Difference between revisions of "Suel Traits (Apath)"
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You are a true child of the Suel heritage; strong-willed and arrogant. | You are a true child of the Suel heritage; strong-willed and arrogant. | ||
− | '''Benefit''': The DC of Bluff, Diplomacy and Intimidate checks against you are increased by 5. | + | '''Benefit''': The DC of Bluff, Diplomacy and Intimidate checks against you are increased by 5. This does not apply to feints in combat, nor does it help when you try to use Sense Motive to intercept secret messages or to understand when others are being bluffed. |
=== Civilized Survivor (Racial) === | === Civilized Survivor (Racial) === |
Revision as of 10:53, 5 September 2012
Unofficial rules compendium | |
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The Suel today are 3 distinct groups; the Fruz of the Thillonrian Peninsula, the renegades of the Bright Lands and Pearl Sea region who are closest to the ancient Suel and still called by that name, and the Qudran desert nomads of the far west.
Child of Empires (Racial)
You are a true child of the Suel heritage; strong-willed and arrogant.
Benefit: The DC of Bluff, Diplomacy and Intimidate checks against you are increased by 5. This does not apply to feints in combat, nor does it help when you try to use Sense Motive to intercept secret messages or to understand when others are being bluffed.
Civilized Survivor (Racial)
This is not available to the Fruz barbarians of the Thillonrian Peninsula.
You are a descendant of those who survived centuries of persecution by flight. You may have grown up a refuge in the wild, and learned some of its ways, but you value the lore of the ancient Suel more.
Benefit: You have Survival as a class skill and get a +1 trait bonus on Survival rolls. Draconic, elven, and giant are bonus languages to you, in addition to those gained from race and class.
Master of Seals (Racial)
You have inherited some of the power of those who forged the ancient binding seals for genies.
Benefit: You get a +2 trait bonus on all Charisma checks related to binding called creatures. You can pick the supernatural languages (Abyssal, Auram, Aquam, Celestial, Ignam, Infernal, Terram) as starting languages. See Linguistics for a description of these languages.
Rage Against Magic (Racial)
This is only available to the Fruz barbarians of the Thillonrian Peninsula and their offspring.
You carry the curse of the exiled northern houses of the Suel in your blood. Magic causes you intense pain, but this pain helps you resist magical influence.
Benefit: When you fail a Will saving throw against a spell or spell-like ability, you can choose to take hit point damage equal to the spell's level and be dazed for one round to immediately make a new saving throw. You can only gain one additional try at each such saving throw. If you use any spell or spell-like ability, you take one hit point of damage per level of the spell.
Secret Order (Racial)
The Suel relish secret orders and cabals, and you are a member of one of these secretive groups.
Benefit: You get a +2 trait bonus on Knowledge (local) checks and on Diplomacy checks to gather information.
Slave Driver (Racial)
You have experience with lesser racer, and know how to motivate them.
Benefit: You have Intimidate as a class skill and get a +1 trait bonus on Intimidate checks. You are proficient with the whip.