Difference between revisions of "Common (Greyhawk)"
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'''Benefit''': Sense Motive is a class skill for you. When negotiation the price of your services you can make a Sense Motive check against 10 + the clients Bluff skill bonus as a standard action during negotiations to learn learn how high the client can be bargained in price. You can only try this once per negotiation. | '''Benefit''': Sense Motive is a class skill for you. When negotiation the price of your services you can make a Sense Motive check against 10 + the clients Bluff skill bonus as a standard action during negotiations to learn learn how high the client can be bargained in price. You can only try this once per negotiation. | ||
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+ | === Quick-Witted === | ||
+ | You are used to outwitting opponents. Failing that , you can usualy outrun them. | ||
+ | |||
+ | '''Benefit''': You gain a +1 trait bonus on initiative checks. |
Revision as of 17:36, 23 June 2012
"Common" is not a culture or people, it is a language and a melange of culture and blood. A mixture of Flan, Oerdian, and Suel with influences from other human and nonhuman cultures. The Oerdian are the outwardly dominant, but the other cultures have many subtle but important influences. The common tounge is basically a debased form of Old Oerdian with Baklunish gramatical influences and a very large vocabulary from many different sources.
Common culture has picked up many good traits from its component peoples and has shown itself to be incredibly successful and hardy, dominating the Flaness, in particular the more urban and progressive central part.
Real-World Models
European renaissance.
Ethics
The common man of today is a pragmatic neutral with a tendency towards law and good. Acting in concert, the culture seems to be lawful good, but individuals are unlikely to give up their freedoms or jump over a chance for some quick personal gain, even at the expense of another. Law and chaos is seen as less important than good and evil.
Cultural Traits
Accepting, Pragmatic, Ambitious, Honest, Outgoing.
Practices
Prostitution, Gender equality, Monogamy, Birth control, Relationships outside culture/race.
Taboos
Incest, Masturbation, Nudity.
Family
Monogamous. Liaisons tolerated. Lineage is by social standing; children inherit the name and identity of either parent. Core family is very strong; extended family is weak.
Magic
A hearty mix of divine and arcane magic. Chaotic evil religions are generally illegal, and the arts of enchantment and necromancy are frowned upon. Magic items tend to be practical, enchanted versions of everyday gear. Many prefer spells with few complications and direct effect, such as evocation.
Pantheon
The common pantheon is a mix of imported deities and recently ascended mortals. As there is no common mythology, the pantheon has no leader per se, but Pelor and Istus are generally recognized as the most important gods (though Istus has only a small church). The ascended mortals Trithereon and St Cuthbert are among the most popular, and their churches are often rivals.
Name | Rank | Alignment | Sphere | Domains | |
Berei | Lesser | NG | Family, Agriculture | Good, Plant, Protection, Family | Common, Flan |
Bleredd | Lesser | N | Metal, Mines, Smiths | Earth, Fire, Strength, Metal | Common, Oerdian, Flan |
Boccob | Greater | N | Magic | Knowledge, Magic, Trickery, Oracle, Spell | Common, Baklunish, Elder |
Celestian | Intermediate | N (NG) | Space, Stars, Wanderers | Knowledge, Travel, Protection, Oracle | Common, Oerdian |
Daern | Demigod | LN | Defense, Fortification | Law, Protection, Craft | Common |
Ehlonna (Ehlenestra) | Intermediate | NG | Forests, Flora and fauna, Fertility | Animal, Good, Plant, Sun, Celertity, Renewal | Flan, Elf, Common |
Eruthnul | Intermediate | CE (CN) | Hate, Panic, Slaughter | Chaos, Evil, Trickery, War, Madness | Common, Oerdian, Humanoid |
Fharlanghn | Intermediate | N (NG) | Distance, Travel, Roads | Luck, Protection, Travel, Celerity | Common, Oerdian |
