Difference between revisions of "Other Humans (Greyhawk)"

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{{Greyhawk}}
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<noinclude>{{Greyhawk}}</noinclude>
 
There are other human races in the World of Greyhawk, living in the main outside Flanaess.
 
There are other human races in the World of Greyhawk, living in the main outside Flanaess.
  
''Common'' in all these race descriptions should be read as whatever language is dominant in the campaign. If the campaign takes palce in a race's home region, ''common'' is the same as that race's home language, and is replaced with one free trait.
+
''Common'' in all these race descriptions should be read as whatever language is dominant in the campaign. If the campaign takes place in a race's home region, ''common'' is the same as that race's home language, and is replaced with one free trait.  
  
 
''If the campaign takes place in Nippon, ''common'' means Nipponese, and Nippon characters start with only one language but one extra trait.''
 
''If the campaign takes place in Nippon, ''common'' means Nipponese, and Nippon characters start with only one language but one extra trait.''
  
 
== Celestial==
 
== Celestial==
The remotest human people known, Celestials think they live at the center of the world in a land dominated by dragons and Asimaar. Similar to historical China of the late imperial period; unified but ruled by a highly corrupt bureaucracy.
+
Celestials think they live at the center of the world in a land dominated by dragons and Asimaar. Similar to historical China of the late imperial period; unified but ruled by a highly corrupt hierarchy. In theory they are all part of the heavenly bureaucracy.
 +
 
 +
'''Strong abilities:''' Constitution, Wisdom, Intelligence.
  
 
'''Languages:''' Celestial, Common. ''Celestial is also the language of good outsiders.''
 
'''Languages:''' Celestial, Common. ''Celestial is also the language of good outsiders.''
  
'''Ancestral Teacher (Racial):''' Pick any one spell - you need not be able to cast this spell when you take this trait. You get a +2 trait bonus to caster level and save DC with this specific spell.
+
=== Ancestral Teacher (Racial) ===
 +
Pick any one spell - you need not be able to cast this spell when you take this trait. You get a +2 trait bonus to save DC with this specific spell.
  
'''Landlocked (Racial):''' You are nigh unbeatable when your feet are on the ground. You get a +2 trait bonus to CMD when standing on the ground, and a -2 CMD penalty when not (on a deck, flying, swimming, climbing, riding and so on).
+
=== Landlocked (Racial) ===
 +
You are nigh unbeatable when your feet are on the ground. You get a +2 trait bonus to CMD when standing on the ground, and a -2 CMD penalty when not (on a deck, flying, swimming, climbing, riding and so on).
  
'''Master of Bamboo (Racial):''' You can use a full-round action with bamboo to create what would normally take on hour to craft using Craft (carpentry), but such creations only last for an hour.
+
=== Master of Bamboo (Racial) ===
 +
You can use a full-round action with bamboo to create what would normally take on hour to craft using Craft (carpentry), but such creations only last for an hour.
  
'''Spunky (Racial):''' You have an indomitable spunkiness and never quit trying. Add a +1 trait bonus on reflex saving throws.
+
=== Spunky (Racial) ===
 +
You have an indomitable spunkiness and never quit trying. Add a +1 trait bonus on reflex saving throws.
  
'''Superior Man (Racial):''' You are educated, gain a +1 trait bonus to Knowledge (all varieties).
+
=== Superior Man (Racial) ===
 +
You are educated, gain a +1 trait bonus to Knowledge (all varieties).
  
 
== Chakji ==
 
== Chakji ==
 
These are the arctic peoples living near Flanaess.
 
These are the arctic peoples living near Flanaess.
  
'''Languages: '''Chakji, Common.
+
'''Strong abilities:''' Dexterity, Constitution, Wisdom.
 +
 
 +
'''Languages:''' Chakji, Common.
  
'''Light Thread (Racial):''' When you are about to trigger a pitfall or fall trough thin ice or snow, you receive an additional Perception or Survival check (as appropriate) to spot the danger just before you fall to it.
+
=== Light Thread (Racial) ===
 +
When you are about to trigger a pitfall or fall trough thin ice or snow, you receive an additional Perception or Survival check (as appropriate) to spot the danger just before you fall to it.
  
'''Mammoth Master (Racial)''': You have experience trapping and training large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. You gain a +4 trait bonus on Handle Animal checks related to these creatures.
+
=== Mammoth Master (Racial) ===
 +
You have experience trapping and training large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. You gain a +4 trait bonus on Handle Animal checks related to these creatures.
  
'''Snow Lord (Racial):''' You get a +2 trait bonus on Acrobatics and Survival checks in arctic conditions, and one of these skills becomes a class skill for you.  
+
=== Snow Lord (Racial) ===
 +
You get a +2 trait bonus on Acrobatics and Survival checks in arctic conditions, and one of these skills becomes a class skill for you.  
  
