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Backgrounds are a mechanic used to differentiate humans who come from different cultures. It doesn't make sense to change their stats, but by giving them a background you can give humans a role-playing hook, and a small mechanical feature to demonstrate it. Backgrounds are feats that are applicable to humans of certain areas. These feats cannot be selected normally. These feats can only be selected at character creation. A character may only take one background feat as his extra human feat at first level. A character may only take a background feat that corresponds with his actual selected cultural background.
In addition, some backgrounds may give you access to certain skills as class skills, regardless of class played, specific languages, or restrictions on skills, or equipment that you may use.
KERNARIEN
- Population: c. 5,000,000
- Imports: Ore, crops
- Exports: lumber, furs
The nation of Kernarien is the western-most of the North Kingdoms. According to tradition, it is the original homeland of all the North-men, and the language there is still very conservative. It was also never incorporated into the Nithuran Empire. It is a wild place, with few towns, but many small hamlets, villages and other rustic locales. Trappers, loggers, hunters and others who love the wilderness, wild forests and unspoiled mountains and hills are the most common inhabitants. There are a few moderate cities and trade centers, usually along major waterways or roads. Kernarien is the human nation that has the most fae citizens, and their influence is clear in much of the art, architecture, and lifestyle of the nation. In fact, the ruler of the nation is a king elected by the Council of Lords, and currently a dweorg rules. When he dies, another king will be elected from amongst the Council, so there is no hereditary monarchy. Kernarien is also the largest of the North Kingdoms, it has a long seashore on the wild and cold Cavunian Ocean, long borders with two Southron nations, Fae-lands and two other North Kingdoms. At times the relationship with these other nations is not friendly, but the Kernarans have proven themselves adroit at war despite their lack of a centralized government. Each Lord provides his own army and the King appoints a Lord-general to coordinate the army of the entire nation. Troops from Kernarien are usually exceptional guerilla warriors.
Personality: Kernarans are perhaps the most independent of the Northern peoples. They put less stock in nobility and the accident of birth and much more in merit than most peoples. Their exposure to the fey races in such abundance tends to make them more open to other cultures and ideas than most. In general, Kernarans are placid, calm and peaceful. They enjoy outdoor festivals that try the strength, competitiveness and toughness of individuals. Friendly rivalries and roughness is common, but Kernarans who anger easily are rare and unpopular. Kernarans, even those who live in the cities, tend to enjoy solitude from time to time as well. It is not unusual for even the most sedate and city-bound Kernaran to take a holiday in the forest for hunting, fishing, or simply camping and enjoying the forest that makes up so much of the nation's land.
Physical Appearance: Kernarans are tall, with white skin, blue or grey eyes common and brown or blond hair. Men typically wear their hair shorter than women, and wear beards, but otherwise they dress very similarly. Both men and women typically wear woolen trousers, although men's trousers are usually extremely baggy, but gathered below the knees and tied or tucked into boots. Long-sleeved tunics, also often of wool usually cover the torso and hang almost to the knees. Embroidered designs are typical for the ends of the sleeves and the bottom of the tunic. A jacket, usually short-sleeved and often double-breasted is typically worn over the tunic. In colder weather, long coats of leather lined with martin or fox fur and belted with leather are used, as well as caps with fur interiors. In all seasons cloaks, fastened with bronze or golden pins are worn: winter cloaks are often made of felt and have fur insides. In war, a chain hauberk is typically donned over this same outfit, and perhaps a metal lamellar cuirass as well. Helmets typically have mail aventails to cover the neck and portions of the face, as well as decorated noseguards. The Kernarans usually use round shields, longswords, daggers, axes or spears. Guerilla troops often prefer leather to the chain hauberks, as it hinders movement less and is more suitable to staying hidden.
Relations: Kernarans get along well with most Fae, even Unseelie Sidhe, for many live in their lands. They have good relationships with the other Northern Kingdoms, and to a lesser extent with the Southron kingdoms as well. They tend to resent the religious belligerence of conquest-minded Easterlings, but luckily have little occasion to cross them.
Special: All Kernarans gain access to the skill Wilderness Lore (WIS) as a class skill, regardless of their actual class.
Kernarien Prestige Class: The Shadow Scout
As a master of stealthy, secretive warfare; either deep in the woods, or in any other settings, the Shadow Scouts of Kernarien are a highly trained organization of the nobles. In fact, the Shadow Scouts have quite a bit of power, and can barter quite heavily for the privilege of having Shadow Scouts assigned as retainers to a lord or army. But when in the business of defending their charges from their enemies, Shadow Scouts are nigh unstoppable; appearing from the depths of the wilderness leading lightning hit-and-run tactics against their enemies and vanishing like ghosts. Of late, the Kernarien Shadow Scouts have also started negotiating with lords and kings of others of the kingdoms of the Northlands. Shadow Scouts have been reported on missions deep into the Southlands or the wild kingdoms of the Easterlings, and Shadow Scouts are on retainer in all of the North Kingdoms, doing errands, missions or serving as special forces for their armies.
Hit Die: d10.
Requirements:
- Background: Kernaran
- Base Attack Bonus: +4
- Skills: Hide 9 ranks, Move Silently 9 ranks, Spot 5 ranks.
- Feats: Run, Track
Class Skills:
The shadow Scout's class skills (and the key ability for each skill) are Climb (STR), Craft (INT), Hide (DEX), Intuit Direction (WIS), Jump (STR), Knowledge (nature) (INT), Listen (WIS), Move Silently (DEX), Profession (WIS), Ride (DEX), Search (INT), Spot (WIS), Use Rope (DEX), and Wilderness Lore (WIS).
Skill points at each level: 4 + INT Modifier.
Class Features:
Weapon and Armor Proficiency: Shadow scouts are proficient with all simple and martial weapons and with light armor.
Favored Enemy: At 1st level, a shadow scout may select a type of creature (such as Sidhe, dweorg, orcs) as a favored enemy. A shadow scout may select another human background as his favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the scout gains a +1 bonus on Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus on weapon damage rolls against creatures of this type. The shadow scout also gets the damage bonus with ranged weapons, but only against targets within 30 feet. The bonus doesn't apply to damage against creatures that are immune to critical hits. At 4th level and at every three levels thereafter (4th, 7th, and 10th level) the bonus goes up by +1.
