Difference between revisions of "Other Humans (Greyhawk)"

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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.
  

Revision as of 00:03, 29 August 2012

Greyhawk (Action)Greyhawk 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 palce 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 caster level and 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 an 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: Strength, Wisdom, Charisma.

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 (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.

Eryptian Geometry (Racial): You gain a +2 trait bonus on Knowledge (geography).

Eryptian Scribe (Racial): You gain a +2 trait bonus caster level when using and scribing scrolls and a +2 trait bonus to Craft (Calligraphy), Spellcraft, and Use Magic Device checks relating to 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.

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.

Strong abilities: Dexterity, Constitution, Wisdom.

Languages: Ordai, Common.

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.

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.

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): 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: Medicine
  • Tiger: Intimidate
  • 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.

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, 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 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.

Strong abilities: Strength, Dexterity, Charisma.

Languages: Ulagha, Common.

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.

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.

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.

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

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 (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.

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 Medicine checks and to the save DC against your Stunning Fist attacks. Medicine is a class skill for you.

Qudrans

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.

Strong abilities: Constitution, Dexterity, Charisma

Languages: Qudran, Common.

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.

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.

Pillars of Fire (Racial): Your fire spells get a +1 trait bonus on saving throw DC.

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

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: 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.

Past Life: 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. You must have a favored class with a base attack progression of +1 per level.