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{{BreadCrumbs|[[Character Creation]]}}{{TOC}}{{#gmsection:5 RP}}
Back to [[Character Creation|Character Creation Overview]]
 
  
{{ColCard|Avi|A protectorate of Kalisa, renowned by its great sages and peculiar interpretation of the Faith of Light.
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= Basic Cultures =
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{{ColCard|Cosmopolitan|
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The bustling cities of the world are crossroads of trade. Citydwellers are a experienced, sometimes jaded lot and they tend to pick up a little of everything.
  
* +2 Will saving throw
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* '''Streetwise:''' Citydwellers gain a +2 racial bonus on all Knowledge(local) checks.
* +2 Craft(any)
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* '''Educated:''' Citydwellers gain an additional skill rank at first level and one additional rank whenever they gain a level.
* Diplomacy and all Knowledge skills are considered class skills
 
  
'''Culture Classes:''' [[Hekaton]], [[Paladin]] and [[Sage]]}}
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'''Languages:''' Common, any one modern, civilized language}}
  
{{ColCard|Birwa|A jungle nation split between the noble houses of Dragonward and the barbarian tribes of the jungles.
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{{ColCard|Rural|
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Out in the country, far from the cities, life generally takes a slower pace, focused on the local community and traversal of the seasons. That is when monsters or bandits don't come by to take advantage of a supposedly easy target.
  
* +2 Survival, +2 Knowledge(nature)
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* '''Healthy Living:'''  Ruraldwellers gain a +2 bonus on Fortitude saves against disease and poison, including magical diseases.
* You gain the ability to make one additional attack of opportunity each round.
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* '''Working the Land:''' Ruraldwellers gain a +2 racial bonus on all Handle Animal and Profession(farming) checks.
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* '''Self-sufficient:''' Ruraldwellers choose one appropriate Craft skill, and gain a +2 racial bonus to skill checks with that skill.
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* '''Militia Training:''' Ruraldwellers gain the [[Equipment Sphere#Peasant Training|Peasant Training]] Equipment talent.
  
'''Culture Classes:''' [[Assassin]], [[Hunter]] and [[Necromancer]]}}
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'''Languages:''' Common}}
  
{{ColCard|Dandras|An island magocracy, where you either belong to the scheming, magic-using upper class or the downtrodden masses.
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{{ColCard|Outlander|
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Some people live on the edges of the empire; hunters, woodcutters, homesteaders, learning to live on the bounty provided by the forests and forced to see to their own protection against the many creatures that stalk the wilderness.
  
* +2 Arcana, +2 Streetwise
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* '''Durable:''' Outlanders gain the [[Endurance]] feat.
* Once per day you can roll twice when making a Bluff or Diplomacy check and take the better roll.
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* '''Survivor:''' Outlanders gain a +2 racial bonus on all Climb, Perception, Survival and Swim checks.
  
'''Culture Classes:''' [[Incanter]], [[Scholar]] and [[Striker]]}}
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'''Languages:''' Common, the language of one barbarian tribe or monster group that lived in your region}}
  
{{ColCard|Duane Autocracy|A disciplined, military mountain nation known for its highly skilled and unbreakable mercenaries.
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= Advanced Cultures =
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{{ColCard|Dwarven Holds|
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You come from one of the Dwarven Holds that remain of the [[Mordark Empire]]. You've been trained in the ancient smithing and stonework arts of your ancestors, and the warfare to protect them.
  
* You gain a +1 trait bonus to your CMB
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* '''Craftsman:''' Holddwellers gain a +2 racial bonus on all Craft and Profession checks on stone and metal items.
* You gain +1 hit point each character level
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* '''Eye for Value:''' Holddwellers gain a +2 racial bonus on Appraise to determine the price of non-magical goods that contain precious metals or gemstones and Spellcraft checks to identify magical items.
* Gain Light Armor Proficiency as a bonus feat. If your class gives you Light Armor Proficiency, you get Medium Armor Proficiency. If your class gives you Medium Armor Proficiency you may choose any Combat feat for which you meet the prerequisites.
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* '''Stonecunning:''' Holddwellers gain  a +2 racial bonus on active Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
* +2 Knowledge(war), +2 Profession(soldier)
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* '''Dwarven Heritage:''' Holddwellers gain the {{link|Equipment Sphere|Dwarven  Heritage}} Equipment talent.
  
'''Culture Classes:''' [[Healer]], [[Officer]]}}
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'''Languages:''' Common, Mordark}}
  
{{ColCard|Hilkar Tribe|Mountain barbarians almost driven to extinction by the kingdom Luther, the Hilkar has survived thanks to their powers of shape-changing and illusion.
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{{ColCard|Elven Enclave|
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You come from one of the enclaves scattered across the world, where the elves still live and rule. You may not subscribe to the elven tenets of racial superiority, but you have still received the grueling training that comes with them.
  