Fast Movement: The shadow scout has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load.) This ability does not stack with any other class-based fast movement.
Evasion (Ex): At 2nd level and above, a shadow scout can avoid even magical and unusual attacks with great agility. If the scout makes a successful Reflex saving throw against an attack that normally deals damage on a successful save, he instead takes no damage. The shadow scout can only use evasion if he is wearing light or no armor.
Detect Enemy (Sp): At 3rd level, a shadow scout gains the ability to detect the presence of his favored enemy. The ability is similar to the detect evil spell in range, area, and duration. In the first round of concentration, the shadow scout can ascertain the presence of absence of his favored enemy within the area. In the second round, the shadow scout can determine the number of creatures in the area and the power of the strongest one (as per the detect evil spell). In the third round, the shadow scout can determine the strength and location of each creature.
Memory: At 6th level, a shadow scout's memory is greatly enhanced. He can hold in his mind an image he has seen or up to 1 minute of speech, and can describe the details or repeat the words (even if he does not speak the language) as if he were still present. The shadow scout can only hold one image or sound in his mind at a time.
Freeze (Su): By keeping completely still while using the Hide skill, a shadow scout of 8th level or higher can vanish into his surroundings. He gains a +15 bonus on his Hide check. The shadow scout can use this ability three times per day.
Smite Enemy (Su): A 9th level shadow scout gains the ability to smite his favored enemy once per day. He adds his Intelligence modifier (if positive) to his attack roll and deals 1 extra point of damage per level. This damage bonus stacks with his favored enemy bonus.
TABLE BACKGROUNDS-1: THE KERNARAN SHADOW SCOUT
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
AC Bonus |
Special |
| 1st |
+1 |
+2 |
+0 |
+0 |
+1 |
Favored enemy +1, fast movement |
| 2nd |
+2 |
+3 |
+0 |
+0 |
+2 |
Evasion |
| 3rd |
+3 |
+3 |
+1 |
+1 |
+2 |
Detect enemy 3/day |
| 4th |
+4 |
+4 |
+1 |
+1 |
+2 |
Favored enemy +2 |
| 5th |
+5 |
+4 |
+1 |
+1 |
+3 |
|
| 6th |
+6 |
+5 |
+2 |
+2 |
+3 |
Memory |
| 7th |
+7 |
+5 |
+2 |
+2 |
+4 |
Favored enemy +3 |
| 8th |
+8 |
+6 |
+2 |
+2 |
+4 |
Freeze |
| 9th |
+9 |
+6 |
+3 |
+3 |
+4 |
Smite enemy |
| 10th |
+10 |
+7 |
+3 |
+3 |
+5 |
Favored enemy +4 |
DALADON
- Population: c. 3,500,000
- Imports: Lumber, some crops
- Exports: Ore, wool, some crops
Daladon is probably the roughest and gruffest of the Northern kingdoms. The terrain is rough, rocky, dry and cold most of the year. Daladon has extensive borders with orc-lands and dweorg-lands; neither are races renowned for their ability to be good neighbors. In the south of the kingdom the climate is more friendly, and wide, grassy steppes make good farmland and pastureland. Indeed, Daladian horses are considered to be amongst the best ever bred. The tradition of mounted horse warrior is part of what makes Daladon famous, but ironically, that is only a relatively recent phenomena. Daladon was ruled by a number of nobles of the Northland ethnic group, but the current ruling class is founded on an Easterling invading army. Today, the Daladians are ethnically and culturally a hybrid of Easterling and Northman. Technically, Daladon is not a kingdom, as the ruler is not a king, but a khagan. Rather than a linear succession system, the next youngest brother of a dead khagan is the heir, and when all brothers are gone, the sons of all the brothers in the next generation are elligible heirs to the khaganate. When this happens, typically the clan khans come together to decide who amongst the heirs will become the next khagan. In reality, a great deal of blood is usually shed at this point, and the khaganate is in danger of breaking up into its constituent clans each ruled by its own khan until one claimant to the khaganate can get enough support to put down his rivals and unite the khaganate.
Personality: The Daladians can be fierce, stubborn and unfriendly, but they do so only because their neighbors are so unfriendly to them, for the most part. Even the neighboring North-kingdoms look at them in askance, as their culture and (somewhat) their language have changed with the admixture of Easterlings. However, they are astute diplomats, all things considered, and are rigorously polite and correct as hosts and as guests. They are also renowned for their ability to retain feuds, and to extend them not only to the individuals involved, but often to entire families, warbands or even clans. There are some Fae living amongst them, notably orcs and dweorgs who come from neighboring lands, but not nearly as many Fae as amongst the Kernarans, as the Daladians are not as friendly with them in general.
Physical Appearance: The original Northmen of Daladon were similar in appearance to the Kernarans: tall, white, brown, red or blond hair and blue, green, hazel or grey eyes being common. The Easterlings who came in a hundred and fifty years ago and changed the culture of Daladon were typically much shorter, and somewhat broader than the Northmen, and had brown or yellowish skin, thick black hair and brown or black eyes. Daladians today can be anywhere between those spectrums, but the "average" Daladian is average in height and sturdiness, with brown hair and eyes and darker skin than the Northmen neighbors of other countries. Commoners typically wear big bushy hair and beards, with fur-lined caps and sheepskin trousers. Long, open coats are typical dress of commoner men. Noblemen typically wear slightly past knee-length, divided robes of silk in bright colors and with delicate patterns over baggy trousers and with felt shoes, boots or puttees. Nobles typically prefer a moustache to a beard, and often braid their long hair behind them. Women of both classes wear long, divided skirts (the material, color and decoration being the main distinction between commoner and noble) and tight fitting, long-sleeved tunics or shirts made of wool, linen or leather. They typically have numerous small braids or ties in their hair, which is sometimes shorter than the mens' long braids. When at war, the nobles don armor that is not disimilar to that of the Kernarans: mail shirts with lamellar cuirasses are common, as are round and kite-shaped shields. Helmets rarely have the spectacle-like eyeguards, but mail aventails protecting the neck are not uncommon. A peculiar custom of some warriors is to wear a quite life-like steel mask over their face attached to their helmet. Befitting their equestrian culture, warriors focus on mounted combat with lances and composite shortbows being common weapons. Longswords are also carried, and often have a distinctive ring-shaped pommel.
