lethal damage. (doubling: stacks)

Summoning Focus*:[edit]

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.

Kelethin or Surefall Glade[edit]

Awareness:[edit]

Your keen senses are always fine-tuned to your surroundings. You gain a +4 racial bonus to Perception, Search, and Sense Motive. This skills are always class skills for you.

Arcane Enemy:[edit]

You gain a +1 attack bonus against arcane spellcasters. When dealing damage to arcane spellcasters, their Channeling DC (if any) is +2. (doubling: stacks)

Combat Precision*:[edit]

Once per day for a duration of 1 round per character level, all of your melee attacks deal +2 piercing damage, and DR 5 against piercing damage. 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 DR 10 and +4 damage.

Swift-footed*:[edit]

You’ve always enjoyed running, and it shows. You gain +5 base land speed. In wooded areas this increases to +10.



Back to Racial Traditions

EQrpg: Norrathians