* Gain Endurance as a bonus Feat
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* '''Elven Magic:''' Enclavers receive a +2 racial bonus on caster level checks made to overcome spell resistance.
* +2 Survival, +2 Perform or any artistic Craft skill
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* '''Eye for Magic:''' Enclavers receive a +2 racial bonus on Spellcraft skill checks made to identify spells being cast and to identify the properties of magic items.
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* '''Weapon Training:''' Enclavers gain the {{link|Equipment Sphere|Elvish Heritage}} Equipment talent.
  
'''Culture Classes:''' [[Illusionist]], [[Shifter]]}}
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'''Languages:''' Common, Leysol}}
  
{{ColCard|Kalisa|A religious nation with a strong core of justice, currently suffering under a squabbling nobility and attacks from Luther.
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{{ColCard|Halfling Caravaner|
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You are oppressed in your homeland, and you are not welcome in the towns and cities of the empire. And so you keep moving, traveling with your kin from place to place whether in a wagon-train or by river on a small fleet of barges.
  
* +2 Diplomacy, +2 Knowledge(religion)
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* '''Fearless:''' Caravaners receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
* +2 Will saving throw
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* '''Fleet-Footed:''' Caravaners receive Run as a bonus feat and a +2 racial bonus on initiative checks.
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* '''Multi-cultured:''' Caravaners receive a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
  
'''Culture Classes:''' [[Creationist]], [[Paladin]], [[Priest]]}}
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'''Languages:''' Common, Shiel}}
  
{{ColCard|Kingdoms of Koyana|A collection of small picturesque kingdoms of knights and serfs ruled by fair and just rulers.
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{{ColCard|Shiel Highlander|
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You come from one of the communities of halflings living high in the Shiel highlands, living as independently as you can from the imperium, and occasionally rising up against your unjust masters.
  
* Toughness as bonus feat
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* '''Ambusher:''' Highlanders gain a +1 racial bonus on Stealth checks, and Stealth is always a class skill for them. This trait bonus increases to +2 in hilly or rocky areas.
* You gain a +1 trait bonus to your CMB and whenever you attempt a combat maneuver and fail, you gain a +2 trait bonus on your next combat maneuver check with that same combat maneuver as long as you attempt it before the end of your next turn.
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* '''Fit:''' Highlanders gain a +2 racial bonus on all Athletics checks.
* +2 Profession(farmer)
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* '''Slinger:''' Highlanders gain the [[Equipment Sphere#Sling Combatant|Sling Combatant]] Equipment talent.
  
'''Culture Classes:''' [[Commander]], [[Oracle]], [[Scholar]]}}
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'''Languages:''' Common, Shiel}}
 
 
{{ColCard|Lara|Far to the south, best known for its traveling entertainers and merchants of exotic goods.
 
 
 
* +2 Perform, +2 Profession(Merchant)
 
* Diplomacy and Streetwise are always class skills
 
 
 
'''Culture Classes:''' [[Bard]], [[Cartomancer]], [[Swashbuckler]] }}
 
 
 
{{ColCard|Kingdom of Luther|An expansionist frostbound kingdom to the north, engaged in the drawn-out conquest of Kalisa.
 
 
 
* +2 Athletics, +2 Craft (armor, metalcrafting or weapons)
 
* You gain +1 hit point each character level
 
* Cold resistance 3
 
 
 
'''Culture Classes:''' [[Frostmage]], [[Scholar]], [[Sentinel]]}}
 
 
 
{{#gmsection:
 
{{ColCard|Deelon Mystics|Speakers to the dead who live in a mountain valley high in the World’s Spine.}}
 
 
 
{{ColCard|Islander|The merchantile island nation of Shuras, or the far islands of the eastern ocean.}}
 
 
 
{{ColCard|Jamal|An upstart nation, currently being squeezed on both sides by Vaterin and Tsamrist.}}
 
 
 
{{ColCard|The Keenan Horde|A nation of former steppe riders which has replaced that lifestyle for that of settled rulers.}}
 
 
 
{{ColCard|Luceran|A southern coast-bound nation with demon summoners, towering war totems and port cities.}}
 
 
 
{{ColCard|Kingdom of Merwan|A kingdom driven underground by Vaterin, and now living in mountain halls carved by the nations stoneshapers.}}
 
 
 
{{ColCard|Quansha|A republic renowned for its just laws, hard-working people, and deadly Quansha steel.}}
 
 
 
{{ColCard|Shakina|An insular mountain nation closed to the outside world, but threatened by the approach of the kingdom of Vaterin.}}
 
 
 
{{ColCard|Suran|A necrocracy where the undead are used for labor and war, and long dead mages rule the nation.
 