Relations: Although not on truly ally terms with any other nation or group of people, the Daladians are excellent diplomats, and have a presence in all of the North-kingdoms, many of the Easterling kingdoms (where some of the nobles often still have distant relatives) and the Fae that live nearby, especially the dweorgan earls. Any breaks in the peace are more likely to be raids and skirmishes rather than all-out warfare.
Special: Daladians can take Easterling as a racial language.
Daladian Prestige Class: The Karakalpak (Black Hood)
The Black Hoods -- so named for their characteristic gear -- are an elite force of mounted warriors that are apart from the clans and are responsible to the khagan alone. Only the most loyal and battle-hardened warriors are invited to join the Black Hoods, and even then, rigorous testing and screening are still practiced amongst those invited. However, the Black Hoods are also immune to many of the laws of the khaganate, and are entitled to a minor title of nobility in return for their service to the khagan. Although for the most part the Black Hoods do not leave their units, it is not unknown for the khagan to send one on an especially prestigous diplomatic or military mission, and some even operate alone with the blessing of the khagan. Indeed, in times of peace, up to a third of the Black Hoods may even be travelling outside the country.
Hit Die: d10.
Requirements:
- Background: Daladian.
- Base Attack Bonus: +6
- Skills: Ride 9 ranks.
- Feats: Mounted Combat, Ride-by Attack, Spirited Charge.
- Weapon Proficiency: Lance (any).
Class Skills: The Black Hood's class skills (and the key ability for each skill) are Climb (STR), Craft (INT), Handle Animal (CHA), Intimidate (CHA), Intuit Direction (WIS), Jump (STR), Listen (WIS), Perform (CHA), Profession (WIS), Ride (DEX), Sense Motive (WIS), Spellcraft (INT), Swim (STR), and Wilderness Lore (WIS).
Skill Points at each level: 4 + INT modifier.
Class Features:
Weapon and Armor Proficiency: Black Hoods are proficient with all simple and martial weapons and with light, medium and heavy armor.
Ride Bonus (Ex): A Black Hood gains a competence bonus on all Ride checks. The bonus is +2 at 1st level and increases by +2 every three levels thereafter (+4 at 4th level, +6 at 7th level and +8 at 10th level.)
Expertise: At 1st level a black hood learns to parry from horseback, giving him the Expertise feat for free, even if he doesn't have the prerequisite Intelligence score.
Deadly Charge (Ex): When mounted and using the charge action, a Black Hood of 2nd level or higher deals triple damage with a melee weapon (or quadruple damage with a lance), up to the number of times per day indicated. This ability supercedes the Spirited Charge feat.
Burst of Speed (Ex): At 3rd level, the Black Hood can urge his mount to greater than normal speeds. This ability doubles the distance of the mount's normal charge movement. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a Will save (DC 20) immediately after the conclusion of the additional charge; failure results in the mount taking 2d6 points of damage.
One Spirit (Su): A Black Hood of 5th level or higher has a spiritual bond with his mount. Once per day, while mounted, the Black Hood can make any one attack roll, saving throw, or skill check using his Ride skill modifier in place of all other modifiers. For example, he could roll a melee attack roll using only his Ride skill modifier instead of his total attack bonus (including Strength modifier, weapon enhancement bonus, Weapon Focus bonus, and all other bonuses to the attack roll.)
Full Mounted Attack (Ex): At 6th level, a Black Hood gains the ability to make a full attack from horseback, even if his mount has moved more than 5 feet in the round.
Make Your Own Luck (Su): A Black Hood of 9th level or higher can, once per day, reroll any one roll he has just made. He must take the result of the second roll, even if it is worse than the original roll.
TABLE BACKGROUNDS-2: THE DALADIAN KARAKALPAK (BLACK HOOD)
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
AC Bonus |
Special |
| 1st |
+1 |
+2 |
+0 |
+0 |
+0 |
Ride bonus +2, Expertise |
| 2nd |
+2 |
+3 |
+0 |
+0 |
+0 |
Deadly charge 1/day |
| 3rd |
+3 |
+3 |
+1 |
+1 |
+1 |
Burst of speed |
| 4th |
+4 |
+4 |
+1 |
+1 |
+1 |
Deadly charge 2/day, Ride bonus +4 |
| 5th |
+5 |
+4 |
+1 |
+1 |
+1 |
One spirit |
| 6th |
+6 |
+5 |
+2 |
+2 |
+2 |
Deadly charge 3/day, full mounted attack |
| 7th |
+7 |
+5 |
+2 |
+2 |
+2 |
Ride bonus +6 |
| 8th |
+8 |
+6 |
+2 |
+2 |
+2 |
Deadly charge 4/day |
| 9th |
+9 |
+6 |
+3 |
+3 |
+3 |
Make your own luck |
| 10th |
+10 |
+7 |
+3 |
+3 |
+3 |
Deadly charge 5/day, Ride bonus +8 |
CARGANAD
- Population: c. 6,500,000
- Imports: Slaves, spices, ore
- Exports: Wine, crops, manufactured goods
The small nation of Carganad is all that remains of the once grand Nithural Empire. Once, the Empire stretched all the way north to the lands of the Fae Courts, it encompased most of the vast Tandirûn peninsula, and had extensive territories in both the east and the far south. Now, those days belong, in living memory, to only the eldest of the Fae, for it has been many generations since the fall of the Nithural Empire. Many fronted war, with wild Easterlings, restless Southrons and the epic migrations of the North-men finally shattered the Empire. Carganad is actually ruled by a dynasty descended from a Northman king, although that northern aristocracy has since been thoroughly "Carganadized." Today, with pressure from Northman nations (it borders all three other Northland nations) and the might of an ascendant Zimirrûn, Carganad is militarily hard-pressed to maintain its own. However, the might of Carganad is in its navies, both military and mercantile fleets. Merchants and privateers of Carganadin origin ply the Autean Sea, and many of the navigable rivers of both Cawaine and the Easterling lands. This trading history, as well as the (relatively) recent history of ruling much of the continent has led to a well-developed ability in diplomacy and protocol amongst most of the Carganadin elite. Carganad is ruled today by a descendent of the Northmen warrior aristocracy, but he and his dynasty have gone to great lengths to claim the legitimacy and trappings of the old Nithural Empire.