'''Storm Sense (Racial):''' You get a +5 trait bonus to Survival checks to predict weather.
+
=== Storm Sense (Racial) ===
 +
You get a +5 trait bonus to Survival checks to predict weather.
  
'''Strong Arm (Racial):''' When you use a throwing weapon, you receive no range penalties at up to two range increments, and take the normal penalty for each range increment beyond that. Your maximum range for throwing weapons is six range increments.
+
=== Strong Arm (Racial) ===
 +
When you use a throwing weapon, you receive no range penalties at up to two range increments, and take the normal penalty for each range increment beyond that. Your maximum range for throwing weapons is six range increments.
  
 
== Nipponese==
 
== Nipponese==
 
Coming from a land ruled by half dragons, the Nipponese do all in their power to live up to their demanding masters. They are culturally similar to Japanese of the shogunate era.
 
Coming from a land ruled by half dragons, the Nipponese do all in their power to live up to their demanding masters. They are culturally similar to Japanese of the shogunate era.
 +
 +
'''Strong abilities:''' Dexterity, Constitution, Intelligence.
  
 
'''Languages:''' Nipponese, Common.
 
'''Languages:''' Nipponese, Common.
  
'''Harmonious Karma (Racial)''': Select one Craft or Profession skill. You gain a +2 trait bonus to this skill.  
+
=== Harmonious Karma (Racial) ===
 +
Select one Craft or Profession skill. You gain a +2 trait bonus to this skill.  
  
'''Respectable (Racial)''': As a honorable Nipponese, you gain a +2 trait bonus on Diplomacy checks against non-chaotic creatures, as long as you remain Lawful in alignment  
+
=== Respectable (Racial) ===
 +
As a honorable Nipponese, you gain a +2 trait bonus on Diplomacy checks against non-chaotic creatures, as long as you remain Lawful in alignment  
  
'''Second Sight (Racial)''': Once per day as a Standard action you can ''see invisible'' for one round.  
+
=== Second Sight (Racial) ===
 +
Once per day as a Standard action you can ''see invisible'' for one round.  
  
'''Sword Sage (Racial)''': You are a lesser noble with scholarly interests. Select an area of the Knowledge skill. You gain a +1 trait bonus to shits skill, and it is a class skill for you. You are also proficient with the katana and wakizashi an martial weapons (the katana is used in two hands as a martial weapon).  
+
=== Sword Sage (Racial) ===
 +
You are a lesser noble with scholarly interests. Select an area of the Knowledge skill. You gain a +1 trait bonus to this skill, and it is a class skill for you. You are also proficient with the katana and wakizashi as martial weapons (the katana is used in two hands as a martial weapon).
  
'''Zen Craftsman (Racial)''': Select one item creation feat and one Craft skill. You can use the selected skill and feat together to create magic items with a caster level equal to your level. Unless you are a spellcaster, or work with one, you will usually take crafting penalties because you lack spell prerequisites.
+
=== Zen Craftsman (Racial) ===
 +
Select one item creation feat and one Craft skill. You can use the selected skill and feat together to create magic items with a caster level equal to your level. Unless you are a spellcaster, or work with one, you will usually take crafting penalties because you lack spell prerequisites.
  
 
== Osirian ==
 
== Osirian ==
Native to distant Erypt, these bronze-coloured people have an ancient civilization.
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Native to distant [[Erypt_(Greyhawk) | Erypt]], these bronze-colored people have an ancient civilization.
 +
 
 +
'''Strong abilities:''' Constitution, Intelligence, Wisdom.  
  
 
'''Languages:''' Osirian, Common.
 
'''Languages:''' Osirian, Common.
 +
{{ : Eryptian Traits (Apath)}}
 +
 +
== Paynims ==
 +
Originally from the far west, these people moved into the Flanaess after the invoked devastation, and today dominate among the Tiger and Wolf nomads and on the Plains of the Paynims. They are tribal nomads riding in wagons and on small horses of great endurance. They are famous illusionists.
 +
 +
Branches live in The Barrens and Ull. The Uli of Ull are demon worshippers and look down on all other folk, including other Paynim, while the Rovers of the Barrens are in turn looked down upon for mixing with the Flan and not all being riders.
  
'''Eryptian Amulet (Racial):''' You have an amulet that provides you with a +1 trait bonus on one type of saving throws. A scarab (sacred to Ra) provides a +1 trait bonus on Fortitude saves, a feline amulet (sakret to Bast) provides a +1 bonus on Reflex saves, and a water lily amulet (sacred to Nefertem) provides a +1 bonus on Will saves. If you lose or replace your amulet, it takes a week before a new amulet gains power. The amulet can be worn in the head (headband), neck, wrist, or foot (anklet) slot.
+
'''Strong abilities:''' Dexterity, Constitution, Wisdom.
  