 
 
* +2 Fortitude saving throw
 
* +2 racial bonus on saving throws against disease and mind-affecting effects
 
* take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws
 
* +4 Knowledge(undead)}}
 
 
 
{{ColCard|Tsamrist Oligarchy|A far-eastern  oligarchy with dark magics and a stranglehold of trade in the northern sea.}}
 
 
 
{{ColCard|Kingdom of Vaterin|A fierce, militaristic and merciless kingdom, currently engaged in a war of conquest to the east.}}
 
 
 
{{ColCard|Zoran|A mountain commune marked by its adherence to balance and many mountain monasteries.}}
 
}}
 

Latest revision as of 07:25, 3 July 2021

Main > Character Creation > Cultures

Basic Cultures

Cosmopolitan

The bustling cities of the world are crossroads of trade. Citydwellers are a experienced, sometimes jaded lot and they tend to pick up a little of everything.

  • Streetwise: Citydwellers gain a +2 racial bonus on all Knowledge(local) checks.
  • Educated: Citydwellers gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Common, any one modern, civilized language

Rural

Out in the country, far from the cities, life generally takes a slower pace, focused on the local community and traversal of the seasons. That is when monsters or bandits don't come by to take advantage of a supposedly easy target.

  • Healthy Living: Ruraldwellers gain a +2 bonus on Fortitude saves against disease and poison, including magical diseases.
  • Working the Land: Ruraldwellers gain a +2 racial bonus on all Handle Animal and Profession(farming) checks.
  • Self-sufficient: Ruraldwellers choose one appropriate Craft skill, and gain a +2 racial bonus to skill checks with that skill.
  • Militia Training: Ruraldwellers gain the Peasant Training Equipment talent.

Languages: Common

Outlander

Some people live on the edges of the empire; hunters, woodcutters, homesteaders, learning to live on the bounty provided by the forests and forced to see to their own protection against the many creatures that stalk the wilderness.

  • Durable: Outlanders gain the Endurance feat.
  • Survivor: Outlanders gain a +2 racial bonus on all Climb, Perception, Survival and Swim checks.

Languages: Common, the language of one barbarian tribe or monster group that lived in your region

Advanced Cultures

Dwarven Holds

You come from one of the Dwarven Holds that remain of the Mordark Empire. You've been trained in the ancient smithing and stonework arts of your ancestors, and the warfare to protect them.

  • Craftsman: Holddwellers gain a +2 racial bonus on all Craft and Profession checks on stone and metal items.
  • Eye for Value: Holddwellers gain a +2 racial bonus on Appraise to determine the price of non-magical goods that contain precious metals or gemstones and Spellcraft checks to identify magical items.
  • Stonecunning: Holddwellers gain a +2 racial bonus on active Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
  • Dwarven Heritage: Holddwellers gain the Dwarven Heritage Equipment talent.

Languages: Common, Mordark

Elven Enclave

You come from one of the enclaves scattered across the world, where the elves still live and rule. You may not subscribe to the elven tenets of racial superiority, but you have still received the grueling training that comes with them.

  • Elven Magic: Enclavers receive a +2 racial bonus on caster level checks made to overcome spell resistance.
  • Eye for Magic: Enclavers receive a +2 racial bonus on Spellcraft skill checks made to identify spells being cast and to identify the properties of magic items.
  • Weapon Training: Enclavers gain the Elvish Heritage Equipment talent.

Languages: Common, Leysol

Halfling Caravaner

You are oppressed in your homeland, and you are not welcome in the towns and cities of the empire. And so you keep moving, traveling with your kin from place to place whether in a wagon-train or by river on a small fleet of barges.

  • Fearless: Caravaners receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Fleet-Footed: Caravaners receive Run as a bonus feat and a +2 racial bonus on initiative checks.
  • Multi-cultured: Caravaners receive a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Languages: Common, Shiel

Shiel Highlander

You come from one of the communities of halflings living high in the Shiel highlands, living as independently as you can from the imperium, and occasionally rising up against your unjust masters.

  • Ambusher: Highlanders gain a +1 racial bonus on Stealth checks, and Stealth is always a class skill for them. This trait bonus increases to +2 in hilly or rocky areas.
  • Fit: Highlanders gain a +2 racial bonus on all Athletics checks.
  • Slinger: Highlanders gain the Sling Combatant Equipment talent.

Languages: Common, Shiel