Personality: Carganadin are often morose and melancholy. An ingrained attitude in all of the noble class of Carganad is their rich history, and the tragedy that was the fall of the Nithural Empire. The common people, on the other hand, feel little attachment to the Nithurals, except for the crumbling cities, roads, aqueducts and temples that are their legacy. More than any other Northman nation, the Carganadin are concerned with being proper, with following protocol, and with the dead seriousness of court functions and etiquette. However, even the best of the Carganadin know that they are merely holding off the long, slow yet inevitable death of their nation.
Physical Appearance: The Carganadin are usually tall with fair skin and blue, green or grey eyes, but with straight dark hair. Men rarely wear beards or moustaches, and they typically have short hair. Long tunics with panels on the edges and sleeves are common, often made of wool, linen, silk or other material. Except in cold weather, trousers are rarely work. The trousers are somewhat baggy -- although nothing like the voluminous trousers of the Northmen -- and tied with strings at the bottom, and soft leather shoes are the norm. Cloaks are normal, and it is not unusual for a headband or sash wrapped around the head to be worn, although that tradition comes from the Southron nations, and is not native to Carganad. Women typically wear dresses that are past the knee, with long woolen stockings or taped legs. The dresses are usually sleeveless, but small jackets and/or cloaks are often worn over them. Women typically wear some kind of cloth in their hair: either a sash used to tie it up, or cover part of it. To do less is considered immodest. In war, the Carganadin usually wear short, sleeveless (yet fitted with shoulder pieces) mail hauberks or scale corselets. Helmets are also common, and are usually round or conical with hinged cheek pieces, although a new fashion amongst the sailors is to use a nautilus-shaped helmet. Because of the nautical tradition of the Carganadin, heavier armor is not typically used. Longswords, spears and elongated hexagonal shields are common, as are supplemental shortswords.
Relations: For the most part, the Carganadin get along well with their neighbors. Periodic tension with the nation of Zimirrûn is not unusual, but the trading status, as well as the relatively weak military of the nation ensures that they do not seek to be the aggressor.
Special: Carganadin gain access to Diplomacy as a class skill, regardless of character class.
Carganadin Prestige Class: The Windsinger
The Carganadin built much of their power and influence, both militarily and mercantile, on their mastery of the ships that ply the Autean Sea. But their mastery is not entirely based on skill or knowledge: the elite mystics known as the Windsingers bring fortune, fair weather and more to those who sail with one. Rare indeed is the ship from a Carganadin harbor -- who can afford to travel with one -- who doesn't have a Windsinger on board. While most Windsingers start out as mages or mystics, their tradition differs substantially. Instead of gaining mystic skills and making skill checks to cast, a windsinger gains access to certain powers and then sings them into being. Thus, a windsinger must make a perform check in order to cast his spells. As when casting spells, each use of his power causes loss of hit points to subdual damage.
If two windsingers are trying to create contradictory effects (one is using bolster the wind while an enemy windsinger is trying to becalm it), an opposed Perform check determines whose windsong works in the overlap between their areas of effect. Parts of the area of effect that don't overlap another windsong function normally, regardless of the outcome of the Perform check.
Hit Die: d8
Requirements:
- Background: Carganadin
- Perform: 10 ranks (must include song, ballad or chant)
- Skills: Knowledge (nature): 5 ranks
- Feats: Mystic Sense
Class Skills:
The Windsinger's class skills (and the key ability for each skill) are Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Intuit Direction (WIS), Jump (STR), Knowledge (geography) (INT), Knowledge (nature) (INT),Perform (CHA), Profession (WIS), Ride (DEX), Sense Motive (WIS), Spot (WIS), Swim (STR), and Use Rope (DEX).
Skill points at each level: 4 + INT Modifier.
Class Features:
Weapon and Armor Proficiency: Windsingers are proficient with martial weapons and with light armor.
Bolster the Wind (Su): A 1st level Windsinger can change the wind to make it more favorable for sailing. Using this power, a windsinger can make the wind speed pick up by one category (light winds become moderate, moderate winds becomd strong and so on.) Furthermore, the windsinger can alter the direction of the wind by 90o in either direction. If the wind is coming from the south, for example, a windsinger who bolsters the wind can change it so it blows from the southeast, east, southwest or west. Bolstering the wind requires three successful Perform checks in a row, DC 20. The song affects all winds within 1,000 feet centered on the windsinger and lasts as long as the windsinger continues to sing, plus an additional 30 minutes. Bolstering the wind costs the windsinger 2 HP.
Calm the Waves (Su): A 3rd level windsinger can reduce the severity of weather effects. Table 3-19 and the Weather section of Chapter 3 in the DMG list weather effects. The windsinger can reduce wind strength by one or two categories (from severe to strong or moderate, for example), waves by one or two categories (thus making control checks for ships easier), and overall weather on Table 3-19 by one or two categories (from inclement weather to normal, for example). Furthermore, calm the waves can dissipate any mists or fogs within 1,000 feet in a single round. This windsong affects all winds within 1,000 feet centered on the windsinger and lasts as long as the windsinger continues to sing, plus an additional 30 minutes. Calm the waves requires two successful Perform checks in a row, DC 25 to improve the weather by one category, or four successful Perform checks in a row, DC 25 to improve it two categories. Calming the waves costs the windsinger 2 HP.
Rower's Chant: A 4th level windsinger can use music to stave off the effects of fatigue and exhaustion. Characters do not suffer the the penalties from being fatigued or exhausted while the hear the rower's chant. Rower's chant lasts as long as the windsinger continues to sing, and any penaties from fatigue or exhaustion return at the point that the song ends. Additionally, anyone who can hear the rower's chant is immune to effects such as forced marches and hustling for more than one hour. The Windsinger must make a successful Perform check, DC 20 to activate this ability. It costs the windsinger 2 HP/hour to use this ability.