'''Eryptian Astronomy (Racial):''' You gain a +2 trait bonus on Knowledge (geography).
+
'''Languages:''' Ordai, Uli, Common.
  
'''Mudfoot (Racial):''' You ignore difficult terrain caused by mud or water up to 3 ft. deep. This is a trait bonus.
+
=== Abyssal Companion (Racial) ===
 +
''Uli only.
  
'''Porter (Racial):''' You carry and pull weight as if your Strength was 2 points higher than it actually is. This is a trait bonus.
+
You speak Abyssal. If you have an animal companion, eidolon, or familiar any damage it inflicts with natural weapons counts as ''evil'' and ''chaotic'' to overcome damage resistance. You cannot use this trait if you are of good or lawful alignment.
  
'''Scribe (Racial):''' You gain +2 caster levels when scribing scrolls. This means you can try and scribe scrolls of spells higher than those you can cast, but when doing so, you lack the prerequisite spell (which increases the difficulty).
+
=== Blood Link (Racial) ===
 +
As a full-round action for you (your mount can still act and move normally), you can suck the blood of your mount to nourish yourself. You regain a number of hit points equal to your character level and count as having eaten a full meal including drink. Your mount takes 2 points of Constitution damage.  
  
== Paynims ==
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=== Headstrong (Racial) ===
Originally from the far west, these people moved into the Flanaess after the invoked devastation, and today dominate among the Tiger and Wolf nomads and on the Plains of the Paynims. They are tribal nomads riding in wagons and on small horses of great endurance.
+
You gain a +1 trait bonus on saving throws against abilities used by demons and other chaotic or evil outsiders and fiendish creatures.
 +
 
 +
=== Horse Nomad (Racial) ===
 +
''Tiger and Wold nomads only.
 +
 
 +
You have a very strong bond with horses. Any horse you ride gains a +4 trait bonus on Constitution checks and temporary hit points equal to your Ride skill bonus. A particular horse can only gain these temporary hit points once per day.
 +
 
 +
=== Mounted Skirmisher (Racial) ===
 +
''Not available to Uli.
 +
 
 +
When mounted, your mount can take an additional move just after your turn has ended. This movement triggers attacks of opportunity as normal.
 +
 
 +
=== Ride Like a Demon (Racial) ===
 +
''Uli only.
 +
 
 +
Once per round as a swift action you can inflict one point of Constitution damage on your mount to make the mount take an additional move.
 +
 
 +
=== Spirit Animals (Racial) ===
 +
''Rovers only.
  
'''Languages: '''Ordai, Common.
+
Animals you summon using ''summon monster'' or ''summon nature's ally'' spells have an intelligence of at least 3 and understand  Ordai, enabling you to give more complex commands to them.
  
'''Horse Nomad (Racial):''' You have a very strong bond with horses. Any horse you ride gains a +4 trait bonus on Constitution checks and temporary hit points equal to your Ride skill bonus. A particular horse can only gain these temporary hit points once per day.  
+
=== Tainted Summoner (Racial) ===
 +
''Uli only.
  
'''Mounted Skirmisher (Racial):''' When mounted, your mount can take an additional move just after your turn has ended. This movement triggers attacks of opportunity as normal.
+
You speak Abyssal. Any creature you summon using ''summon monster'' or ''summon nature's ally'' spells are of evil alignment and the damage they inflict with natural attacks counts as ''evil'' to overcome damage resistance. All your summon spells are evil spells and you cannot summon good creatures.
  
'''Spirit Animals (Racial):''' Animals you summon using ''summon monster'' or ''summon nature's ally'' spells have an intelligence of at least 3 and speak Ordai, enabling you to give more complex commands to them.
+
=== Totem Warrior (Racial) ===
 +
''Not available to Uli.
  
'''Totem Warrior (Racial):''' Select a totem animal. As long as you wear clothes made from this animal, you gain a +2 trait bonus on one skill. Here is a selection of totem animals and the skills they are associated with to the Paynims.
+
Select a totem animal. As long as you wear clothes made from this animal, you gain a +2 trait bonus on one skill. Here is a selection of totem animals and the skills they are associated with to the Paynims.
 
