Other Humans (Greyhawk)

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

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

The remotest human people known, Celestials 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.

  • 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 two feet are on land. 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 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, and Know (all varieties) is a class skill for you.

Chakji

These are the arctic peoples living near Flaness.

Languages: Chakji, Common.

Endure Cold (Racial): Most chakji rely on skill, clothing, and equipment to survive the cold, but some are blessed by the wendigo and can endure very low temperatures unprotected. You gain the benefits of endure elements, but only with respect to cold.

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.

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 godlings, the Nipponese do all in their power to live up to their demanding masters. They are similar to Pathfinder's Minkai.

  • Languages: Nipponese, Common.

Buke (Regional): As a honorable Nippon noble, you gaim a +2 trait bonus on Diplomacy agaimst non-chaotic creatures, as long as you remain Lawful in alignement

Harmonious Karma (Regional): Select one Craft or Profession skill. You gain a +2 trait bonus to this skill.

Second Sight (Regional): Once per day as a Standard action you can see invisible for one round.

Sword Sage (Regional): You are a lesser noble with scolarly interests. Knowledge is a class skill for you, and you are proficient with the katana and wakizashi an martial weapons (katana in two hands).

Zen Craftsman (Regional): Select one item creation feat and one Craft skill. You can use the selected skill and feat to create magic items with a caster level equal to your level.

Osirians

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

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

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.

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).

Paynims

Originally from the far west, these people moved into the Flaness after the invoked devastation, and today dominate among the Tiger and Wolf nomads.

  • Languages: Ordai, Common.

Tuov (Hepmonaland)

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

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 made of iron or steel.

Native (Regional): Select one terrain from the ranger's list of possible favored terrains. You 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 shieldto select tower shield.

Uli

A horse-folk separate from thew Baklunish and the Paynim. Today they live in Ull. They revere no gods, only demons and spirits.

Languages: Ulagha, Common.

Abyssal Companion (Racial): You speak Abyssal. If you have an animal companion, eidolon, or familiar any damage it inflicts counts as evil to overcome damage resistance.

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 against all abilities used by demons and other chaotic or evil outsiders.

Ride Like a Demon (Racial): Once per round as a swift action you can inflict 2 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 nature's ally spells counts as evil to overcome damage resistance.

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.

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-Do (Racial): You gain a +1 trait bonus to Medicine checks and to the save DC against your Stunning Fist attacks.

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.

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.

Languages: Zindian, Common.

Animal Karma: You have a karmic link to a certain animal, ang get a +5 trait bonus on Handle Animal, Ride, and Wild Empathy checks against one 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 Rogue as a favored class, and if you do, 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.