the Ancestries and Cultures of Andor
5 years ago
General
All we are and all we seem...
ANCESTRIES
Human Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Humans reach maturity at 18 years. their life expectancy is less than a century.
Human Curiosity: +4 Skill Points at 1st level, and +1 Skill Point every level after 1st.
Human Ambition: Bonus Feat at 1st level.
Udori High Caste Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Udori High Caste reach maturity at 16 years. their life expectancy is about a century.
Innate Latent Magic: +1 Magic Rating.
Spell Resistance: SR 5 + HD.
Udori Warrior Caste Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Udori Warrior Caste reach maturity at 16 years. their life expectancy is about a century.
Suggestible: -1 to Will saves. Warrior Caste Udori are bred to be subservient.
Spell Resistance: SR 5 + HD.
Human Curiosity: +4 Skill Points at 1st level and +1 Skill Point every level after 1st.
Human Ambition: Bonus Feat at 1st level.
Orc Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Orcs reach maturity at 14 years. their life expectancy is 75 years.
Powerful Build: +2 STR. Orcs have increased muscle mass.
Darkvision: Orcs have Darkvision 60ft.
Elf Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Elves reach maturity around 90 years. they can live to be over 5 or 6 centuries old, with the oldest living up to 750 years.
Low-Light Vision: Elves can see twice as far in dim light.
Keen Senses: +2 to Search, Spot, and Listen.
Trance: Elves do not sleep. instead they meditate in a trance state for 4 hours a day. additionally, Elves are immune to Sleep spells and effects.
Dwarf Ancestry:
Size: Medium
Speed: 20ft or 7m
Age: Dwarves reach maturity at 50 years. they can live to be about 350 years.
Darkvision: Dwarves have Darkvision 60ft.
Resilience: +2 on Saves vs Poisons and Spells.
Stability: Dwarves are sturdy. they get +2 on checks to avoid being bullrushed or knocked prone as long as they have both feet planted firmly on the ground.
Gnome Ancestry:
Size: Small
Speed: 20ft or 7m
Age: Gnomes reach maturity at around 70 years. their life expectancy is 5 centuries.
Low-Light Vision: Gnomes can see twice as far in dim light.
Puny: -2 STR. Gnomes are small and weak.
Keen Hearing: +2 Listen.
Illusion Affinity: +2 on Saves vs Illusions.
Halfling Ancestry:
Size: Small
Speed: 20ft or 7m
Age: Halflings reach maturity at 25 years. they can live to be up to 150.
Puny: -2 STR. Halflings are small and weak.
Lucky: +1 to all Saving Throws.
Keen Hearing: +2 Listen.
Changeling Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Changelings reach maturity at 18 years. they can live up to halfway through their 3rd century.
Natural Ward: +2 on Saves vs Enchantments.
Minor Shapechange (Su): a Changeling can alter their appearance at will as a free action. the altered form can be any humanoid form up to 1 foot taller or shorter than the Changeling's natural height. using this ability grants a +10 bonus to Disguise. if the Changeling dies or falls unconscious they revert back to their natural form.
Leonin Ancestry:
Size: Large
Speed: 40ft or 13m
Age: Leonin reach maturity at 14 years. they can live to be about 50.
Monstrous HD: 2d8 Monstrous Humanoid HD. this provides a +2 Base Attack Bonus, +0 Base Fort, +3 Base Ref, and +3 Base Will. it also provides the Leonin Skill Points equal to 5 x (2 + Int mod).
Low-Light Vision: Leonin can see twice as far in dim light.
Natural Weapons: 2 Claws (1d6 + STR mod) and a Bite (1d8 + STR mod).
Pounce (Ex): if the Leonin pounces on it's first turn it can make a full-attack action.
Roar (Ex): the Leonin can roar loudly. this functions as the Kiai Shout feat.
Scent (Ex): Leonin can track by scent.
Natural Camouflage: +4 Hide in either thick brush or snow (pick one at 1st level. this choice cannot be changed).
Warforged Traits:
Size: Medium
Speed: 30ft or 10m
Age: Warforged are built fully adult. after about several centuries without repair they finally break down enough that they can no longer hold their consciousness, and die.
Composite Plating: +2 Armour bonus to Defense, -1 Check Penalty.
Light Fortification: 50% chance to ignore critical hits or Sneak Attack damage.
Built, Not Born: +2 CON, -2 WIS, -2 CHA. Warforged are sturdy, but they lack experience and can struggle with identity. they do not relate easily with truly living beings.