* Bovines: Survival
 
* Bovines: Survival
 
* Deer: Bluff
 
* Deer: Bluff
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* Hawk: Perception
 
* Hawk: Perception
 
* Lynx: Acrobatics
 
* Lynx: Acrobatics
* Snake: Medicine
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* Snake: Heal
 
* Tiger: Intimidate
 
* Tiger: Intimidate
 
* Wolf: Ride
 
* Wolf: Ride
  
'''Wain Woman (Racial):''' When riding in a wagon or on a mount that is part of a caravan, you can perform a full day's work on some Craft or with enchanting, as long as you do not actually direct the mount or wagon yourself. This trait is most common and honorable among women, and even men who take it are sometimes scornfully called wain women.
+
=== Wain Woman (Racial) ===
 +
''Tiger and Wold nomads only.
 +
 
 +
When riding in a wagon or on a mount that is part of a caravan, you can perform a full day's work on some Craft or with enchanting, as long as you do not actually direct the mount or wagon yourself. This trait is most common and honorable among women, and even men who take it are sometimes scornfully called "wain women".
  
 
== Tuov ==
 
== Tuov ==
 
The black warriors of Hepmonaland are proud and accomplished. The Tuov is actually only one of many human cultures in Hepmonaland, but it is the one outsiders most frequently encounter.
 
The black warriors of Hepmonaland are proud and accomplished. The Tuov is actually only one of many human cultures in Hepmonaland, but it is the one outsiders most frequently encounter.
  
'''Languages:''' Tuov, Common.
+
'''Strong abilities:''' Strength, Constitution, Charisma.
 
 
'''Endurance Hunter (Racial):''' You gain a +4 trait bonus on Constitution checks made to avoid nonlethal damage from a forced march.
 
 
 
'''Iron Lion (Racial):''' You gain a +1 damage bonus with unarmed strikes and gauntlet attacks, and a +1 attack bonus with weapons edged with iron or steel.
 
 
 
'''Native (Racial):''' Select one terrain from the ranger's list of possible favored terrains. You are native to this terrain and gain a +2 trait bonus on Stealth and Survival checks in this terrain.
 
 
 
'''Shield Lord (Racial):''' When using a large or wall shield and no other armor, you gain a +1 dodge bonus to armor class. For each armor proficiency feat you have (light, medium, heavy), this bonus increases by +1.
 
 
 
'''Shielded (Racial):''' You gain with either the light shield, heavy, shield, or tower shield. You must be proficient with light shields to select heavy shield and with heavy shield to select tower shield.
 
 
 
== Uli ==
 
A horse people separate from the Baklunish and the Paynim. Today they live in Ull, a country they named after themselves. They revere no gods, only demons and spirits.
 
  
'''Languages:''' Ulagha, Common.
+
'''Languages:''' Tuov and either Polygot or Common.
 +
=== Endurance Hunter (Racial) ===
 +
You gain a +4 trait bonus on Constitution checks made to avoid nonlethal damage from a forced march.
  
'''Abyssal Companion (Racial):''' You speak Abyssal. If you have an animal companion, eidolon, or familiar any damage it inflicts with natural weapons counts as ''evil'' to overcome damage resistance. You cannot use this trait if you are of good alignment.
+
=== Iron Lion (Racial) ===
 +
You gain a +1 damage bonus with unarmed strikes and gauntlets. If eastern weapons are in use in the campaign, this bonus also applies to Tekko-Kagi and iron claws (see below(). You gain proficiency in Tekko-Kagi and iron claws, a variant gauntlet with sharp blades extending between the fingers. This does slashing damage but is otherwise identical to the gauntlet.
  
'''Blood Link (Racial):''' As a full-round action for you (your mount can still act and move normally), you can suck the blood of your mount to nourish yourself. You regain a number of hit points equal to your character level and count as having eaten a full meal including drink. Your mount takes 2 points of Constitution damage.  
+
=== Long Legs ===
 +
Increase your base land speed by 5 ft. You must be taller than average. If you begin play with this trait and determine length randomly, one of your dice for length automatically scores the maximum possible result.
  
'''Headstrong (Racial):''' You gain a +1 trait bonus on saving throws against abilities used by demons and other chaotic or evil outsiders and fiendish creatures.
+
=== Native (Racial) ===
 +
Select one terrain from the ranger's list of possible favored terrains. You are native to this terrain and gain a +2 trait bonus on Stealth and Survival checks in this terrain.
  
'''Ride Like a Demon (Racial):''' Once per round as a swift action you can inflict one point of Constitution damage on your mount to make the mount take an additional move.
+
=== Shielded (Racial) ===
 
+
You gain proficiency with either the light shield and heavy shield, or with the tower shield. You must be proficient with heavy shield to select tower shield.
'''Tainted Summoner (Racial):''' You speak Abyssal. Any creature you summon using ''summon monster'' or ''summon nature's ally'' spells are of evil alignment and the damage they inflict with natural attacks counts as ''evil'' to overcome damage resistance. All your  summon spells are evil spells and you cannot summon good creatures.
 