Ocean Mist (Su): A 5th level windsinger can conjure forth misty fog, often to obscure his ship from pursuers. By making a single successful Perform check, DC 25, the windsinger can fill a 1,000-foot radius with obscuring mist (as the spell). By making three consecutive successful Perform checks, DC 25, a solid fog emerges (as the spell.) The mist appears to expand outward from the general vicinity of the windsinger, billowing outward at 100 feet per round. If the windsinger stops singing before the full radius is reached, the mist stops expanding when the singing stops. Ocean mist lasts as long as the windsinger continues to sing, plus an additional 30 minutes, although moderate winds will dissipate it in 4 rounds and strong winds in 1 round. Ocean mist costs the windsinger 4 HP.
Dead Reckoning (Su): A 6th level windsinger can entice the breezes to reveal the best route to any destination. This functions exactly like the find the path spell, except that the destination must be somewhere touched by normal winds (almost anywhere outdoors and almost nowhere indoors). The caster level of the effect is equivalent to the sum of the magic class levels of the character. Dead reckoning requires a successful Perform check, DC 30 and costs the windsinger 2 HP.
Favorable winds (Su): A 7th level windsinger can create a weather pattern that affects only his ship. This functions as the control winds spell except that it changes the winds in a 100-foot emanation around the windsinger only and lasts as long as he maintains the song. The caster level of the effect is equivalent to the sum of the characters levels in a magic class (including windsinger levels.) The windsinger must make a successful Perform check each hour that the ability is active, DC 25. The cost to use this ability is 2 HP/hour.
Angry Seas (Su): An 8th level windsinger can increase the severity of storms and other inclement weather. When the song begins, the windsinger picks a point within 1000 feet. Weather within a 100-foot radius of that point becomes up to two categories worse, according to Table 3-19 in the DMG. Roll randomly for specific effects as directed by the table. The weather lasts as long as the windsinger continues to sing. The windsinger can change the center-point of the effect as a free action once per turn. Angry seas take three consecutive successful perform checks DC 30. The cost to the windsinger to use this ability is 6 HP.
Becalm (Su): A 9th level windsinger can steal the wind from another ship's sails, stopping it completely. When the song begins, the windsinger picks a point within 1000 feet. No wind blows within a 100-foot radius of that point, although the prevailing winds elsewhere are unaffected. The windsinger can also target an object with this effect, in which case the becalmed area is centered on the object (usually an enemy ship) and moves as it does. The becalm windsong lasts 30 minutes and requires two successful Perform checks, DC 25. The cost to the windsinger is 4 HP.
Control Weather (Su): A 10th level windsinger can command the clouds and winds. This functions exactly like the druid spell of the same name. The caster level of the effect is the sum of the character's windsinger and other spell-casting class levels. Control weather requires two successful Perform checks, DC 30 to activate and another single check everytime the windsinger wishes to change the weather during the duration. The cost to the windsinger is 5 HP.
TABLE BACKGROUNDS-3: THE CARNAGADIN WINDSINGER
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
AC Bonus |
Special |
| 1st |
+1 |
+0 |
+0 |
+2 |
+0 |
Bolster the Wind (Su) |
| 2nd |
+2 |
+0 |
+0 |
+3 |
+0 |
|
| 3rd |
+3 |
+1 |
+1 |
+3 |
+1 |
Calm the Waves (Su) |
| 4th |
+4 |
+1 |
+1 |
+4 |
+1 |
Rower's chant (Su) |
| 5th |
+5 |
+1 |
+1 |
+4 |
+1 |
Ocean Mist (Su) |
| 6th |
+6 |
+2 |
+2 |
+5 |
+2 |
Dead reckoning (Su) |
| 7th |
+7 |
+2 |
+2 |
+5 |
+2 |
Favorable winds (Su) |
| 8th |
+8 |
+2 |
+2 |
+6 |
+2 |
Angry Seas (Su) |
| 9th |
+9 |
+3 |
+3 |
+6 |
+3 |
Becalm (Su) |
| 10th |
+10 |
+3 |
+3 |
+7 |
+3 |
Control weather (Su) |
CAWAINE
- Population: c. 6,500,000
- Imports: crops, precious metals
- Exports: livestock, iron ore
Cawaine is one of the largest of the North kingdoms in terms of size and population. It is also somewhat culturally distinct. Although the Northmen culture, language and physical appearance did make an appearance during the great migrations of the original northmen, the prior inhabitants of much of the northern part of the human world were more thickly concentrated here than elsewhere and it is here alone that they maintain a cultural unity. The Cawai, as they are called (the country is named for them) maintain their own language, dress and customs in some of the more remote areas of the country, although most of the population is hybridized Cawai and Northmen, speaking a dialect of North Common. In addition, Easterling, Nithural and Fae inhabitants make up significant portions of the population, and steady streams of immigrants have made their way into Cawaine for generations, making the population probably the most cosmopolitan of all the North kingdoms. The country is ruled by a King, who claims some Sidhe blood (apparently) and a Parliament of both Nobles and Burghers. It maintains a policy of neutrality amongst its neighbors, and has a highly organized security force made up of reeves: some that are local, and some that report indirectly to the houses of Parliament, and some that report indirectly to the king himself.
Personality: Of all the North Kingdoms, the Cawaineans are perhaps the most tolerant, as their relatively open borders have invited settlers from all over into their land. In general, they are talkative and friendly, reserving judgement (both good and bad) until they've been able to observe the individual for a little while. However, they have a strong sense of national pride, and although it's fine to come from wherever and identify with wherever, if you are a Cawainean, you are a Cawainean first and foremost. For this reason, little tolerance or empathy is given to the Cawai who still hold out as separatists, for instance. Cawaineans are both urban and rural, but do live generally in settlements of some sort, so hardy outdoorsmen like the Kernarien are rare.
