Editing Norrathians: Eru 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.  
  
==Universal==
 
  
=====Blood of Erud:=====
 
 
Your family proudly boasts a direct line to Erud himself.  You gain +3 Intelligence and a +1 to all Intelligence-based skill checks, but you take a penalty of -1 Strength. (doubling: stacks)
 
 
=====Etherial Absorption*:=====
 
 
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.
 
 
=====Infusion*:=====
 
 
Once per day, you may boost a single party member’s mana regeneration.  In addition to your target’s normal mana regeneration, during the hour following the use of this ability, your target regenerates an amount of mana equal to 1 + half of your character level.  You may not use this ability on yourself.  Every ten levels after choosing this ability, it may be used an additional time per day, and your target regenerates +5 more mana in one hour.
 
 
=====Lorebook*:=====
 
 
After spending countless hours stooped over dusty old volumes in vast libraries, you have collected a book of notes containing esoteric knowledge of a variety of subjects.  When you are confronted with a mystery or an unknown situation or person, you can roll a Lorebook check with a bonus equal to ½ your character level + Int modifier to see whether you know any details about the situation, place, or person in question.  You may not take 10 or take 20 on this check, as this sort of knowledge is essentially random.
 
 
=====Manasense*:=====
 
 
Because your people are attuned to the nature and essence of magic, you can see the aura of those who wield mana.  If a target is within 30 feet and is capable of wielding mana, you see an aura around the creature that fills a 5-foot square.  Based on the color, you can instantly recognize whether the target casts arcane or divine magics, or both.  This aura is always present around all creatures who wield mana, whether they are hidden or invisible.  Even if you are unable to otherwise see a target, you see the aura.  Also, by concentrating on an object for a full round, your Manasense ability mimics the detect magic spell.  You cannot use your Manasense ability if you have an effect active or an ability which modifies sight, such as Infravision or Ultravision.
 
 
=====Summon Wisp*:=====
 
 
Part of your magical nature manifests itself in the form of a pet wisp.  Unlike other summoned pets, your wisp can coexist with another pet, because this creature is an extension of your own ties to all magic.  This tiny wisp is immune to magic, incorporeal, and naturally invisible (at will), and can receive commands telepathically from its master.  It has no mind, or senses of any kind.  It normally follows very closely, slowly orbiting its master, but it can follow simple commands to move in a direction, and to stay.  It will, however, always stay within 30 feet of its master, and can summon itself to within range of its master at will.  This wisp emits a soft white light to a radius of 60 feet, or less depending on the commands of its master.  The wisp never goes away, but it can become invisible at will, and it can hide its presence by moving within the body of its master.  Your wisp grants you a circumstance bonus of +2 visual Perception and Search at all times.
 
 
=====Summoning Focus*:=====
 
 
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.
 
 
==Erud==
 
 
=====Embrace of Prexus*:=====
 
 
If you have the Lay on Hands class ability, calculate the damage healed as if you were two levels higher.
 
 
=====Horns of Quellious*:=====
 
 
Once per day you may become invulnerable.  This functions just like the divine aura spell.  Every ten levels after this ability is chosen, you are able to use this ability an additional time per day.
 
 
=====Indwelling:=====
 
 
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)
 
 
==Paineel==
 
 
=====Terrifying Rage*:=====
 
 
You know what terrors are held in the afterlife, and are desperate to avoid seeing Thule again.  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.
 
 
=====Thule’s Own*:=====
 
 
If you have the Harm Touch class ability, calculate the damage dealt and the DC to resist as if you were two levels higher.
 
 
=====Trained Mind:=====
 
 
You gain a +6 bonus to resist Fear effects.  Once per day you may execute a Fear Gaze.  This is a free action attack that may only be made against a foe with an Intelligence score higher than 3, and who is looking into your eyes.  The effect and duration is the same as the fear spell, and your caster level for this effect is equal to your character level. (doubling: +3 vs. Fear, +1 Gaze use/day)
 
  
  

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