Norrathians: Hfl 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.

Rivervale

Always Prepared*:

You can never quite get enough jum-jum! Luckily, it seems like you’re always able to find all you need when you look through your pockets. Once per hour you “find” (summon) a jum-jum flavored snack of some variety. This is only about half a meal for a small creature, or a third of a meal for a medium creature. But, it seems like you keep finding plenty!

Borderguard:

You gain a +2 attack bonus versus goblins and dark elves, and a +2 to saves against attacks from these enemies. (doubling: stacks)

Bristlebane’s Luck:

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%)

Grounded:

You gain electricity and sonic resistance (3) and +2 racial bonus to saving throws against electricity and sonic effects. (doubling: stacks)

Halfling Grand Tactics:

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)

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)

Protection of the Lucky Cabage:

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)

Roll of Thunder*:

Once per day for a duration of 1 round per character level, all of your melee attacks deal +1 electricity damage, and you gain a divine bonus of electrical and sonic resistance (2) and +2 to saves against effects with the [Electricity or Sonic] descriptors. 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), +4 to saves, and +2 electricity damage.

Soft Soles*:

You gain the Light-Footed feat. You also gain a +2 racial bonus to Move Silently checks.

Troupe Magics*:

Halflings never travel alone, especially if they cast spells. You gain the Quest Spell feat. For you, a quest spell costs only 25% more mana, and spells need not be prepared as quest spells – you may spontaneously elect to designate any spell as a quest spell.



Back to Racial Traditions

EQrpg: Norrathians