Physical Appearance: Cawaineans are fairly standard in physical appearance. Their build is not too tall, nor too broad. Their hair coloring and eyes are usually brown, although blond, red or darker hair is not uncommon and blue eyes are also fairly easy to find. Men wear beards as often as not, and have short hair, although small braids hanging from the sides of the head are not uncommon (either on either side, or more rarely, on both sides.) Women also have shorter hair than women of neighboring nations, although still longer than the men, and they often have a number of ties or braids to keep it off their backs. Men typically wear simply-patterned tunics and trousers outside, although the material and weave may be both complex and rich. Boots of leather are common as footwear, and simple cloaks clasped with broaches are worn in the winter. The climate in Cawaine is relatively mild, so thick winter clothes are not very common. Women often wear long dresses with divided skirts and sleeve-less vests or coats. In summer, these are worn without undershirts, while in winter long-sleeved woollen or linen shorts are worn under the coats. Women use more make-up than in other countries, including whitening of the face, red lipstick and extremely heavy mascara and black eye-shadow, which gives them an almost skull-like apppearance when carried to extremes. The trend comes from a death-cult popular amongst women, and is now so firmly entrenched that it is seen as a mark of beauty amongst some. In their own homes, or at certain other functions, both men and women wear a one-piece wrap: an extremely long rectangular piece of cloth that is wrapped around the waist and belted, and then brought up to wrap around the torso as well. Color and material vary depending on social class, while trimming and decoration denote rank and house allegiance. It is very similar to the Scottish "great kilt."
In warfare, soldiers typically wear one-piece helmets that lack noseguards, ventails or visors of any type, but which may have cheek-pieces and crests. Mail or scale corselets or shirts are common, usually short sleeved, while leather greaves and vambraces guard the arms and legs. Cawaineans typically fight with longswords, bows, spears and round shields.
Relations: In general, Cawaine keeps friendly relations with both neighbors and more distant allies. Because the nation is such a conglomerate of races, ethnicities, languages and cultures, Cawaineans often view themselves as the bridge between northmen, Easterlings, Southrons, and others.
Special: Cawaine is a trade center for the Northlands, and many of the goods passing through it are of local manufacture. Cawaineans get a +2 on their Craft checks.
Cawainean Prestige Class: The Cawai Berzerker
The Cawai are a bold, angry and somewhat primitive culture that is the remnant of the indigneous population of the Northlands before the Northmen spread there. In physical appearance, the Cawai aren't terribly different from the Northmen: they are tall and lanky, with blue or gray eyes, but with dark hair. They often have huge beards, wild braided hair and dress in rough, homespun wool or leather. They live in small, rural homesteads deep in the woods, hills or mountains. Some of the tribal warriors have a mystical ability to call on the power of animal totems, making them fierce, yet extremely dangerous opponents, even to their friends. The Cawai Berzerker is respected and honored amongst the Cawai, but rarely loved or held close. Even the most fanatical Cawai seperatist, touting his own culture as the "only true way" keeps the Berzerkers at arm's length. When the infamous battle rage comes on the berzerker, he is truly out of control.
Hit Die: d12.
Requirements:
- Background: Cawainean
- Base Attack Bonus: +5
- Feats: Martial weapon proficiency (battleaxe, longsword or warhammer), shield proficiency
- Special: Of the Cawai ethnic group
Class Skills:
The Berzerk's class skills (and the key ability for each skill) are Animal Empathy (CHA), Climb (STR), Intimidate (CHA), Jump (STR), Listen (WIS), Spot (WIS), Swim (STR), and Wilderness Lore (WIS).
Skill points at each level: 2 + INT Modifier.
Class Features:
Weapon and Armor Proficiency: Berzerkers are proficient with all simple and martial weapons and with light armor.
Battle Fury (Ex): Starting at 1st level, berzerkers can enter battle fury as a standard action. They gain +6 to Strength, +6 to Constitution, and a +3 morale bonus on Will saves, but suffer a -2 penalty on AC while in battle fury. The increase in Constitution increases the berzerkers hit points by 3 points per level, but these hit points go away at the end of the fury when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Pints in Chapter 8 of the Player's Handbook.) While in his fury, a berzerker cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells (the only class skills he can't use are Animal Empathy and Wilderness Lore). He cannot use ranged weapons. He can use any feat he might have except for Expertise, item creation feats, metamagic feats and Skill Focus (if it's tied to a skill that requires patience or concentration). While in a fury, berzerkers attack every being they can see. When a berzerker begins attacking a foe, he continues until that foe dies, the berzerker dies or becomes incapacitated, or the fury ends.
In order to avoid attacking a friend or innocent bystander, the berzerker must make a Will save (DC 15 + the number of rounds equal to 3 + the number of rounds already spent in a fury). A fit of battle fury lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The berzerker may not prematurely end the battle fury voluntarily. If there are no longer any beings in sight, the berzerker randomly attacks walls, rocks, trees, doors, or anything else he can see. At the end of the fury, the berzerker is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter. The berzerker can only fly into a fury once per encounter and only a certain number of times per day (determined by level). The effects of this fury do not stack with any other racial or class-based rage effects.
Movement Bonus (Ex): At 1st level, berzerkers increase their movement rate by 10 feet. This bonus only applies to the berzerker's human and hybrid forms. This bonus does not stack with any other class-based movement increase.
Beast Shape (Su): At 3rd level, the berzerker selects a totem animal from the following list: bear (brown), boar, eagle, raven or wolf. A number of times per day determined by level, the berzerker may change shape into a hybrid creature with features that combine human and animal, or into the animal itself. A hybrid retains the use of human arms, hands and intelligence, but loses the power of speech. A hybrid cannot use skills or abilities that require patience and concentration such as move silnetly or casting spells (the only class skills he can't use are Animal Empathy and Wilderness Lore). He can use any feat he might have except for Expertise, item creation feats, metamagic feats and Skill Focus (if it's tied to a skill that requires patience or concentration). Hyrids also gain +2 Strength and +2 Constitution. The increase in Constitution increases the berzerker's Constitution increases the berzerker's hit points by 1 point per level, but these hit points are not lost first they way temporary hit points are; see Temporary hit points in Chapter 8 of the Player's Handbook).
While in animal form, the berzerker gains the abilities and movement speeds of the animal and retains his human intelligence. A berzerker cannot use battle fury while in either hybrid or animal form, nor can he use beast shape while in battle fury. A berzerker can always change back to human form. No equipment or clothing transforms with the berzerker.
Damage Reduction (Ex): Beginning at 2nd level, the berzerker gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the berzerker takes each time he is dealt damage. At 4th level, this damage reduction rises to 2. At 6th level it rises to 3. At 8th level it rises to 4. Damage reduction can rduce damage to 0 but not below.