Natural Weapon: Slam (1d4 + STR mod).
Favoured Class: Soldier.
Special Rule: Warforged do not choose a Culture. furthermore, they can never be of mixed ancestry.
Mixed Ancestry:
if both parents are of an ancestry that is Medium-Size, you are Medium-Size.
if both parents are of an ancestry that is Small-Size, you are Small-Size.
if one parent is of an ancestry that is Medium-Size and the other of an ancestry that is Small-Size, you can be either Small-Size or Medium-Size.
if both parents are of an ancestry with the same Speed, you have that Speed.
if one parent is of an ancestry with 30ft Speed and the other of an ancestry with 20ft Speed, you can have either 20ft or 30ft Speed.
if either parent has Low-Light Vision, you have Low-Light Vision.
if either parent has Darkvision, you have Darkvision.
for all other traits, pick any two traits from both ancestries.
mixed Leonin ancestry is never Large-Size, and never has a 40ft Speed.
~~~
CULTURES
(Nomadic Humans) Culture:
Alignment: (TBA)
Language: (TBA)
Favoured Class: Bard.
Skill Bonuses: +2 Survival, Disguise, and Appraise.
Fast Movement (Ex): Speed +10ft or +3m.
Spell-Like Abilities (Sp) 1/day -- Bless.
Firmish Culture:
Alignment: Any.
Language: Firmish, Dajeeti, and any other one.
Favoured Class: highest level class.
Diversity +2 CHA, +2 to any one other Attribute.
Multicultural: +2 to any two Skills.
Risan Culture:
Alignment: usually Lawful Good.
Language: Risan and Dajeeti.
Favoured Class: Knight.
Skill Bonuses: +2 Ride, Handle Animal, and Insight.
Bravery (Ex): +2 Saves vs Fear.
Iclarian Culture:
Alignment: usually Lawful Neutral.
Language: Risan.
Favoured Class: Barbarian.
Cold Acclimated: +2 Fort Saves vs Extreme Cold.
Skill Bonuses: +2 Profession (Miner), Craft (Masonry), and Knowledge (Nobility).
Bravery (Ex): +2 Saves vs Fear.
Dajeet Culture:
Alignment: Any.
Language: Dajeeti.
Favoured Class: highest-level class.
Acclimated: ignore altitude sickness.
Skill Bonuses: +2 Pilot, Craft (Mechanics), and Balance.
M'Hani Culture:
Alignment: Any.
Language: M'Hani.
Favoured Class: Barbarian.
Heat Acclimated: +2 Fort Saves vs Extreme Heat.
Skill Bonuses: +2 Survival, Profession (Sailor), and Swim.
Alliance Of The Sea: +2 Diplomacy vs Aquatic creatures.
Udori High Caste Culture:
Alignment: usually Lawful Evil.
Language: Udori.
Favoured Class: pick either Bard, Priest, Witch, or Wizard at 1st level. this choice can't be changed.
Skill Bonuses: +2 Spellcraft and Use Magic Device.
Magical Aptitude: +1 DC for all spells.
Special Rules: must be Udori High Caste ancestry and not mixed ancestry.
Udori Warrior Caste Culture:
Alignment: usually Lawful Evil.
Language: Udori.
Favoured Class: Soldier.
Skill Bonuses: +2 Insight and Diplomacy.
Training: Proficiency in any two Weapon Groups, and with all types of armour and shields.
Special Rules: must be Udori Warrior Caste ancestry. can be mixed ancestry.
Udori Low Caste Culture:
Alignment: usually Lawful.
Language: Udori.
Favoured Class: highest-level class.
Heat Acclimated: +2 Fort Saves vs Extreme Heat.
Skill Bonuses: +2 Spellcraft and Knowledge (Religion).
High Elven Culture:
Alignment: usually Chaotic Good.
Language: High Elven.
Favoured Class: Wizard.
Attribute Modifiers: +2 DEX, -2 CON.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Pilot.
Elven Weapon Training: Proficiency in Longbow, Shortbow, Rapier, Saber, and Dagger.
Wood Elven Culture:
Alignment: usually Chaotic Good.
Language: Wood Elven.
Favoured Class: Witch.
Attribute Modifiers: +2 DEX, -2 CON.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Knowledge (History).
Elven Weapon Training: Proficiency in Shortbow, Shortsword, Rapier, Dagger, and Handaxe.
