Post by Spus on Feb 27, 2007 4:15:15 GMT -5
If in your characters background you choose a known region of the continent or Kojin-Ro, you may access the following feats via style points, or just taking them in a normal feat slot. More ot be added as I think of them, goal is to have five for each nation.
Jal'Nareth:
Educated: In recent years, the emphasis on reading and learning has been greatly increased, as the great tower has quickly become a great library.
Benefit: All Knowledge skills are considered class skills for you.
Noble Soul: The nobility of Jal'Nareth is the the dominant line of nobility in the reagion. This obviously instills some arrogance on you.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.
Rustic Charm: Jal'Nareth is also known for it's strong agricultural focus.
Benefit: You suffer no penalties on Diplomacy checks related to social class. Upper class NPCs tend to view you as a charming rube - no threat to them whatsoever. Others suffer a -2 penalty on Sense Motive checks made against you.
Seafarer: You're a former sailor from the fishing villiage of Seaborne- you know how to manage a boat.
Benefit: Add Profession (sailor) and Survival to your class skills. You receive a +2 bonus on all Profession (sailor) checks and a +2 bonus on Survival checks made on a ship or boat.
Noble Warrior: Knighthood is one of the highest honors one may obtain in the Kingdom of Jal'Nareth- only nobility ever really achieves it with ease.
Benefit: You gain a +2 competence bonus on Knowledge (history) and Knowledge (nobility and royalty) checks.
Uzinia:
Test Subject of Granil: You are a former survivor of a four millenia year old gnome's mad experiements.
Benefit: You gain +4 to saves against Necromancy Effects.
Fast Rider: Uzinia is flat. Training a horse to get across it quickly should be easy.
Benefit: When you are riding a mount that is carrying no more than a light load, its base speed is increased by 10 feet. Your mount's overland movement rate increases by 1 mile per hour, or eight miles a day.
Athiest: You do not believe the gods exist, that they are merely creations of a world trying to explain what it doesn't understand.
Benefit: You gain +4 on Saves against Divine Spells. However, you must always attempt a save- regardless of the spell's effect, be it healing or destructive.
Aridia:
Desert Bred: Aridians live & die in thier desert home. Such a long existance in a harsh environment hardens them to the conditions.
Benefit: You gain a +5 on Constitution Checks to resist damage from thirst, and a +5 on Fortitude Saves to avoid Nonlethal damage from Hot Environments.
Note: These bonuses stack with Endurance.
Sand in Your Eyes: Fighting on the Aridian homeland is ussually done in the presence of sand. And a lot of it. You are clever enough to use it.
Benefit: When fighting on a natural and soft ground like soil or sand, you may, as a full round action, make a ranged touch attack toward an adjacent foe. If sucessful, they must make a Reflex save at DC(10+Your Dex Modifier+Half your Character level) or be Blinded for 1 round.
Natural Dowser: You'll still human and still need to drink. You can find water even when all you see is sand...
Benefit: You gain a +4 bonus on Survival checks to get along in the wild.
Kasios:
Merchant's Life: Kasians spend thier life around the marketplace. It's just unavoidable for them. Haggling is sometimes a more natural language than even thier native tounge.
Benefit: When using Diplomacy to haggle, you gain a +5 bonus on your check.
Resourceful Buyer: When living in a place where you can find anything on the planet, you refuse to take "We don't have it" for an answer.
Benefit: Whenever you are buying goods, the community you're in is treated as one category larger for the purpose of determining the community's gold piece limit on the most expensive item available. For example, when you are in a village, the gold piece limit on the most expensive item available to you is 800 gp rather than 200 gp.
Special: This benefit doesn't stack with any other effect that grants a similar benefit.
Tongue of the Merchant: Society has encouraged you to increase your people skills.
Benefit: Bluff & Diplomacy are always considered class skills for you.
Inside Connection: With so many people in such a small area, gang mentality is unsurprisingly common.
Benefit: Choose a local guild, church, or other organization. You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.
Polygot: Travelers who pass through don't always speak common, but thier money is still good. Make them feel welcome and they might give you some.