  
 
== Wrang ==
 
== Wrang ==
 
A nation largely occupied by Nippon and the Celestial Empire, the Wrang have a strong national identity of their own. Sadly, their heroes tend to be tragic figures hounded by angst and fate.
 
A nation largely occupied by Nippon and the Celestial Empire, the Wrang have a strong national identity of their own. Sadly, their heroes tend to be tragic figures hounded by angst and fate.
 +
 +
'''Strong abilities:''' Dexterity, Intelligence, Charisma.
  
 
'''Languages:''' Wrang, Common.
 
'''Languages:''' Wrang, Common.
  
'''Fated (Racial):''' Select one situation - normally when someone of the opposite gender sees you naked. When this situation happens, you are convinced that you are to be this person's mate and direct all your actions to make this become true. You always gain a +2 trait bonus on Diplomacy checks.
+
=== Fated Mate (Racial) ===
 
+
You gain a +2 trait bonus on Diplomacy checks.
'''Shining One (Racial):''' As long as you are of a chaotic alignment you gain a +2 trait bonus on Diplomacy checks against non-lawful creatures.
+
Select one situation - normally when someone of the opposite gender sees you naked. When this situation happens, you are convinced that you are to be this person's mate and direct all your actions to make this become true.
 
 
'''Supreme Effort (Racial):''' Once per day, you can take 2 Constitution damage to reroll any single d20 check you just failed at. You must take the second result, even if it is worse.
 
  
'''Wrang Exile (Racial):''' You have been forced to live away from your home and childhood friends. You gain a +1 trait bonus to Intimidate and Survival, and one of these skills becomes a class skill for you.
+
=== Shining One (Racial) ===
 +
As long as you are of a chaotic alignment you gain a +2 trait bonus on Diplomacy checks against non-lawful creatures.
  
'''Wrang-Do (Racial):''' You gain a +1 trait bonus to Medicine checks and to the save DC against your Stunning Fist attacks. Medicine is a class skill for you.
+
=== Supreme Effort (Racial) ===
 +
Once per day, you can take 2 Constitution damage to reroll any single d20 check you just failed at. You must take the second result, even if it is worse.
  
== Qudrans ==
+
=== Wrang Exile (Racial) ===
Living on the other side of the mountains from the Nippon Territories, their land is a desert in constant rain shadow behind the tall peaks, with life along the coast and along seasonal mountain streams. They are similar to pre-moslem Arabs.
+
You have been forced to live away from your home and childhood friends. You gain a +1 trait bonus to Intimidate and Survival, and one of these skills becomes a class skill for you.
  
'''Languages:''' Qudran, Common.
+
=== Wrang-Do (Racial) ===
 +
You gain a +1 trait bonus to Heal checks and to the save DC against your Stunning Fist attacks. Heal is a class skill for you.
  
'''Blessing of the Moon (Racial):''' You can see in the light of the full moon as well as in equivalent sunlight. In a new moon you see what normal people see in twilight. Your vision in moonlight is black and white only. You do not otherwise have low-light vision.
+
== Q'drans ==
 +
[[Suel (Greyhawk)|Qudrans are Suel]].
  
'''Path of the Sky (Racial):''' You know directions automatically under the open sky, and with a DC 15 Survival check on an overcast day. You can judge the distance traveled in a day with a DC 20 Survival check. Together, these abilities provide a +5 trait bonus on Survival checks to avoid getting lost.
+
Living on the other side of the mountains from the Nippon Territories, their land is a desert in constant rain shadow behind the tall peaks, with life along the coast and along seasonal mountain streams. Q'drans dominate trade to and around the Celestial empire, and their caravans bring highly valued wares.
  
'''Pillars of Fire (Racial):''' Your fire spells get a +1 trait bonus on saving throw DC.
+
Q'drans are survivors of the [[Suel (Greyhawk)|Suel]] houses that fled west long before the rain of colorless fire. Like the Suel who fled to the east before the apocalypse, the Q'drans also absorbed many Suel refugees from the apocalypse. They share the Suel racial superiority, but express it by exploiting their neighbors in trade and raids, not as empire builders. They have kept much of their ancient heritage as heirlooms, secret lore, or in hidden locations in the wastelands.
 
 
'''Water Discipline (Racial)''': You consume only half as much water as a normal human when traveling.
 
 
 
'''Waters of Life (Racial):''' You have toughened yourself eating various desert plants; you gain a +2 trait bonus on Survival checks to forage in desert terrain, and a +2 trait bonus on fortitude saves against poison.
 
  
 
== Zindian==
 
== Zindian==
 
Living in the intensely magical land of Zindia, these people are frail of body but great in spirit. They are similar to pathfinder's Vuldrans.
 
Living in the intensely magical land of Zindia, these people are frail of body but great in spirit. They are similar to pathfinder's Vuldrans.
 +
 +
'''Strong abilities:''' Intelligence, Wisdom, Charisma.
  