Sea Elven Culture:
Alignment: usually Chaotic Good.
Language: Sea Elven.
Favoured Class: Wizard.
Attribute Modifiers: +2 DEX, -2 CHA.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Profession (Sailor).
Elven Weapon Training: Proficiency in Longbow, Shortbow, Rapier, Shortsword, and Dagger.
Sun Elven Culture:
Alignment: usually True Neutral.
Language: Sun Elven.
Favoured Class: Wizard.
Attribute Modifiers: +2 DEX, -2 STR.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Ride.
Elven Weapon Training: Longbow, Shortbow, Arming Sword, Saber, and Dagger.
Snow Elven Culture:
Alignment: usually Chaotic Neutral.
Language: Snow Elven.
Favoured Class: Witch.
Attribute Modifiers: +2 DEX, -2 STR.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 to any one Craft skill.
Elven Weapon Training: Proficiency in Longbow, Shortbow, Rapier, Arming Sword, and Dagger.
Dark Elven Culture:
Alignment: usually Chaotic Evil.
Language: Dark Elven.
Favoured Class: Priest (female) or Wizard (male).
Attribute Modifiers: +2 DEX, +2 INT, +2 CHA, -2 CON (female), or +2 DEX, +2 INT, -2 CON, -2 CHA (male).
Magical Resistance: +2 Saves vs Spells.
Skill Bonus: +2 Bluff.
Dark Elven Weapon Training: Proficiency in Hand Crossbow, Light Crossbow, Rapier, Shortsword, and Dagger.
Female Spell-Like Abilities (Sp): At-Will -- Dancing Lights, Faerie Fire, Levitate. 1/day -- Darkness.
Male Spell-Like Abilities (Sp): At-Will -- Dancing Lights, Faerie Fire.
Level Adjustment: +2 (female) or +1 (male).
Blackstone Orc Culture:
Alignment: usually Chaotic Neutral.
Language: Blackstone Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Skill Bonuses: +2 Survival and Heal.
Sworn Enemies: +1 Attack vs Goblinoids.
Crackedice Orc Culture:
Alignment: usually Chaotic Neutral.
Language: Crackedice Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Cold Acclimated: +2 Fort vs Extreme Cold.
Skill Bonuses: +2 Handle Animal and Diplomacy.
Redtusk Orc Culture:
Alignment: usually True Neutral.
Language: Redtusk Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Skill Bonuses: +2 Handle Animal, Ride, and Survival.
Camel Riders: Mounted Combat as a bonus feat.
Openhand Orc Culture:
Alignment: usually Lawful Neutral.
Language: Openhand Orcish.
Favoured Class: Martial Artist.
Attribute Modifiers: +2 STR, -2 INT.
Heat Acclimated: +2 Fort vs Extreme Heat.
Skill Bonuses: +2 Concentration and Survival.
Kuchteinud Khaganate Culture:
Alignment: usually Chaotic.
Language: Kuchtei Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Heat Acclimated +2 Fort vs Extreme Heat.
Skill Bonuses: +2 Ride and Intimidate.
Saddleborn: Mounted Combat as a bonus feat.
Fingerbone Keys Pirate Culture:
Alignment: usually Chaotic.
Language: pick any one language at 1st level.
Favoured Class: Scoundrel.
Heat Acclimated: +2 Fort vs Extreme Heat.
Skill Bonuses: +2 Intimidate and Profession (Sailor).
Weapon Training Proficiency in Pistol and Shortsword.
Southland Culture:
Alignment: usually Lawful Good.
Language: Firmish, Dajeeti, and either Halfling, Gnomish, or Mountain Dwarvish.
Favoured Class: highest-level class.
Attribute Modifiers: +2 CHA, +2 INT.
Skill Bonuses: +2 Knowledge (Nature) and Profession (Farmer).
Lightfoot Halfling Culture:
Alignment: Any.
Language: Halfling.
Favoured Class: Scoundrel.
Nimble: +2 DEX.
Skill Bonuses: +2 Move SIlently, Climb, and Jump.
Bravery (Ex): +2 Saves vs Fear.
Thrower: +1 Attack with thrown weapons and Slings.
River Halfling Culture:
Alignment: Usually Neutral Good.
Language: Halfling.
Favoured Class: Hunter.
Nimble: +2 DEX.
Skill Bonuses: +2 Move Silently, Swim, and Profession (Sailor).
Bravery (Ex): +2 Saves vs Fear.
