Norrathians: Wfl 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]

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.

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)

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)

Naturally Armored:[edit]

You were born in armor, and hopefully, you’ll die in armor. Reduce the armor check penalty of any armor (but not shields) you wear by 1. (doubling: stacks)

Drive it Deep*:[edit]

It’s hard to believe they even call it a backstab down south, with as little as they put into it. If you have the ability to deal Backstab damage, when flanking an opponent or when attacking an opponent who is denied their Dodge bonus to AC, apply your Strength bonus x2 to your initial damage roll. Every 10 levels after this ability is chosen, the multiplier doubles (So, 20 levels after you choose this ability, you would apply your Strength bonus x4.)

Halas[edit]

Slam*:[edit]

Your barbarian heritage is more prominent, you have the same Slam ability that other barbarians have.

Blood of Halas:[edit]

You gain cold resistance (3) and +1 racial bonus to saving throws against cold effects. (doubling: stacks)

Arctic Rage*:[edit]

The fury of your people is well-known, and it’s because of people like you. 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 chosing this ability you may use it an additional time per day.

Cold Retribution*:[edit]

Once per day for a duration of 1 round per character level, all of your melee attacks deal +1 cold damage, and you gain a racial bonus of cold resistance (2) and +1 to saves against effects with the [Cold] descriptor. 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), +2 to saves, and +2 cold damage.

Hale and Hearty:[edit]

You gain +1 Strength and +1 Constitution. Additionally, you heal 1 point of non-lethal damage every hour, +1 for every 4 character levels (e.g. if you are level 10 you would heal 3 non-lethal damage every hour: 1 for level 1, +1 for level 4, +1 for level 8.) (doubling: stacks)

Kelethin[edit]

Herbal Protection:[edit]

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

Frontline Fighter*:[edit]

You’re always the one pushed to the front. You gain the Improved Initiative feat. Additionally, you gain a +6 initiative bonus when you make a refocus action.

Swift-footed*:[edit]

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

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)

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.

Freeport or Qeynos[edit]

Hearty Blood:[edit]

Your barbarian blood is strong in you. You gain cold resistance (3). (doubling: stacks)

Arctic Rage*:[edit]

The fury of your people is well-known, and it’s because of people like you. 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.

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)

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.

Hale and Hearty:[edit]

You gain +1 Strength and +1 Constitution. Additionally, you heal 1 point of non-lethal damage every hour, +1 for every 4 character levels (e.g. if you are level 10 you would heal 3 non-lethal damage every hour: 1 for level 1, +1 for level 4, +1 for level 8.) (doubling: stacks)

Surefall Glade[edit]

Hearty Blood:[edit]

Your barbarian blood is strong in you. You gain cold resistance (3). (doubling: stacks)

Swift-footed*:[edit]

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

Herbal Protection:[edit]

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

Hale and Hearty:[edit]

You gain +1 Strength and +1 Constitution. Additionally, you heal 1 point of non-lethal damage every hour, +1 for every 4 character levels (e.g. if you are level 10 you would heal 3 non-lethal damage every hour: 1 for level 1, +1 for level 4, +1 for level 8.) (doubling: stacks)



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EQrpg: Norrathians