 
'''Languages:''' Zindian, Common.
 
'''Languages:''' Zindian, Common.
  
'''Animal Karma:''' You have a karmic link to a certain animal, and get a +5 trait bonus on Handle Animal, Ride, and Wild Empathy checks against one specific type of animal.
+
=== Animal Karma (Racial)===
 
+
You have a karmic link to a certain animal, and get a +5 trait bonus on Handle Animal, Ride, and Wild Empathy checks against that specific type of animal.
'''Low Caste (Racial):''' You gain a +2 trait bonus on any one skill. Your must have a favored class that has less than full base attack bonus, that does not cast spells, and that has the selected skill as a class skill. Regardless, you can always pick this trait if you have Rogue as a favored class, and if so, the selected skill becomes a class skill for you.
 
  
'''Mystic Caste (Racial):''' You gain a +2 trait bonus on concentration checks for the spells of your favored class. Your favored class must be a spellcasting class.
+
=== Low Caste (Racial) ===
 +
You gain a +2 trait bonus on any one skill. Your class at level 1 must be one that has less than full base attack bonus, that does not cast spells, and that has the selected skill as a class skill. If you have Rogue as your level 1 class the selected skill '''becomes''' a class skill for you.
  
'''Past Life:''' Once per day you can make a Knowledge roll with a +5 trait bonus.
+
=== Mystic Caste (Racial) ===
 +
You gain a +1 trait bonus on concentration checks. Your class at level 1 must be a spellcasting class.
  
'''Warrior Caste (Racial):''' You gain a +1 trait bonus to CMB and CMD. You must have a favored class with a base attack progression of +1 per level.
+
=== Past Life (Racial) ===
 +
Once per day you can make a Knowledge roll with a +5 trait bonus.
  
<!-- Categories -->
+
=== Warrior Caste (Racial) ===
 +
You gain a +1 trait bonus to CMB and CMD. Your class at level 1 must be one with a base attack progression of +1 per level.

Latest revision as of 20:32, 14 April 2019

GreyhawkGreyhawk Arms

There are other human races in the World of Greyhawk, living in the main outside Flanaess.

Common in all these race descriptions should be read as whatever language is dominant in the campaign. If the campaign takes place in a race's home region, common is the same as that race's home language, and is replaced with one free trait.

If the campaign takes place in Nippon, common means Nipponese, and Nippon characters start with only one language but one extra trait.

Celestial

Celestials think they live at the center of the world in a land dominated by dragons and Asimaar. Similar to historical China of the late imperial period; unified but ruled by a highly corrupt hierarchy. In theory they are all part of the heavenly bureaucracy.

Strong abilities: Constitution, Wisdom, Intelligence.

Languages: Celestial, Common. Celestial is also the language of good outsiders.

Ancestral Teacher (Racial)

Pick any one spell - you need not be able to cast this spell when you take this trait. You get a +2 trait bonus to save DC with this specific spell.

Landlocked (Racial)

You are nigh unbeatable when your feet are on the ground. You get a +2 trait bonus to CMD when standing on the ground, and a -2 CMD penalty when not (on a deck, flying, swimming, climbing, riding and so on).

Master of Bamboo (Racial)

You can use a full-round action with bamboo to create what would normally take on hour to craft using Craft (carpentry), but such creations only last for an hour.

Spunky (Racial)

You have an indomitable spunkiness and never quit trying. Add a +1 trait bonus on reflex saving throws.

Superior Man (Racial)

You are educated, gain a +1 trait bonus to Knowledge (all varieties).

Chakji

These are the arctic peoples living near Flanaess.

Strong abilities: Dexterity, Constitution, Wisdom.

Languages: Chakji, Common.

Light Thread (Racial)

When you are about to trigger a pitfall or fall trough thin ice or snow, you receive an additional Perception or Survival check (as appropriate) to spot the danger just before you fall to it.

Mammoth Master (Racial)

You have experience trapping and training large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. You gain a +4 trait bonus on Handle Animal checks related to these creatures.

Snow Lord (Racial)

You get a +2 trait bonus on Acrobatics and Survival checks in arctic conditions, and one of these skills becomes a class skill for you.

Storm Sense (Racial)

You get a +5 trait bonus to Survival checks to predict weather.

Strong Arm (Racial)

When you use a throwing weapon, you receive no range penalties at up to two range increments, and take the normal penalty for each range increment beyond that. Your maximum range for throwing weapons is six range increments.

Nipponese

Coming from a land ruled by half dragons, the Nipponese do all in their power to live up to their demanding masters. They are culturally similar to Japanese of the shogunate era.

Strong abilities: Dexterity, Constitution, Intelligence.