Thrower: +1 Attack with thrown weapons and Slings.
Forest Gnome Culture:
Alignment: usually Chaotic Good.
Language: Gnomish.
Favoured Class: Bard.
Tough: +2 CON.
Illusionist: +1 DC on Illusion spells.
Specialized Tactics: +1 Attack vs Goblinoids, and +4 Dodge to Defense vs Giants.
Gnome Weapon Familiarity: don't need Exotic Weapon Proficiency for Gnome Hooked Hammer.
Spell-Like Abilities (Sp): 1/day -- Speak With Animals (1 minute, small burrowing mammals only), Ghost Sound, Dancing Lights, Prestidigitation.
Tinker Gnome Culture:
Alignment: usually Lawful Good.
Language: Gnomish.
Favoured Class: Scientist.
Studious[/i]: +2 INT.
[b]Industrious: +2 on any one Craft skill.
Specialized Tactics: +1 Attack vs Goblinoids, and +4 Dodge to Defense vs Giants.
Gnome Weapon Familiarity: don't need Exotic Weapon Proficiency for Gnome Hooked Hammer.
Spell-Like Abilities (Sp): 1/day -- Speak With Animals (1 minute, small burrowing mammals only), Mending, Mage Hand, Prestidigitation.
Mountain Dwarf Culture:
Alignment: usually Lawful Good.
Language: Mountain Dwarvish.
Favoured Class: Soldier.
Gruff: +2 CON, -2 CHA.
Stonecunning (Ex): +2 bonus on Search checks to notice unusual stonework (sliding doors for example). automatic passive Search check when passing within 10ft of unusual stonework. can intuit depth underground as easily as knowing which way is up. can use Search to find traps in stone like a Scoundrel can.
Skill Bonuses: +2 Appraise and Craft related to stone or metal.
Specialized Tactics: +1 Attack vs Goblinoids, and +4 Dodge to Defense vs Giants.
Dwarven Weapon Familiarity: don't need Exotic Weapon Proficiency for Dwarven Urgosh or Dwarven Waraxe.
Dream Dwarf Culture:
Alignment: usually Neutral Good.
Language: Dream Dwarven.
Favoured Class: Priest.
Attribute Modifiers: +2 CON, -2 DEX.
Stonecunning (Ex): +2 bonus on Search check to notice unusual stonework (sliding doors for example). automatic passive Search check when passing within 10 ft of unusual stonework. can intuit depth underground as easily as knowing which way is up. can use Search to find traps in stone like a Scoundrel can.
Dream Sight (Su): can see ethereal creatures as easily as material ones, and can discern between ethereal and material creatures.
Earth Magic Affinity: +1 Magic Rating with Earth descriptor spells.
Ally to Earth Spirits: +2 Diplomacy vs Earth subtype creatures.
Dwarven Weapon Familiarity: don't need Exotic Weapon Proficiency for Dwarven Urgosh or Dwarven Waraxe.
Changeling Culture:
Alignment: usually Chaotic.
Language: pick any two languages at 1st level.
Favoured Class: Scoundrel.
Attribute Modifiers: +2 CHA, +2 to any one other Attribute.
Skill Bonuses: +2 Bluff, Intimidate, and Insight.
Mountain Leonin Culture:
Alignment: usually Lawful Good.
Language: Leonin.
Favoured Class: Knight.
Attribute Modifiers: +2 STR, -2 INT, -2 CHA.
Cold Acclimated: +2 Fort Saves vs Extreme Cold.
Acclimated: ignore altitude sickness.
Skill Bonuses: +4 Hide, Jump, and Balance.
Cultural Class Skills: Hide, Move Silently, Jump, Climb, Balance, Spot, and Listen.
Valley Leonin Culture:
Alignment: usually Lawful Neutral.
Language: Leonin.
Favoured Class: Hunter.
Attribute Modifiers: +2 STR, -2 INT, -2 CHA.
Heat Acclimated: +2 Fort Saves vs Extreme Heat.
Skill Bonuses: +4 Hide, Jump, and Balance.
Cultural Class Skills: Hide, Move Silently, Climb, Jump, Balance, Spot, and Listen.
Mixed Culture:
Alignment: Any.
Language: add all languages from both cultures.
Favoured Class: pick one from either culture.
Other Traits: add 2 traits from each culture.
Multicultural: +2 CHA.
Human Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Humans reach maturity at 18 years. their life expectancy is less than a century.