TABLE BACKGROUNDS-4: THE CAWAI BERZERKER
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
AC Bonus |
Special |
| 1st |
+0 |
+2 |
+0 |
+0 |
+1 |
Battle fury 1/day, +10 ft. movement |
| 2nd |
+1 |
+3 |
+0 |
+0 |
+2 |
Damage reduction 1/- |
| 3rd |
+2 |
+3 |
+1 |
+1 |
+2 |
Beast shape 1/day |
| 4th |
+3 |
+4 |
+1 |
+1 |
+2 |
Battle fury 2/day, damage reduction 2/- |
| 5th |
+3 |
+4 |
+1 |
+1 |
+3 |
|
| 6th |
+4 |
+5 |
+2 |
+2 |
+3 |
Beast shape 2/day, damage reduction 3/- |
| 7th |
+5 |
+5 |
+2 |
+2 |
+4 |
|
| 8th |
+6 |
+6 |
+2 |
+2 |
+4 |
Battle fury 3/day, damage reduction 4/- |
| 9th |
+6 |
+6 |
+3 |
+3 |
+4 |
Beast shape 3/day |
| 10th |
+7 |
+7 |
+3 |
+3 |
+5 |
|
TEANO
- Population: c. 2,000,000
- Imports: finished goods
- Exports: furs, ore
Teano is a bit of a strange nation in many ways. Physically the Teanese are very similar to Northmen, and much of their ethnic make-up comes from that group, as does some of their cultural upbringing. However, linguistically and culturally, they are more closely related to the Easterlings. Their culture is also very strongly influenced by the Frostlings who neighbor their lands to the north, and also often live amongst them. In fact, Frostling princesses are often taken as brides by Teanese chieftains, although such unions are not fertile. The Teanese live in clans and tribes, and have no central government of any type. They often live in timber fortifications with earthworks and ditches for defense. Other than that, the Teanese typically rely more on the inaccessability of their lands for defense. Although some farming is done in the brief summer monthes of their land, for the most part the Teanese live on herds of shaggy cattle and reindeer. In fact, they have an elite cavalry force that is made up entirely of large reindeer riders.
Personality: The Teanese are proud of their fierce primitive-ness, resisting attempts to "civilize" them by either thier Northmen or Easterling neighbors. Their religion, which is a bit different from that of their neighbors, places great spiritual importance on their way of life. Chieftains rule each clan with an iron fist, although culture dictates that they be benevolent rulers lest they call down the wrath of the gods for their hubris. Unlike many of the Northmen, the Teanese revel both in obtuse mysticism and utter devotion to the community over the individual. The clan chief dictates many aspects of the community that other cultures find repugnant, including to whom his warriors will marry, what his clan members will do for their livelihood and other life-changing decisions. In reality, this works fairly well, given the attitude of the Teanese and the strong cultural impetus for clan chiefs to work with their clan members to make decisions that actually are to their benefit. When travelling outside of Teano, the Teanese are usually bemused, yet politely quiet at the antics of their neighbors. However, many of the Teanese who travel do so because they are exiles from their own culture.
Physical Appearance: The Teanese physically are much like the Northmen. In fact, they often look like charicatures of Northmen, the features are so exaggerated. They are very tall and very fair: all Teanese have extremely blond hair, often bordering on white it is so pale. Their eyes are also extremely pale: even blue eyes are rare because gray is so common. When their skin tans, it typically freckles as well. Because of their extreme paleness, foreigners often call them the "Ghosts of the North." The Teanese actually encourage this and take this up with some pride. Teanese men typically dress in a long open robe; white with a clan color stripe. Under the robe, they typically wear long, baggy trousers and thick boots, and a knee-length tunic. They also typically cover their heads with a wrap of thick cloth, and sometimes their faces as well. Soldiers rarely have any armor, and if they do it is traded, scavenged, stolen or purchased from either Northmen or Easterlings, so it does not follow any one style. Teanese swords have single-edged curved blades and long handles without any hilt (use katana rules.) Beards are typically kept fairly neat and trim, and their hair is also cut fairly short. However, long "tails" over each temple are not unusual, especially amongst warriors and hunters. Teanese women usually wear more tigh-fitting trousers and tunics, with heavy hooded cloaks. Women like to braid their hair into a multitude of small braids. They also typically wear a traditional dagger called a viszta on their waist, and lots of bone jewelry. Whenever possible, Teanese women like to wear foreign jewelry as well, made of precious metals, jewels or whatever their clan chieftain is able to acquire.
Relations: The Teanese have little need for other nations except as scapegoats for problems they may have, and traders who bring occasional luxury goods for their wives and underlings. Although generally relatively hospitable, the reception and relationship anyone might have with a Teanese clan varies depending on the temperament and character of the clan chieftain.
Special: As the Teanese depend on livestock and hunting for their livelihood, all Teanese have access to the Animal Empathy skill as a class skill.
Teanese Prestige Class: The Wilderman
The "Ghosts of the North" take a perverse pleasure in their ability to withstand their harsh environment, and their unique suitability to live there. Every so often, a clan chieftain will entertain thoughts of developing a core of warriors who is so adept at utilizing the terrain to his advantage that he is indeed supernaturally proficient at it. These warriors, the true ghosts of the north, are called the Wildermen. Warriors vie for the honor of being selected to undergo the rituals and trials to join this legendary group, or warriors that are somehow left in the wilderness may actually gain the abilities based on nothing but their remarkable experience.
Hit Die: d12.
Requirements:
- Background: Teanese
- Base Fortitude Save Bonus: +4
- Skills: Climb 4 ranks, Hide 4 ranks, Intuit Direction 4 ranks, Wilderness Lore 8 ranks
- Feats: Endurance, Track
- Special: To become a Wilderman, or to advance as a wilderman, the character must have spent at a bare minimum, 50% of his time in the northern wilderness since the last time he levelled.
Class Skills:
The Wilderman's class skills (and the key ability for each skill) are Balance (DEX), Climb (STR), Craft (any) (INT), Handle Animal (CHA), Hide (DEX), Intuit Direction (WIS), Jump (STR), Listen (WIS), Move Silently (DEX), Ride (DEX), Spot (WIS), Swim (STR), Use Rope (DEX), and Wilderness Lore (WIS).
Skill points at each level: 4 + INT Modifier.
