Difference between revisions of "Olman Traits (Apath)"

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You have an affinity for one of the ancient warrior totems of the Olman.
 
You have an affinity for one of the ancient warrior totems of the Olman.
  
'''Benefit:''' When you take a critical hit or enter a rage, something bestial comes over you. You take on an animalistic appearance, retaining your normal form and attributes but distorting your normal human features to be like a jaguar, eagle or other predator native to Olman lands. For the rest of the fight you gain DR 2/Iron. This is overcome by normal iron or steel, like most normal melee weapons are made from, but still protects against wooden weapons like the club and against natural attacks. This DR stacks with barbarian damage reduction.
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'''Benefit:''' Once per day as a swift action you can enter a sacred rage, letting something bestial come over you. You take on an animalistic appearance, retaining your normal form and attributes but distorting your normal human features to be like a jaguar, eagle or other predator native to Olman lands. For the rest of the fight you gain DR 2/Iron. This is overcome by normal iron or steel, like most normal melee weapons are made from, but still protects against wooden weapons like the club and against natural attacks. This DR stacks with barbarian damage reduction.
  
 
=== Giver of Blood ===
 
=== Giver of Blood ===

Revision as of 12:19, 29 August 2012

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Unofficial rules compendium

Animal Aspect

You have an affinity for one of the ancient warrior totems of the Olman.

Benefit: Once per day as a swift action you can enter a sacred rage, letting something bestial come over you. You take on an animalistic appearance, retaining your normal form and attributes but distorting your normal human features to be like a jaguar, eagle or other predator native to Olman lands. For the rest of the fight you gain DR 2/Iron. This is overcome by normal iron or steel, like most normal melee weapons are made from, but still protects against wooden weapons like the club and against natural attacks. This DR stacks with barbarian damage reduction.

Giver of Blood

Lawful and even good Olman can worship deities of chaos and evil, accepting the burden of placating these evil powers for the benefit of the people.

Benefit: If you worship an evil or chaotic deity, you can ignore all alignment restrictions based on class or patron deity. Performing the required functions of your position in a cult does not change you alignment, as long as you perform them piously and without excess. Nor does casting aligned spells affect your alignment, but the results of such spells can affect your alignment as normal. If you worship a patron of an alignment different from yours, base all alignment-derived powers of your class (channel energy, casting aligned spells and so on) on your patron's alignment.

Jungle Tribesman

You are a member of one of the Olman tribes that succeeded the Olman empire and prosper in the jungle wilderness.

Benefit: You gain a +2 trait bonus on initiative checks and Perception, Stealth, and Survival skill checks when you are in jungle terrain. When traveling through jungle you leave no trail and cannot be tracked (though you may leave a trail if you so choose).

Olman Throwback

You belong to a group of Olman who have been assimilated by invaders or colonists, and live as a client people in their societies, but your heritage is still alive inside you.

Benefit: You have a suppressed affinity for the faith and practices of the old Olman. Select one class from this list: Barbarian, Oracle (for an Olman deity), Sorcerer, Witch. This class is a favored class for you (in addition to your normal favored class).

Native Guide

You have become a guide for explorers from faraway lands.

Benefit: Select one skill from this list: Knowledge (local), Knowledge (geography), Survival. The selected skill is a class skill for you, and you get a +1 trait bonus to checks using this skill.