Difference between revisions of "Cultures"
From Titan's Teeth
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'''Culture Classes:''' [[Incanter]], [[Scholar]] and [[Striker]]}} | '''Culture Classes:''' [[Incanter]], [[Scholar]] and [[Striker]]}} | ||
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{{ColCard|Duane Autocracy|A disciplined, military mountain nation known for its highly skilled and unbreakable mercenaries. | {{ColCard|Duane Autocracy|A disciplined, military mountain nation known for its highly skilled and unbreakable mercenaries. | ||
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'''Culture Classes:''' [[Illusionist]], [[Shifter]]}} | '''Culture Classes:''' [[Illusionist]], [[Shifter]]}} | ||
− | {{ColCard| | + | {{ColCard|Kalisa|A religious nation with a strong core of justice, currently suffering under a squabbling nobility and attacks from Luther. |
+ | |||
+ | * +2 Diplomacy, +2 Knowledge(religion) | ||
+ | * +2 Will saving throw | ||
+ | |||
+ | '''Culture Classes:''' [[Creationist]], [[Paladin]], [[Priest]]}} | ||
+ | |||
+ | {{ColCard|Kingdoms of Koyana|A collection of small picturesque kingdoms of knights and serfs ruled by fair and just rulers. | ||
+ | |||
+ | * Toughness as bonus feat | ||
+ | * 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. | ||
+ | * +2 Profession(farmer) | ||
+ | |||
+ | '''Culture Classes:''' [[Commander]], [[Oracle]], [[Scholar]]}} | ||
+ | |||
+ | {{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| | + | {{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]]}} | |
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− | + | {{#gmsection: | |
+ | {{ColCard|Deelon Mystics|Speakers to the dead who live in a mountain valley high in the World’s Spine.}} | ||
− | {{ColCard|The | + | {{ColCard|Islander|The merchantile island nation of Shuras, or the far islands of the eastern ocean.}} |
− | {{ColCard| | + | {{ColCard|Jamal|An upstart nation, currently being squeezed on both sides by Vaterin and Tsamrist.}} |
− | {{ColCard| | + | {{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|Luceran|A southern coast-bound nation with demon summoners, towering war totems and port cities.}} | ||
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{{ColCard|Kingdom of Merwan|A kingdom driven underground by Vaterin, and now living in mountain halls carved by the nations stoneshapers.}} | {{ColCard|Kingdom of Merwan|A kingdom driven underground by Vaterin, and now living in mountain halls carved by the nations stoneshapers.}} | ||
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{{ColCard|Shakina|An insular mountain nation closed to the outside world, but threatened by the approach of the kingdom of Vaterin.}} | {{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.}} | + | {{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|Tsamrist Oligarchy|A far-eastern oligarchy with dark magics and a stranglehold of trade in the northern sea.}} | ||
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{{ColCard|Zoran|A mountain commune marked by its adherence to balance and many mountain monasteries.}} | {{ColCard|Zoran|A mountain commune marked by its adherence to balance and many mountain monasteries.}} | ||
+ | }} |
Revision as of 20:08, 10 July 2019
Back to Character Creation Overview
Avi
A protectorate of Kalisa, renowned by its great sages and peculiar interpretation of the Faith of Light.
- +2 Will saving throw
- +2 Craft(any)
- Diplomacy and all Knowledge skills are considered class skills
Birwa
A jungle nation split between the noble houses of Dragonward and the barbarian tribes of the jungles.
- +2 Survival, +2 Knowledge(nature)
- You gain the ability to make one additional attack of opportunity each round.
Culture Classes: Assassin, Hunter and Necromancer
Dandras
An island magocracy, where you either belong to the scheming, magic-using upper class or the downtrodden masses.
- +2 Arcana, +2 Streetwise
- Once per day you can roll twice when making a Bluff or Diplomacy check and take the better roll.
Duane Autocracy
A disciplined, military mountain nation known for its highly skilled and unbreakable mercenaries.
- You gain a +1 trait bonus to your CMB
- You gain +1 hit point each character level
- 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.
- +2 Knowledge(war), +2 Profession(soldier)
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.
- Gain Endurance as a bonus Feat
- +2 Survival, +2 Perform or any artistic Craft skill
Culture Classes: Illusionist, Shifter
Kalisa
A religious nation with a strong core of justice, currently suffering under a squabbling nobility and attacks from Luther.
- +2 Diplomacy, +2 Knowledge(religion)
- +2 Will saving throw
Culture Classes: Creationist, Paladin, Priest
Kingdoms of Koyana
A collection of small picturesque kingdoms of knights and serfs ruled by fair and just rulers.
- Toughness as bonus feat
- 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.
- +2 Profession(farmer)
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
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