Benefit: You learn a language of your choice as a bonus language. In addition, Speak Language is always considered a class skill for you.
Feyan(Including Cy Tribe):
Elflore: The Elven people live long and have entirely too much free time. Many pick up books as passing interest.
Benefit: You get a +1 bonus on all Knowledge and Spellcraft checks.
Forest Mastery: The people of Feyan are at home in the forests, and make ready use of thier homefield advantage.
Benefit: Gain Favored Enviroment: Cold or Temperate Forest. +2 on Hide, Move Silently, Spot, Listen, Survival and Knowledge: Nature checks regarding Temperate Forests.
Careful Aim The Feyan people are natural archers, and always try to make sure they hit thier mark.
Benefit: When making a ranged attack, you may take a penalty to your damage rolls equal up to your BAB, and add it to your attack roll, at a ratio of 1:1.
Premonition of Dread The Feyan people are deeply spiritual, and hold high reverence for the power of dreams.
Benefit: You gain vague visions of possible futures, to help see you through to the right path. Additionally, you're on your toes more throughout the day, trying to make sense of your premonitions. +2 to Initiative Checks, +1 to reflex saves.
Brachiation: The trees are your home. Using them as cover, you can move faster on them than some can on the ground.
Benefit: You can move your base land speed through wooded areas , ignoring Terrian's impedement.
Kilkralthen:
Great Fortitude: If you're a dwarf, you were probably mildly intoxicated off your mother's teat. If you're not, you're constantly around them and thier habits. Hard drinking is natural to you either way, and your system has toughened up to deal with your abuses.
Benefit: You gain a +3 bonus on Fortitude Saves.
Trivial Knowledge: Gnomish Idols are ussually men of random and eccentric studies.
Prerequisite: Gnome, Int 13.
Benefit: Whenever you make a Knowledge check or a bardic knowledge check, roll twice and use the better of the two results.
Ancestral Knowledge: You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms.
Prerequisite: Dwarf, Wis 15.
Benefit: You can make any Knowledge check untrained, even if the DC is higher than 10. In addition, you can use your Wisdom modifier for any Knowledge check in place of your Intelligence modifier.
Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.
Babble Incoherently: You can captivate people by pretty much talking about nothing whatsoever.
Benefit: As a full round action, you may speak to an opponent who understands your language, you may make a feint action to attempt to daze your opponent for 1 round.
Dwarflore: Like Elves, Dwarves live entirely too long. There's only so much mining and singing about gold to do...
Benefit: You get a +1 bonus on all Knowledge skill checks and on checks using one Craft skill of your choice.
Kojinese:
Honor Bound: Honor is far and above any force in Kojinese culture. To live in dishonor is the worse fate one could have.
Benefit: When under the power of enchantments, when made to do something that you wouldn't typically do and failing your initial will save to resist, you may make a second save at a +4 bonus. If you suceed, you are stunned until your next turn and take no action.
Katana Anomoly: For some strange reason, you are adept at using the bladed weapons of your people, but similiar Orenoroan Weapons still seem foreign.
Benefit: You are considered proficient with Katanas(Bastard Swords), Wakizhishis(Short Swords), and No-Dachis(Great Swords)- but only if they are of Kojin-Ro make, or Kojin-Ro inspired make. All other productions of those swords(Oreneroan or otherwise) just don't make sense to you.
Unexplained Weapon Phenomena: As another eccentricity to the Kojinese fighting style, You occasionally produce weird effects when you engage in melee combats. No Kojinese Scholar has ever attempted to investigate why these effects occur.
Benefit: In a 30 foot, 5-foot wide line, roll a single attack roll. Versus normal AC, it is as if you attacked each target in that line with a single melee attack, following all the normal rules of melee. Roll damage separately for each enemy sucessfully hit.
Kiss Me, I'm Foreign: You come from a strange and exotic land. Most people are intrigued by your very presence, and you stand out from the crowds.
Benefit: Gain a +2 to all Charisma based checks. You lose this bonus when you are in your homeland.
Life of the Phoenix: Every Phoenix is reborn when it dies.