Languages: Nipponese, Common.

Harmonious Karma (Racial)

Select one Craft or Profession skill. You gain a +2 trait bonus to this skill.

Respectable (Racial)

As a honorable Nipponese, you gain a +2 trait bonus on Diplomacy checks against non-chaotic creatures, as long as you remain Lawful in alignment

Second Sight (Racial)

Once per day as a Standard action you can see invisible for one round.

Sword Sage (Racial)

You are a lesser noble with scholarly interests. Select an area of the Knowledge skill. You gain a +1 trait bonus to this skill, and it is a class skill for you. You are also proficient with the katana and wakizashi as martial weapons (the katana is used in two hands as a martial weapon).

Zen Craftsman (Racial)

Select one item creation feat and one Craft skill. You can use the selected skill and feat together to create magic items with a caster level equal to your level. Unless you are a spellcaster, or work with one, you will usually take crafting penalties because you lack spell prerequisites.

Osirian

Native to distant Erypt, these bronze-colored people have an ancient civilization.

Strong abilities: Constitution, Intelligence, Wisdom.

Languages: Osirian, Common.

Eryptian Amulet (Racial)

You have an amulet that provides you with a +1 trait bonus on one type of saving throws. A scarab (sacred to Ra) provides a +1 trait bonus on Fortitude saves, a feline amulet (sacred to Bast) provides a +1 bonus on Reflex saves, and a water lily amulet (sacred to Nefertem) provides a +1 trait bonus on Will saves. If you lose or replace your amulet, it takes a week before a new amulet gains power. The amulet can be worn in the head (headband), neck, wrist, or foot (anklet) slot and can be enchanted with a resistance bonus to further enhance all kinds of saving throws.

Eryptian Geometry (Racial)

You gain a +2 trait bonus on Knowledge (geography) and this skill becomes a class skill for you.

Eryptian Scribe (Racial)

You gain a +1 trait bonus to Linguistics and to the scroll's caster level when using magic scrolls.

Mudfoot (Racial)

You ignore difficult terrain caused by mud or water up to 3 ft. deep. This is a trait bonus.

Porter (Racial)

You carry and pull weight as if your Strength was 2 points higher than it actually is. This is a trait bonus.

External Links

Paynims

Originally from the far west, these people moved into the Flanaess after the invoked devastation, and today dominate among the Tiger and Wolf nomads and on the Plains of the Paynims. They are tribal nomads riding in wagons and on small horses of great endurance. They are famous illusionists.

Branches live in The Barrens and Ull. The Uli of Ull are demon worshippers and look down on all other folk, including other Paynim, while the Rovers of the Barrens are in turn looked down upon for mixing with the Flan and not all being riders.

Strong abilities: Dexterity, Constitution, Wisdom.

Languages: Ordai, Uli, Common.

Abyssal Companion (Racial)

Uli only.

You speak Abyssal. If you have an animal companion, eidolon, or familiar any damage it inflicts with natural weapons counts as evil and chaotic to overcome damage resistance. You cannot use this trait if you are of good or lawful alignment.

Blood Link (Racial)

As a full-round action for you (your mount can still act and move normally), you can suck the blood of your mount to nourish yourself. You regain a number of hit points equal to your character level and count as having eaten a full meal including drink. Your mount takes 2 points of Constitution damage.

Headstrong (Racial)

You gain a +1 trait bonus on saving throws against abilities used by demons and other chaotic or evil outsiders and fiendish creatures.

Horse Nomad (Racial)

Tiger and Wold nomads only.

You have a very strong bond with horses. Any horse you ride gains a +4 trait bonus on Constitution checks and temporary hit points equal to your Ride skill bonus. A particular horse can only gain these temporary hit points once per day.

Mounted Skirmisher (Racial)

Not available to Uli.

When mounted, your mount can take an additional move just after your turn has ended. This movement triggers attacks of opportunity as normal.

Ride Like a Demon (Racial)

Uli only.

Once per round as a swift action you can inflict one point of Constitution damage on your mount to make the mount take an additional move.

Spirit Animals (Racial)

Rovers only.

Animals you summon using summon monster or summon nature's ally spells have an intelligence of at least 3 and understand Ordai, enabling you to give more complex commands to them.

Tainted Summoner (Racial)

Uli only.

You speak Abyssal. Any creature you summon using summon monster or summon nature's ally spells are of evil alignment and the damage they inflict with natural attacks counts as evil to overcome damage resistance. All your summon spells are evil spells and you cannot summon good creatures.

Totem Warrior (Racial)

Not available to Uli.

Select a totem animal. As long as you wear clothes made from this animal, you gain a +2 trait bonus on one skill. Here is a selection of totem animals and the skills they are associated with to the Paynims.

