Editing Norrathians: Bar 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.  
  
==Halas==
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::Halas
  
 
=====Arctic Rage*:=====
 
=====Arctic Rage*:=====
  
 
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.
 
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.
 
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Blood of Halas: You gain cold resistance (3) and +1 racial bonus to saving throws against cold effects. (doubling: stacks)
=====Blood of Halas:=====
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Cold Retribution*: 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.
 
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Drive it Deep*: 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.)
You gain cold resistance (3) and +1 racial bonus to saving throws against cold effects. (doubling: stacks)
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Hale and Hearty: 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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Inherited AllianceYou gain a faction bonus of +4 to any faction of your choiceNegative faction modifiers with this group can never exceed -2. (doubling: applies to different faction)
=====Cold Retribution*:=====
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Naturally Armored: 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)
 
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Shrug it off: 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)
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.
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Tough*: No one’s going to mess with you.  You gain the Brutish feat.  You also gain a +4 bonus to avoid being demoralized.
 
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Tundra Swimmer*: Your people have been swimming in the frozen lakes of the north for generations.  You gain the Endurance Swimmer feat.  You also gain a +2 racial bonus to Swim checks.
=====Drive it Deep*:=====
 
 
 
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.)
 
 
 
=====Hale and Hearty:=====
 
 
 
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)
 
 
 
=====Blessing of the Glacier*:=====  
 
 
 
Even as a young one you were larger than anyone thought possible.  Now grown, you tower over even the giant men of the northYou are Large-sized.
 
 
 
=====Naturally Armored:=====
 
 
 
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)
 
 
 
=====Shrug it off:=====
 
 
 
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)
 
 
 
=====Tough*:=====
 
 
 
No one’s going to mess with you.  You gain the Brutish feat.  You also gain a +4 bonus to avoid being demoralized.
 
 
 
=====Tundra Swimmer*:=====
 
 
 
Your people have been swimming in the frozen lakes of the north for generations.  You gain the Endurance Swimmer feat.  You also gain a +2 racial bonus to Swim checks.
 
  
  

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