Prerequisite: Must have never have Died
Benefit: When you die, a day later, you will rise anew, fully restored and healthy. This will only happen once. However, any attempt at magical ressurection, even those powered by spells such as "Wish" will automatically fail.
Jal'Nareth:
Educated: In recent years, the emphasis on reading and learning has been greatly increased, as the great tower has quickly become a great library.
Benefit: All Knowledge skills are considered class skills for you.
Noble Soul: The nobility of Jal'Nareth is the the dominant line of nobility in the reagion. This obviously instills some arrogance on you.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.
Rustic Charm: Jal'Nareth is also known for it's strong agricultural focus.
Benefit: You suffer no penalties on Diplomacy checks related to social class. Upper class NPCs tend to view you as a charming rube - no threat to them whatsoever. Others suffer a -2 penalty on Sense Motive checks made against you.
Seafarer: You're a former sailor from the fishing villiage of Seaborne- you know how to manage a boat.
Benefit: Add Profession (sailor) and Survival to your class skills. You receive a +2 bonus on all Profession (sailor) checks and a +2 bonus on Survival checks made on a ship or boat.
Noble Warrior: Knighthood is one of the highest honors one may obtain in the Kingdom of Jal'Nareth- only nobility ever really achieves it with ease.
Benefit: You gain a +2 competence bonus on Knowledge (history) and Knowledge (nobility and royalty) checks.
Uzinia:
Test Subject of Granil: You are a former survivor of a four millenia year old gnome's mad experiements.
Benefit: You gain +4 to saves against Necromancy Effects.
Fast Rider: Uzinia is flat. Training a horse to get across it quickly should be easy.
Benefit: When you are riding a mount that is carrying no more than a light load, its base speed is increased by 10 feet. Your mount's overland movement rate increases by 1 mile per hour, or eight miles a day.
Athiest: You do not believe the gods exist, that they are merely creations of a world trying to explain what it doesn't understand.
Benefit: You gain +4 on Saves against Divine Spells. However, you must always attempt a save- regardless of the spell's effect, be it healing or destructive.
Aridia:
Desert Bred: Aridians live & die in thier desert home. Such a long existance in a harsh environment hardens them to the conditions.
Benefit: You gain a +5 on Constitution Checks to resist damage from thirst, and a +5 on Fortitude Saves to avoid Nonlethal damage from Hot Environments.
Note: These bonuses stack with Endurance.
Sand in Your Eyes: Fighting on the Aridian homeland is ussually done in the presence of sand. And a lot of it. You are clever enough to use it.
Benefit: When fighting on a natural and soft ground like soil or sand, you may, as a full round action, make a ranged touch attack toward an adjacent foe. If sucessful, they must make a Reflex save at DC(10+Your Dex Modifier+Half your Character level) or be Blinded for 1 round.
Natural Dowser: You'll still human and still need to drink. You can find water even when all you see is sand...
Benefit: You gain a +4 bonus on Survival checks to get along in the wild.
Kasios:
Merchant's Life: Kasians spend thier life around the marketplace. It's just unavoidable for them. Haggling is sometimes a more natural language than even thier native tounge.
Benefit: When using Diplomacy to haggle, you gain a +5 bonus on your check.
Resourceful Buyer: When living in a place where you can find anything on the planet, you refuse to take "We don't have it" for an answer.
Benefit: Whenever you are buying goods, the community you're in is treated as one category larger for the purpose of determining the community's gold piece limit on the most expensive item available. For example, when you are in a village, the gold piece limit on the most expensive item available to you is 800 gp rather than 200 gp.
Special: This benefit doesn't stack with any other effect that grants a similar benefit.
Tongue of the Merchant: Society has encouraged you to increase your people skills.
Benefit: Bluff & Diplomacy are always considered class skills for you.
Inside Connection: With so many people in such a small area, gang mentality is unsurprisingly common.
Benefit: Choose a local guild, church, or other organization. You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.
Polygot: Travelers who pass through don't always speak common, but thier money is still good. Make them feel welcome and they might give you some.
Benefit: You learn a language of your choice as a bonus language. In addition, Speak Language is always considered a class skill for you.
Feyan(Including Cy Tribe):
Elflore: The Elven people live long and have entirely too much free time. Many pick up books as passing interest.
