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Difference between revisions of "Cultures"

From Titan's Teeth

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* Diplomacy and all Knowledge skills are considered class skills
 
* Diplomacy and all Knowledge skills are considered class skills
  
'''Culture Classes:''' [[Hekaton]], [[Paladin]] and [[Sage]]}}
+
'''Culture Classes:''' [[Hekaton]], [[Paladin]] and [[Sage]]}}
  
 
{{ColCard|Birwa|A jungle nation split between the noble houses of Dragonward and the barbarian tribes of the jungles.
 
{{ColCard|Birwa|A jungle nation split between the noble houses of Dragonward and the barbarian tribes of the jungles.
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* You gain the ability to make one additional attack of opportunity each round.
 
* You gain the ability to make one additional attack of opportunity each round.
  
'''Culture Classes:''' [[Assassin]], [[Hunter]] and [[Necromancer]]}}
+
'''Culture Classes:''' [[Assassin]], [[Hunter]] and [[Necromancer]]}}
  
 
{{ColCard|Dandras|An island magocracy, where you either belong to the scheming, magic-using upper class or the downtrodden masses.
 
{{ColCard|Dandras|An island magocracy, where you either belong to the scheming, magic-using upper class or the downtrodden masses.
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* Once per day you can roll twice when making a Bluff or Diplomacy check and take the better roll.
 
* Once per day you can roll twice when making a Bluff or Diplomacy check and take the better roll.
  
'''Culture Classes:''' [[Incanter]], [[Scholar]] and [[Striker]]}}
+
'''Culture Classes:''' [[Incanter]], [[Scholar]] and [[Striker]]}}
  
 
{{ColCard|Deelon Mystics|Speakers to the dead who live in a mountain valley high in the World’s Spine.}}
 
{{ColCard|Deelon Mystics|Speakers to the dead who live in a mountain valley high in the World’s Spine.}}
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* +2 Knowledge(war), +2 Profession(soldier)
 
* +2 Knowledge(war), +2 Profession(soldier)
  
'''Culture Classes:''' [[Healer]], [[Officer]]}}
+
'''Culture Classes:''' [[Healer]], [[Officer]]}}
  
 
{{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.
 
{{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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* +2 Survival, +2 Perform or any artistic Craft skill
 
* +2 Survival, +2 Perform or any artistic Craft skill
  
'''Culture Classes:''' [[Illusionist]], [[Shifter]]}}
+
'''Culture Classes:''' [[Illusionist]], [[Shifter]]}}
  
 
{{ColCard|Islander|The merchantile island nation of Shuras, or the far islands of the eastern ocean.}}
 
{{ColCard|Islander|The merchantile island nation of Shuras, or the far islands of the eastern ocean.}}
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+2 Will saving throw
 
+2 Will saving throw
  
'''Culture Classes:''' [[Creationist]], [[Paladin]], [[Priest]]}}
+
'''Culture Classes:''' [[Creationist]], [[Paladin]], [[Priest]]}}
  
 
{{ColCard|The Keenan Horde|A nation of former steppe riders which has replaced that lifestyle for that of settled rulers.}}
 
{{ColCard|The Keenan Horde|A nation of former steppe riders which has replaced that lifestyle for that of settled rulers.}}

Revision as of 21:26, 9 July 2019

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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

Culture Classes: Hekaton, Paladin and Sage

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.

Culture Classes: Incanter, Scholar and Striker

Deelon Mystics

Speakers to the dead who live in a mountain valley high in the World’s Spine.

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)

Culture Classes: Healer, Officer

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

Islander

The merchantile island nation of Shuras, or the far islands of the eastern ocean.

Jamal

An upstart nation, currently being squeezed on both sides by Vaterin and Tsamrist.

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

The Keenan Horde

A nation of former steppe riders which has replaced that lifestyle for that of settled rulers.

Kingdoms of Koyana

A collection of small picturesque kingdoms of knights and serfs ruled by fair and just rulers.

Lara

Far to the south, best known for its traveling entertainers and merchants of exotic goods.

Luceran

A southern coast-bound nation with demon summoners, towering war totems and port cities.

Kingdom of Luther

An expansionist frostbound kingdom to the north, engaged in the drawn-out conquest of Kalisa.

Kingdom of Merwan

A kingdom driven underground by Vaterin, and now living in mountain halls carved by the nations stoneshapers.

Quansha

A republic renowned for its just laws, hard-working people, and deadly Quansha steel.

Shakina

An insular mountain nation closed to the outside world, but threatened by the approach of the kingdom of Vaterin.

Suran

A necrocracy where the undead are used for labor and war, and long dead mages rule the nation.

Tsamrist Oligarchy

A far-eastern oligarchy with dark magics and a stranglehold of trade in the northern sea.

Kingdom of Vaterin

A fierce, militaristic and merciless kingdom, currently engaged in a war of conquest to the east.

Zoran

A mountain commune marked by its adherence to balance and many mountain monasteries.