Human Curiosity: +4 Skill Points at 1st level, and +1 Skill Point every level after 1st.
Human Ambition: Bonus Feat at 1st level.
Udori High Caste Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Udori High Caste reach maturity at 16 years. their life expectancy is about a century.
Innate Latent Magic: +1 Magic Rating.
Spell Resistance: SR 5 + HD.
Udori Warrior Caste Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Udori Warrior Caste reach maturity at 16 years. their life expectancy is about a century.
Suggestible: -1 to Will saves. Warrior Caste Udori are bred to be subservient.
Spell Resistance: SR 5 + HD.
Human Curiosity: +4 Skill Points at 1st level and +1 Skill Point every level after 1st.
Human Ambition: Bonus Feat at 1st level.
Orc Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Orcs reach maturity at 14 years. their life expectancy is 75 years.
Powerful Build: +2 STR. Orcs have increased muscle mass.
Darkvision: Orcs have Darkvision 60ft.
Elf Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Elves reach maturity around 90 years. they can live to be over 5 or 6 centuries old, with the oldest living up to 750 years.
Low-Light Vision: Elves can see twice as far in dim light.
Keen Senses: +2 to Search, Spot, and Listen.
Trance: Elves do not sleep. instead they meditate in a trance state for 4 hours a day. additionally, Elves are immune to Sleep spells and effects.
Dwarf Ancestry:
Size: Medium
Speed: 20ft or 7m
Age: Dwarves reach maturity at 50 years. they can live to be about 350 years.
Darkvision: Dwarves have Darkvision 60ft.
Resilience: +2 on Saves vs Poisons and Spells.
Stability: Dwarves are sturdy. they get +2 on checks to avoid being bullrushed or knocked prone as long as they have both feet planted firmly on the ground.
Gnome Ancestry:
Size: Small
Speed: 20ft or 7m
Age: Gnomes reach maturity at around 70 years. their life expectancy is 5 centuries.
Low-Light Vision: Gnomes can see twice as far in dim light.
Puny: -2 STR. Gnomes are small and weak.
Keen Hearing: +2 Listen.
Illusion Affinity: +2 on Saves vs Illusions.
Halfling Ancestry:
Size: Small
Speed: 20ft or 7m
Age: Halflings reach maturity at 25 years. they can live to be up to 150.
Puny: -2 STR. Halflings are small and weak.
Lucky: +1 to all Saving Throws.
Keen Hearing: +2 Listen.
Changeling Ancestry:
Size: Medium
Speed: 30ft or 10m
Age: Changelings reach maturity at 18 years. they can live up to halfway through their 3rd century.
Natural Ward: +2 on Saves vs Enchantments.
Minor Shapechange (Su): a Changeling can alter their appearance at will as a free action. the altered form can be any humanoid form up to 1 foot taller or shorter than the Changeling's natural height. using this ability grants a +10 bonus to Disguise. if the Changeling dies or falls unconscious they revert back to their natural form.
Leonin Ancestry:
Size: Large
Speed: 40ft or 13m
Age: Leonin reach maturity at 14 years. they can live to be about 50.
Monstrous HD: 2d8 Monstrous Humanoid HD. this provides a +2 Base Attack Bonus, +0 Base Fort, +3 Base Ref, and +3 Base Will. it also provides the Leonin Skill Points equal to 5 x (2 + Int mod).
Low-Light Vision: Leonin can see twice as far in dim light.
Natural Weapons: 2 Claws (1d6 + STR mod) and a Bite (1d8 + STR mod).
Pounce (Ex): if the Leonin pounces on it's first turn it can make a full-attack action.
Roar (Ex): the Leonin can roar loudly. this functions as the Kiai Shout feat.
Scent (Ex): Leonin can track by scent.
Natural Camouflage: +4 Hide in either thick brush or snow (pick one at 1st level. this choice cannot be changed).
Warforged Traits:
Size: Medium
Speed: 30ft or 10m
Age: Warforged are built fully adult. after about several centuries without repair they finally break down enough that they can no longer hold their consciousness, and die.
Composite Plating: +2 Armour bonus to Defense, -1 Check Penalty.
Light Fortification: 50% chance to ignore critical hits or Sneak Attack damage.
Built, Not Born: +2 CON, -2 WIS, -2 CHA. Warforged are sturdy, but they lack experience and can struggle with identity. they do not relate easily with truly living beings.
Natural Weapon: Slam (1d4 + STR mod).
