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Norrathians: Fen 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== =====Bond of Tunare:===== You gain +1 Wisdom and Charisma, and a +1 racial bonus to all Wisdom-based checks. (doubling: stacks) =====Harmonious Mind*:===== 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. =====Big-Boned:===== Your physique is not so different from that of a full-blooded barbarian, even if you are prettified. You gain the Slam feat, and make Slam attacks just as a barbarian would. =====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) =====Spiritual Protection*:===== Once per day for a duration of 1 round per character level, you gain a divine bonus of +4 AC, and you gain a racial bonus of magic resistance (2) and +1 to saves against effects with the [Magic] 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 +8 AC. =====Swiftness:===== You gain +1 Dexterity and Intelligence, and you gain a +2 bonus to initiative. (doubling: stacks) ==Freeport or Qeynos== =====Adornment of the Koada’Dal:===== 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) =====Summoning Focus*:===== All creatures you summon through arcane magic gain a +1 bonus to Taunt, +1 natural armor, and a +2 bonus to Reflex and Will saves. =====Superior Specimen:===== You gain +1 Intelligence and +1 Charisma, and you regain an additional point of mana for every hour of rest. (doubling: stacks) =====Unearthly Grace*:===== You may add your Charisma bonus to all saving throws. ==Halas== =====Blood of Halas:===== You gain cold resistance (3) and +1 racial bonus to saving throws against cold effects. (doubling: stacks) =====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) =====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. ---- Back to [[Norrathians: Racial Traditions|Racial Traditions]] [[EQrpg: Norrathians]]
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