Difference between revisions of "Common (Greyhawk)"

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'''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.
 
'''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.
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=== Industrious ===
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You can specialize your craft skill and work very effectively there.
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'''Benefit''': Craft is a class skill for you. Select one kind of item, such as log swords or full plate. When crafting this particular item with the relevant skill, you get a +5 trait bonus to the relevant Craft skill
  
 
=== Mercenary ===
 
=== Mercenary ===
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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.
 
=== Industrious ===
 
You can improvise crafting skills to quickly adapt to changing conditions.
 
 
'''Benefit''': You can use your highest Craft skill at half your usual skill bonus with any other craft skill.
 

Revision as of 23:49, 21 June 2012

Greyhawk (Action)Greyhawk Arms

"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

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 there.

Benefit: Craft is a class skill for you. Select one kind of item, such as log swords or full plate. When crafting 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.