  • Bovines: Survival
  • Deer: Bluff
  • Dog: Handle Animal
  • Eagle: Diplomacy
  • Fox: Stealth
  • Hawk: Perception
  • Lynx: Acrobatics
  • Snake: Heal
  • Tiger: Intimidate
  • Wolf: Ride

Wain Woman (Racial)

Tiger and Wold nomads only.

When riding in a wagon or on a mount that is part of a caravan, you can perform a full day's work on some Craft or with enchanting, as long as you do not actually direct the mount or wagon yourself. This trait is most common and honorable among women, and even men who take it are sometimes scornfully called "wain women".

Tuov

The black warriors of Hepmonaland are proud and accomplished. The Tuov is actually only one of many human cultures in Hepmonaland, but it is the one outsiders most frequently encounter.

Strong abilities: Strength, Constitution, Charisma.

Languages: Tuov and either Polygot or Common.

Endurance Hunter (Racial)

You gain a +4 trait bonus on Constitution checks made to avoid nonlethal damage from a forced march.

Iron Lion (Racial)

You gain a +1 damage bonus with unarmed strikes and gauntlets. If eastern weapons are in use in the campaign, this bonus also applies to Tekko-Kagi and iron claws (see below(). You gain proficiency in Tekko-Kagi and iron claws, a variant gauntlet with sharp blades extending between the fingers. This does slashing damage but is otherwise identical to the gauntlet.

Long Legs

Increase your base land speed by 5 ft. You must be taller than average. If you begin play with this trait and determine length randomly, one of your dice for length automatically scores the maximum possible result.

Native (Racial)

Select one terrain from the ranger's list of possible favored terrains. You are native to this terrain and gain a +2 trait bonus on Stealth and Survival checks in this terrain.

Shielded (Racial)

You gain proficiency with either the light shield and heavy shield, or with the tower shield. You must be proficient with heavy shield to select tower shield.

Wrang

A nation largely occupied by Nippon and the Celestial Empire, the Wrang have a strong national identity of their own. Sadly, their heroes tend to be tragic figures hounded by angst and fate.

Strong abilities: Dexterity, Intelligence, Charisma.

Languages: Wrang, Common.

Fated Mate (Racial)

You gain a +2 trait bonus on Diplomacy checks. Select one situation - normally when someone of the opposite gender sees you naked. When this situation happens, you are convinced that you are to be this person's mate and direct all your actions to make this become true.

Shining One (Racial)

As long as you are of a chaotic alignment you gain a +2 trait bonus on Diplomacy checks against non-lawful creatures.

Supreme Effort (Racial)

Once per day, you can take 2 Constitution damage to reroll any single d20 check you just failed at. You must take the second result, even if it is worse.

Wrang Exile (Racial)

You have been forced to live away from your home and childhood friends. You gain a +1 trait bonus to Intimidate and Survival, and one of these skills becomes a class skill for you.

Wrang-Do (Racial)

You gain a +1 trait bonus to Heal checks and to the save DC against your Stunning Fist attacks. Heal is a class skill for you.

Q'drans

Qudrans are Suel.

Living on the other side of the mountains from the Nippon Territories, their land is a desert in constant rain shadow behind the tall peaks, with life along the coast and along seasonal mountain streams. Q'drans dominate trade to and around the Celestial empire, and their caravans bring highly valued wares.

Q'drans are survivors of the Suel houses that fled west long before the rain of colorless fire. Like the Suel who fled to the east before the apocalypse, the Q'drans also absorbed many Suel refugees from the apocalypse. They share the Suel racial superiority, but express it by exploiting their neighbors in trade and raids, not as empire builders. They have kept much of their ancient heritage as heirlooms, secret lore, or in hidden locations in the wastelands.

Zindian

Living in the intensely magical land of Zindia, these people are frail of body but great in spirit. They are similar to pathfinder's Vuldrans.

Strong abilities: Intelligence, Wisdom, Charisma.

Languages: Zindian, Common.

Animal Karma (Racial)

You have a karmic link to a certain animal, and get a +5 trait bonus on Handle Animal, Ride, and Wild Empathy checks against that specific type of animal.

Low Caste (Racial)

You gain a +2 trait bonus on any one skill. Your class at level 1 must be one that has less than full base attack bonus, that does not cast spells, and that has the selected skill as a class skill. If you have Rogue as your level 1 class the selected skill becomes a class skill for you.

Mystic Caste (Racial)

You gain a +1 trait bonus on concentration checks. Your class at level 1 must be a spellcasting class.

Past Life (Racial)

Once per day you can make a Knowledge roll with a +5 trait bonus.

Warrior Caste (Racial)

You gain a +1 trait bonus to CMB and CMD. Your class at level 1 must be one with a base attack progression of +1 per level.