Incablous (Sevelkhar the Waster) | Greater | NE | Nightmares, Disasters | Death, Evil, Destruction, Pestilence, Hunger | Common, Flan, Baklunish, Elder |
Istus | Greater | N | Fate, Divination, Honesty | Chaos, Knowledge, Law, Luck, Fate | Common, Baklunish, Elder |
Iuz | Demigiod | CE | Deceit, Pain, Oppression | Chaos, Evil, Trickery, Deathbound | Common |
Kord | Intermediate | CG | Athletics, Sport, Courage | Chaos, Good, Strength, Competition, Courage | Common, Suel |
Mayaheine | Demigod | LG | Protection, Justice, Valor | Good, Law, Protection, War | Common |
Myhriss | Lesser | NG | Love, Romance, Beauty | Good, Healing, Protection, Charm | Common, Flan |
Nerull | Greater | NE | Death, Darkness, Death, Murder, Underworld | Death, Evil, Trickery, Darkness, Pestilence | Common, Flan, Elder |
Obad-Hai | Intermediary | N | Nature, Freedom, Hunting, Beasts | Air, Animal, Earth, Fire, Plant, Water, Windstorm | Common, Flan |
Olidarma | Intermediate | CN | Revels, Wine, Rogues, Humor, Tricks | Chaos, Luck, Trickery, Celerity, Mind | Common, Flan |
Pelor | Greater | NG | Sun, Light, Strength, Healing | Good, Healing, Strength, Sun, Community, Glory | Common, Flan, Elder |
Rao | Greater | LG | Peace, Reason, Serenity | Law, Good, Knowledge, Community, Purification | Common, Flan |
Rudd | Demigod | CN (CG) | Chance, Good luck, Skill | Celerity, Liberation, Luck | Common, Oerdian |
St Cuthbert | Intermediate | LN (LG) | Common sense, Wisdom, Zeal, Honesty, Discipline | Destruction, Good, Law, Protection, Strength, Domination | Common |
Tharizdun | Intermediate | NE | Eternal darkness, Decay, Entropy, Malign knowledge, Insanity | Destruction, Evil, Knowledge, Force, Madness | Common, Elder, Suel |
Trithereon | Intermediate | CG | Individuality, Liberty, Retribution, Self-defense | Chaos, Good, Protection, Strength, Liberation, Summoner | Oerdian, Flan, Common |
Wastri | Demigod | LN (LE) | Amphibians, Bigotry, Self-Deception | Animal, Law, War, Purification, Scalykind | Common |
Wee Jas | Intermediate | LN (LE) | Magic, Death, Vanity, Law | Death, Law, Magic, Domination, Mind | Common, Suel |
Xan Yae | Lesser | N | Twlight, Shadows, Stealth, Mental power | Knowledge, Trickery, War, Celerity, Balance | Common, Baklunish |
Zagyg | Demigod | CN (CG) | Humor, Eccentricity, Occult, Unpredictability | Chaos, Knowledge, Magic | Common |
Zodal | Lesser | NG | Mercy, Hope, Benevolence | Good, Healing, Protection | Common, Flan |
Zilchus | Intermediate | LN | Prestige, Money, Business, Influence | Knowledge, Law, Trickery | Common, Oerdian |
Traits
Eye for Business
You always have an eye out for a good deal or valuable find.
Benefit: Appraise is a class skill for you. When rolling for the items available for purchase in a community, you can make one additional roll for any one category of item that is already available in the locale.
Exploit Opportunity
You have learned to exploit opportunities in combat.
Benefit: When you score a critical hit in melee you can move 5 ft. without triggering attacks of opportunity and irrespective of other movement made in the round. If you downed your foe, you can use this to move into his space.
Industrious
You can specialize your craft skill and work very effectively one one particular kind of item.
Benefit: Craft is a class skill for you. Select one kind of item, such as long swords or full plate. When crafting (making or repairing) this particular item with the relevant skill, you get a +5 trait bonus to the relevant Craft skill
Mercenary
You are good at ferreting out the best possible payment from your clients.
Benefit: Sense Motive is a class skill for you. When negotiation the price of your services you can make a Sense Motive check against 10 + the clients Bluff skill bonus as a standard action during negotiations to learn learn how high the client can be bargained in price. You can only try this once per negotiation.
Quick-Witted
You are used to outwitting opponents. Failing that , you can usualy outrun them.
Benefit: You gain a +1 trait bonus on initiative checks.