Benefit: You get a +1 bonus on all Knowledge and Spellcraft checks.
Forest Mastery: The people of Feyan are at home in the forests, and make ready use of thier homefield advantage.
Benefit: Gain Favored Enviroment: Cold or Temperate Forest. +2 on Hide, Move Silently, Spot, Listen, Survival and Knowledge: Nature checks regarding Temperate Forests.
Careful Aim The Feyan people are natural archers, and always try to make sure they hit thier mark.
Benefit: When making a ranged attack, you may take a penalty to your damage rolls equal up to your BAB, and add it to your attack roll, at a ratio of 1:1.
Premonition of Dread The Feyan people are deeply spiritual, and hold high reverence for the power of dreams.
Benefit: You gain vague visions of possible futures, to help see you through to the right path. Additionally, you're on your toes more throughout the day, trying to make sense of your premonitions. +2 to Initiative Checks, +1 to reflex saves.
Brachiation: The trees are your home. Using them as cover, you can move faster on them than some can on the ground.
Benefit: You can move your base land speed through wooded areas , ignoring Terrian's impedement.
Kilkralthen:
Great Fortitude: If you're a dwarf, you were probably mildly intoxicated off your mother's teat. If you're not, you're constantly around them and thier habits. Hard drinking is natural to you either way, and your system has toughened up to deal with your abuses.
Benefit: You gain a +3 bonus on Fortitude Saves.
Trivial Knowledge: Gnomish Idols are ussually men of random and eccentric studies.
Prerequisite: Gnome, Int 13.
Benefit: Whenever you make a Knowledge check or a bardic knowledge check, roll twice and use the better of the two results.
Ancestral Knowledge: You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms.
Prerequisite: Dwarf, Wis 15.
Benefit: You can make any Knowledge check untrained, even if the DC is higher than 10. In addition, you can use your Wisdom modifier for any Knowledge check in place of your Intelligence modifier.
Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.
Babble Incoherently: You can captivate people by pretty much talking about nothing whatsoever.
Benefit: As a full round action, you may speak to an opponent who understands your language, you may make a feint action to attempt to daze your opponent for 1 round.
Dwarflore: Like Elves, Dwarves live entirely too long. There's only so much mining and singing about gold to do...
Benefit: You get a +1 bonus on all Knowledge skill checks and on checks using one Craft skill of your choice.
Kojinese:
Honor Bound: Honor is far and above any force in Kojinese culture. To live in dishonor is the worse fate one could have.
Benefit: When under the power of enchantments, when made to do something that you wouldn't typically do and failing your initial will save to resist, you may make a second save at a +4 bonus. If you suceed, you are stunned until your next turn and take no action.
Katana Anomoly: For some strange reason, you are adept at using the bladed weapons of your people, but similiar Orenoroan Weapons still seem foreign.
Benefit: You are considered proficient with Katanas(Bastard Swords), Wakizhishis(Short Swords), and No-Dachis(Great Swords)- but only if they are of Kojin-Ro make, or Kojin-Ro inspired make. All other productions of those swords(Oreneroan or otherwise) just don't make sense to you.
Unexplained Weapon Phenomena: As another eccentricity to the Kojinese fighting style, You occasionally produce weird effects when you engage in melee combats. No Kojinese Scholar has ever attempted to investigate why these effects occur.
Benefit: In a 30 foot, 5-foot wide line, roll a single attack roll. Versus normal AC, it is as if you attacked each target in that line with a single melee attack, following all the normal rules of melee. Roll damage separately for each enemy sucessfully hit.
Kiss Me, I'm Foreign: You come from a strange and exotic land. Most people are intrigued by your very presence, and you stand out from the crowds.
Benefit: Gain a +2 to all Charisma based checks. You lose this bonus when you are in your homeland.
Life of the Phoenix: Every Phoenix is reborn when it dies.
Prerequisite: Must have never have Died
Benefit: When you die, a day later, you will rise anew, fully restored and healthy. This will only happen once. However, any attempt at magical ressurection, even those powered by spells such as "Wish" will automatically fail.