Class Features:
Weapon and Armor Proficiency: Wildermen gain proficiency with simple weapons and light armor.
Wilderness Skill Bonus: At 1st level, a wilderman gains a +2 insight bonus on both Wilderness Lore checks and Climb checks in the Teanese wilderness or similar terrains.
Endure Elements (Ex): A wilderman can ignore some damage of the cold subtype as though under a permanent endure elements effect. At 2nd level, the character ignores the first 5 points of damage from cold. This amount increases by an additional +5 at 5th, 8th and 10th level.
Terrain Movement (Ex): At 2nd level the wilderman can move overland through the rough Teanese landscape as if it were plains.
Attack Native Creatures (Ex): The wilderman gains a competence bonus on attack rolls against any creature of the Teanese wilderness. This bonus is +1 at 3rd level, and it increases by +1 for every two wilderman levels the character gains thereafter.
Terrain Camouflage (Ex): At 3rd level, wilderman may use the raw materials of the Teanese wilderness to conceal their presence from others. This full-round action grants a character a +10 competence bonus on Hide checks in the Teanese terrain, or similar terrain.
Bonus Feat: At 4th and 8th level, a wilderman may choose abonus feat from the following list: Alertness, Far Shot, Run, Skill Focus (Climb), Toughness. This is in addition to the feats that a character of any class normally gets every three levels. The character must still meet any prerequisites for these bonus feats.
Detect Animals and Plants (Sp): At 6th level, the character can use detect animals or plants in the Teanese wilderness as a druid of his or her wilderman level. This supernatural ability is usable three times a day.
Adaptation (Su): At 7th level, the character can function as if wearing a necklace of adaptation for a total of up to 30 minutes a day.
Freedom of Movement (Su): At 10th level, the wilderman can function as if under the influence of a freedom of movement spell for up to 30 minutes. This ability is usable once per day.
TABLE BACKGROUNDS-5: THE WILDERMAN
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
AC Bonus |
Special |
| 1st |
+1 |
+2 |
+0 |
+2 |
+1 |
Skill bonuses |
| 2nd |
+2 |
+3 |
+0 |
+3 |
+2 |
Endure elements 5, terrain movement |
| 3rd |
+3 |
+3 |
+1 |
+3 |
+2 |
Attack native creatures +1, terrain camouflage |
| 4th |
+4 |
+4 |
+1 |
+4 |
+2 |
Bonus feat |
| 5th |
+5 |
+4 |
+1 |
+4 |
+3 |
Attack native creatures +2, endure elements 10 |
| 6th |
+6 |
+5 |
+2 |
+5 |
+3 |
Detect animals or plants |
| 7th |
+7 |
+5 |
+2 |
+5 |
+4 |
Adaptation, attack native creatures +3 |
| 8th |
+8 |
+6 |
+2 |
+6 |
+4 |
Bonus feat, endure elements 15 |
| 9th |
+9 |
+6 |
+3 |
+6 |
+4 |
Attack native creatures +4 |
| 10th |
+10 |
+7 |
+3 |
+7 |
+5 |
Endure elements 20, freedom of movement |
BACKGROUND FEATS
The following feats are only available to characters who have the appropriate background to select them. In addition, these feats can only be taken during character creation as the bonus human feat. These feats cannot be taken in any other situation.
- Artist: You come from a culture in which the arts, philosophy, and music have a prominent place in society.
Background: Carganad, Cawaine.
Benefit: You gain a +2 bonus on all Perform checks and to checks for one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture, or embroidery.
- Blooded: You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared. Enemies find it difficult to catch you off guard.
Background: Kernarien, Daladon.
Benefit: You get a +2 bonus on initiative checks and a +2 bonus on Spot checks.
- Bullheaded: The stubbornness and determination of your kind is legendary. You are exceptionally headstrong and difficult to sway from your intended course.
Background: Daladon, Carganad.
Benefit: You recieve a +1 bonus on Will saves and a +2 bonus on Intimidate checks.
- Cosmopolitan: Your exposure to the thousand forking paths of the city has taught you things you ordinarily would never have discovered.
Background: Carganad, Cawaine.
Benefit: Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.
- Disciplined: Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell or blow.
Background: Carganad.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks.
- Duelist: Among your people, bloody duels are a common way of settling disputes or avenging insults. You have had to develop a quick wit, a quick knife, or both to survive.
Background: Teano
Benefit: You gain a +2 bonus on Bluff checks and a +2 bonus on initiative checks.
- Education: Some lands hold the pen in higher regard than the sword. In your youth you recieved the benefit of several years of more of less formal schooling.
Background: Carganad.
Benefit:All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any Knowledge skill of your choosing.
- Mercantile Background: Powerful merchants and tradesmen control the wealth and commerce of much of Northlands. You come from a family that excels at a particular trade and knows well the value of any kind of trade goods or commodity.
Background: Carganad.
Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on checks for the Craft or Profession skill of your choice.
- Militia: You served in some military unit or local militia. There, you trained with weapons suitable for use on the battlefield.
Background: Kernarien, Cawaine.
Benefit: You get Martial Weapon Proficiency (crossbow) and Martial Weapon Proficiency (pike or halberd) as bonus feats.
- Saddleback: Your people are as comfortable riding as walking.
Background: Daladon.
Benefit: You recieve a +3 bonus on Ride checks.
- Sea Legs: The heaving decks of a ship are like a home to you, and you are as comfortable on or in the water as others are on land.
Background: Carganad.
Benefit: You gain a +2 bonus on Balance and Swim checks.
- Smooth Talk: Your people are accustomed to dealing with strangers and foreigners without needing to draw weapons to make their point.
Background: Cawaine.
Benefit: You gain a +2 bonus on Diplomacy and Sense Motive checks.
- Stealthy: Your people are known for their stealthiness.
Background: Kernarien.
Benefit: You gain a +2 bonus on Hide and Move Silently checks.
- Street Smart: You have learned how to keep informed, ask questions and interact with the underworld without raising suspicion.
Background: Cawaine.
Benefit: You get a +2 bonus on Bluff and Gather Information checks.
- Survivor: Your people thrive in a region that others find uninhabitable. This gives you a savvy and strength of will that you can take to any difficult environment.
Background: Kernarien, Teano.
Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on Wilderness Lore checks.
|