Favoured Class: Soldier.
Special Rule: Warforged do not choose a Culture. furthermore, they can never be of mixed ancestry.
Mixed Ancestry:
if both parents are of an ancestry that is Medium-Size, you are Medium-Size.
if both parents are of an ancestry that is Small-Size, you are Small-Size.
if one parent is of an ancestry that is Medium-Size and the other of an ancestry that is Small-Size, you can be either Small-Size or Medium-Size.
if both parents are of an ancestry with the same Speed, you have that Speed.
if one parent is of an ancestry with 30ft Speed and the other of an ancestry with 20ft Speed, you can have either 20ft or 30ft Speed.
if either parent has Low-Light Vision, you have Low-Light Vision.
if either parent has Darkvision, you have Darkvision.
for all other traits, pick any two traits from both ancestries.
mixed Leonin ancestry is never Large-Size, and never has a 40ft Speed.
~~~
CULTURES
(Nomadic Humans) Culture:
Alignment: (TBA)
Language: (TBA)
Favoured Class: Bard.
Skill Bonuses: +2 Survival, Disguise, and Appraise.
Fast Movement (Ex): Speed +10ft or +3m.
Spell-Like Abilities (Sp) 1/day -- Bless.
Firmish Culture:
Alignment: Any.
Language: Firmish, Dajeeti, and any other one.
Favoured Class: highest level class.
Diversity +2 CHA, +2 to any one other Attribute.
Multicultural: +2 to any two Skills.
Risan Culture:
Alignment: usually Lawful Good.
Language: Risan and Dajeeti.
Favoured Class: Knight.
Skill Bonuses: +2 Ride, Handle Animal, and Insight.
Bravery (Ex): +2 Saves vs Fear.
Iclarian Culture:
Alignment: usually Lawful Neutral.
Language: Risan.
Favoured Class: Barbarian.
Cold Acclimated: +2 Fort Saves vs Extreme Cold.
Skill Bonuses: +2 Profession (Miner), Craft (Masonry), and Knowledge (Nobility).
Bravery (Ex): +2 Saves vs Fear.
Dajeet Culture:
Alignment: Any.
Language: Dajeeti.
Favoured Class: highest-level class.
Acclimated: ignore altitude sickness.
Skill Bonuses: +2 Pilot, Craft (Mechanics), and Balance.
M'Hani Culture:
Alignment: Any.
Language: M'Hani.
Favoured Class: Barbarian.
Heat Acclimated: +2 Fort Saves vs Extreme Heat.
Skill Bonuses: +2 Survival, Profession (Sailor), and Swim.
Alliance Of The Sea: +2 Diplomacy vs Aquatic creatures.
Udori High Caste Culture:
Alignment: usually Lawful Evil.
Language: Udori.
Favoured Class: pick either Bard, Priest, Witch, or Wizard at 1st level. this choice can't be changed.
Skill Bonuses: +2 Spellcraft and Use Magic Device.
Magical Aptitude: +1 DC for all spells.
Special Rules: must be Udori High Caste ancestry and not mixed ancestry.
Udori Warrior Caste Culture:
Alignment: usually Lawful Evil.
Language: Udori.
Favoured Class: Soldier.
Skill Bonuses: +2 Insight and Diplomacy.
Training: Proficiency in any two Weapon Groups, and with all types of armour and shields.
Special Rules: must be Udori Warrior Caste ancestry. can be mixed ancestry.
Udori Low Caste Culture:
Alignment: usually Lawful.
Language: Udori.
Favoured Class: highest-level class.
Heat Acclimated: +2 Fort Saves vs Extreme Heat.
Skill Bonuses: +2 Spellcraft and Knowledge (Religion).
High Elven Culture:
Alignment: usually Chaotic Good.
Language: High Elven.
Favoured Class: Wizard.
Attribute Modifiers: +2 DEX, -2 CON.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Pilot.
Elven Weapon Training: Proficiency in Longbow, Shortbow, Rapier, Saber, and Dagger.
Wood Elven Culture:
Alignment: usually Chaotic Good.
Language: Wood Elven.
Favoured Class: Witch.
Attribute Modifiers: +2 DEX, -2 CON.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Knowledge (History).
Elven Weapon Training: Proficiency in Shortbow, Shortsword, Rapier, Dagger, and Handaxe.
Sea Elven Culture:
Alignment: usually Chaotic Good.
Language: Sea Elven.
Favoured Class: Wizard.
