Other Humans (Greyhawk)

From Action
Revision as of 20:32, 14 April 2019 by Starfox (talk | contribs) (Paynims & Ull merged)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
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 place 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 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 as 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: Constitution, Intelligence, Wisdom.

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 (sacred to Bast) provides a +1 bonus on Reflex saves, and a water lily amulet (sacred to Nefertem) provides a +1 trait 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 and can be enchanted with a resistance bonus to further enhance all kinds of saving throws.

Eryptian Geometry (Racial)

You gain a +2 trait bonus on Knowledge (geography) and this skill becomes a class skill for you.

Eryptian Scribe (Racial)

You gain a +1 trait bonus to Linguistics and to the scroll's caster level when using magic 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.

External Links

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. They are famous illusionists.

Branches live in The Barrens and Ull. The Uli of Ull are demon worshippers and look down on all other folk, including other Paynim, while the Rovers of the Barrens are in turn looked down upon for mixing with the Flan and not all being riders.

Strong abilities: Dexterity, Constitution, Wisdom.

Languages: Ordai, Uli, Common.

Abyssal Companion (Racial)

Uli only.

You speak Abyssal. If you have an animal companion, eidolon, or familiar any damage it inflicts with natural weapons counts as evil and chaotic to overcome damage resistance. You cannot use this trait if you are of good or lawful 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.

Horse Nomad (Racial)

Tiger and Wold nomads only.

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)

Not available to Uli.

When mounted, your mount can take an additional move just after your turn has ended. This movement triggers attacks of opportunity as normal.

Ride Like a Demon (Racial)

Uli only.

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.

Spirit Animals (Racial)

Rovers only.

Animals you summon using summon monster or summon nature's ally spells have an intelligence of at least 3 and understand Ordai, enabling you to give more complex commands to them.

Tainted Summoner (Racial)

Uli only.

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.

Totem Warrior (Racial)

Not available to Uli.

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: Heal
  • Tiger: Intimidate
  • Wolf: Ride

Wain Woman (Racial)

Tiger and Wold nomads only.

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 and either Polygot or 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 gauntlets. If eastern weapons are in use in the campaign, this bonus also applies to Tekko-Kagi and iron claws (see below(). You gain proficiency in Tekko-Kagi and iron claws, a variant gauntlet with sharp blades extending between the fingers. This does slashing damage but is otherwise identical to the gauntlet.

Long Legs

Increase your base land speed by 5 ft. You must be taller than average. If you begin play with this trait and determine length randomly, one of your dice for length automatically scores the maximum possible result.

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.

Shielded (Racial)

You gain proficiency with either the light shield and heavy shield, or with the tower shield. You must be proficient with heavy shield to select tower shield.

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 Mate (Racial)

You gain a +2 trait bonus on Diplomacy checks. 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.

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

Q'drans

Qudrans are Suel.

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. Q'drans dominate trade to and around the Celestial empire, and their caravans bring highly valued wares.

Q'drans are survivors of the Suel houses that fled west long before the rain of colorless fire. Like the Suel who fled to the east before the apocalypse, the Q'drans also absorbed many Suel refugees from the apocalypse. They share the Suel racial superiority, but express it by exploiting their neighbors in trade and raids, not as empire builders. They have kept much of their ancient heritage as heirlooms, secret lore, or in hidden locations in the wastelands.

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 (Racial)

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 class at level 1 must be one that has less than full base attack bonus, that does not cast spells, and that has the selected skill as a class skill. If you have Rogue as your level 1 class the selected skill becomes a class skill for you.

Mystic Caste (Racial)

You gain a +1 trait bonus on concentration checks. Your class at level 1 must be a spellcasting class.

Past Life (Racial)

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. Your class at level 1 must be one with a base attack progression of +1 per level.