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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== =====Assault*:===== 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*:===== 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. =====Environmental Adaptability*:===== You gain a bonus equal to 1 + half your character level to all saves to avoid detrimental environmental effects. =====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) =====Versatile Studies*:===== Once per day after spending at least ten minutes studying your notes, you gain three additional temporary skill points, plus one per character level. These skill points last 24 hours, or until you fall asleep. Each time you use this ability, you may assign the skill points to any skill (excluding Tradeskills). These are applied using normal rules, so for cross-class skills, two skill points only grants you one rank in the skill. For multiclassed characters, these skills may be applied via any of your classes (meaning that if a skill was once a class skill for you, these temporary skill points can be spent on that skill as a class skill). ==Freeport or Qeynos== =====Extend Defense*:===== 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*:===== 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*:===== 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. =====Practiced Strike*:===== In the streets you did it all the time. They didn’t tell you it was called a backstab until you had training. If you have the ability to deal Backstab damage, add a bonus damage die to those granted by class abilities. =====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. ==Surefall Glade== =====Explorer:===== You gain a racial bonus of +2 to Balance, Climb, Sneak, Move Silently, and Swim checks in wilderness environments, and to Survival checks to avoid becoming lost. Also, you gain a +5 bonus to your mana pool. (doubling: stacks) =====Friend of Nature:===== 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) =====Wolfish Steps*:===== In wilderness environments your base land speed increases by +10 feet. =====Bestowal of Surefall*:===== 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. =====Disabling Strike*:===== 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). ---- Back to [[Norrathians: Racial Traditions|Racial Traditions]] [[EQrpg: Norrathians]]
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