Attribute Modifiers: +2 DEX, -2 CHA.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Profession (Sailor).
Elven Weapon Training: Proficiency in Longbow, Shortbow, Rapier, Shortsword, and Dagger.
Sun Elven Culture:
Alignment: usually True Neutral.
Language: Sun Elven.
Favoured Class: Wizard.
Attribute Modifiers: +2 DEX, -2 STR.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 Ride.
Elven Weapon Training: Longbow, Shortbow, Arming Sword, Saber, and Dagger.
Snow Elven Culture:
Alignment: usually Chaotic Neutral.
Language: Snow Elven.
Favoured Class: Witch.
Attribute Modifiers: +2 DEX, -2 STR.
Mental Endurance: +2 Saves vs Enchantments.
Skill Bonus: +2 to any one Craft skill.
Elven Weapon Training: Proficiency in Longbow, Shortbow, Rapier, Arming Sword, and Dagger.
Dark Elven Culture:
Alignment: usually Chaotic Evil.
Language: Dark Elven.
Favoured Class: Priest (female) or Wizard (male).
Attribute Modifiers: +2 DEX, +2 INT, +2 CHA, -2 CON (female), or +2 DEX, +2 INT, -2 CON, -2 CHA (male).
Magical Resistance: +2 Saves vs Spells.
Skill Bonus: +2 Bluff.
Dark Elven Weapon Training: Proficiency in Hand Crossbow, Light Crossbow, Rapier, Shortsword, and Dagger.
Female Spell-Like Abilities (Sp): At-Will -- Dancing Lights, Faerie Fire, Levitate. 1/day -- Darkness.
Male Spell-Like Abilities (Sp): At-Will -- Dancing Lights, Faerie Fire.
Level Adjustment: +2 (female) or +1 (male).
Blackstone Orc Culture:
Alignment: usually Chaotic Neutral.
Language: Blackstone Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Skill Bonuses: +2 Survival and Heal.
Sworn Enemies: +1 Attack vs Goblinoids.
Crackedice Orc Culture:
Alignment: usually Chaotic Neutral.
Language: Crackedice Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Cold Acclimated: +2 Fort vs Extreme Cold.
Skill Bonuses: +2 Handle Animal and Diplomacy.
Redtusk Orc Culture:
Alignment: usually True Neutral.
Language: Redtusk Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Skill Bonuses: +2 Handle Animal, Ride, and Survival.
Camel Riders: Mounted Combat as a bonus feat.
Openhand Orc Culture:
Alignment: usually Lawful Neutral.
Language: Openhand Orcish.
Favoured Class: Martial Artist.
Attribute Modifiers: +2 STR, -2 INT.
Heat Acclimated: +2 Fort vs Extreme Heat.
Skill Bonuses: +2 Concentration and Survival.
Kuchteinud Khaganate Culture:
Alignment: usually Chaotic.
Language: Kuchtei Orcish.
Favoured Class: Barbarian.
Attribute Modifiers: +2 STR, -2 INT.
Heat Acclimated +2 Fort vs Extreme Heat.
Skill Bonuses: +2 Ride and Intimidate.
Saddleborn: Mounted Combat as a bonus feat.
Fingerbone Keys Pirate Culture:
Alignment: usually Chaotic.
Language: pick any one language at 1st level.
Favoured Class: Scoundrel.
Heat Acclimated: +2 Fort vs Extreme Heat.
Skill Bonuses: +2 Intimidate and Profession (Sailor).
Weapon Training Proficiency in Pistol and Shortsword.
Southland Culture:
Alignment: usually Lawful Good.
Language: Firmish, Dajeeti, and either Halfling, Gnomish, or Mountain Dwarvish.
Favoured Class: highest-level class.
Attribute Modifiers: +2 CHA, +2 INT.
Skill Bonuses: +2 Knowledge (Nature) and Profession (Farmer).
Lightfoot Halfling Culture:
Alignment: Any.
Language: Halfling.
Favoured Class: Scoundrel.
Nimble: +2 DEX.
Skill Bonuses: +2 Move SIlently, Climb, and Jump.
Bravery (Ex): +2 Saves vs Fear.
Thrower: +1 Attack with thrown weapons and Slings.
River Halfling Culture:
Alignment: Usually Neutral Good.
Language: Halfling.
Favoured Class: Hunter.
Nimble: +2 DEX.
Skill Bonuses: +2 Move Silently, Swim, and Profession (Sailor).
