Norrathians: Hhi 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.

Universal[edit]

Adornment of the Koada’Dal[edit]

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)

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).

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.

Fair Grace:[edit]

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

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)

Felwithe[edit]

Aura of Loveliness*:[edit]

At the beginning of battles, or during surprise rounds, enemies must make a Will save (DC 10 + your character level) in order to attack you, as long as there are other enemies in range to serve as alternate targets.

Determination*:[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.

Forceful Glamer*:[edit]

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.

Summoning Focus*:[edit]

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.

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.

Determination*:[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.

Leadership*:[edit]

Once per day, you may boost a single party member’s resistances. This grants a circumstance bonus to AC equal to 1 + your Charisma modifier for a duration equal to 1d6 + your Charisma modifier. You may not use this ability on yourself. Every ten levels after choosing this ability, it may be used an additional time per day, the dodge bonus increases by +2, and the duration increases by 2 rounds.

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]

Disabling Strike*:[edit]

Whenever you successfully score a critical hit against a creature for whom you have at least 5 ranks of Knowledge (monster lore) (or Knowledge [nature] when pertaining to animals and the like), the creature is stunned for 1 round unless it succeeds at a Fortitude save (DC 10 + your ranks in the related skill).

Bestowal of Surefall*:[edit]

Once per day, you may boost a single party member’s attacks. This grants a circumstance attack bonus equal to 1 + your Charisma modifier for a duration equal to 1d6 + your Charisma modifier, with attacks calculated with a -1 weapon delay. You may not use this ability on yourself. Every ten levels after choosing this ability, it may be used an additional time per day, the attack bonus increases by +2, and the duration increases by 2 rounds.

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)

Friend of Nature:[edit]

You gain a racial bonus of +4 to Handle Animal and Wild Empathy checks. Also, you gain a +5 bonus to your mana pool. (doubling: stacks)



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EQrpg: Norrathians