Bravery (Ex): +2 Saves vs Fear.
Thrower: +1 Attack with thrown weapons and Slings.
Forest Gnome Culture:
Alignment: usually Chaotic Good.
Language: Gnomish.
Favoured Class: Bard.
Tough: +2 CON.
Illusionist: +1 DC on Illusion spells.
Specialized Tactics: +1 Attack vs Goblinoids, and +4 Dodge to Defense vs Giants.
Gnome Weapon Familiarity: don't need Exotic Weapon Proficiency for Gnome Hooked Hammer.
Spell-Like Abilities (Sp): 1/day -- Speak With Animals (1 minute, small burrowing mammals only), Ghost Sound, Dancing Lights, Prestidigitation.
Tinker Gnome Culture:
Alignment: usually Lawful Good.
Language: Gnomish.
Favoured Class: Scientist.
Studious[/i]: +2 INT.
[b]Industrious: +2 on any one Craft skill.
Specialized Tactics: +1 Attack vs Goblinoids, and +4 Dodge to Defense vs Giants.
Gnome Weapon Familiarity: don't need Exotic Weapon Proficiency for Gnome Hooked Hammer.
Spell-Like Abilities (Sp): 1/day -- Speak With Animals (1 minute, small burrowing mammals only), Mending, Mage Hand, Prestidigitation.
Mountain Dwarf Culture:
Alignment: usually Lawful Good.
Language: Mountain Dwarvish.
Favoured Class: Soldier.
Gruff: +2 CON, -2 CHA.
Stonecunning (Ex): +2 bonus on Search checks to notice unusual stonework (sliding doors for example). automatic passive Search check when passing within 10ft of unusual stonework. can intuit depth underground as easily as knowing which way is up. can use Search to find traps in stone like a Scoundrel can.
Skill Bonuses: +2 Appraise and Craft related to stone or metal.
Specialized Tactics: +1 Attack vs Goblinoids, and +4 Dodge to Defense vs Giants.
Dwarven Weapon Familiarity: don't need Exotic Weapon Proficiency for Dwarven Urgosh or Dwarven Waraxe.
Dream Dwarf Culture:
Alignment: usually Neutral Good.
Language: Dream Dwarven.
Favoured Class: Priest.
Attribute Modifiers: +2 CON, -2 DEX.
Stonecunning (Ex): +2 bonus on Search check to notice unusual stonework (sliding doors for example). automatic passive Search check when passing within 10 ft of unusual stonework. can intuit depth underground as easily as knowing which way is up. can use Search to find traps in stone like a Scoundrel can.
Dream Sight (Su): can see ethereal creatures as easily as material ones, and can discern between ethereal and material creatures.
Earth Magic Affinity: +1 Magic Rating with Earth descriptor spells.
Ally to Earth Spirits: +2 Diplomacy vs Earth subtype creatures.
Dwarven Weapon Familiarity: don't need Exotic Weapon Proficiency for Dwarven Urgosh or Dwarven Waraxe.
Changeling Culture:
Alignment: usually Chaotic.
Language: pick any two languages at 1st level.
Favoured Class: Scoundrel.
Attribute Modifiers: +2 CHA, +2 to any one other Attribute.
Skill Bonuses: +2 Bluff, Intimidate, and Insight.
Mountain Leonin Culture:
Alignment: usually Lawful Good.
Language: Leonin.
Favoured Class: Knight.
Attribute Modifiers: +2 STR, -2 INT, -2 CHA.
Cold Acclimated: +2 Fort Saves vs Extreme Cold.
Acclimated: ignore altitude sickness.
Skill Bonuses: +4 Hide, Jump, and Balance.
Cultural Class Skills: Hide, Move Silently, Jump, Climb, Balance, Spot, and Listen.
Valley Leonin Culture:
Alignment: usually Lawful Neutral.
Language: Leonin.
Favoured Class: Hunter.
Attribute Modifiers: +2 STR, -2 INT, -2 CHA.
Heat Acclimated: +2 Fort Saves vs Extreme Heat.
Skill Bonuses: +4 Hide, Jump, and Balance.
Cultural Class Skills: Hide, Move Silently, Climb, Jump, Balance, Spot, and Listen.
Mixed Culture:
Alignment: Any.
Language: add all languages from both cultures.
Favoured Class: pick one from either culture.
Other Traits: add 2 traits from each culture.
Multicultural: +2 CHA.
FA+
