Setting:Unified Setting/Mechanics

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Revision as of 03:07, 26 April 2009 by 1d4chan>ElGrande (→‎Racial Feats: Editing pass.)
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This page is intended as a place-holder for unified setting mechanics. Due to it's popularity mechanics will be biased towards the D20 system, which should be easily adapted to other systems.

Racial Feats

The following are optional D20 feats available to players in the unified setting. While intended to reflect racial upbringing it is possible that other races, raised amongst the race in question, can take these feats.

  • Burmicean-born:All the stairclimbing and scrambling you had to do in New Burmecia toughened your legs. You count as being twice as tall for the maxes on high jumping. You also recieve a +2 bonus to diplomacy checks involving the Favored of Bahamut.
  • Corgryn-born:Due to your extended experience with the highlands of the Corgyn-Bre, you ignore the -4 penalty for outsiders on Knowledge (Fey) checks. You also gain a +2 bonus to Diplomacy checks involving the inhabitants of the Corgyn-Bre.
  • Dwarf-born:Due to long hours in the depths of Everoc, you've picked up a little bit of everything. You get a +2 bonus to all Craft checks. You also get a +2 bonus to Diplomacy checks involving the denizens of Everoc.
  • Doobie-born:You get a +2 bonus on saves versus diseases and poisons endemic to the tropics, as well as saves versus the sonic attack of the Siren Lizard. You also gain a +2 bonus on diplomacy checks with the Perfect Denizens of the Swamp of Death (As well as anyone else with this feat.)
  • Drow-born:The Wila are tricksy bastards, and living among them imprinted this on you. You get a +2 to Sense Motive checks to avoid being conned. You also get a +2 bonus to Diplomacy checks when dealing with the people of Zirnitraog.
  • Elf-born:Due to your extended time around the experts of Vanawill, you get a +2 Perfection bonus to the profession skill of your choice. You also receive a +2 bonus to Diplomacy checks involving the inhabitants of Londerfell (Generally elves and others with this feat.)
  • Gnoll-born:The wilds of Vilious and Lindwurm are harsh places, unfit for the unprepared. For those that know them however there is a bounty of life just within reach. You get a +2 bonus on Survival checks made to get along in the wilderness, and can go one additional day without water. You also get a +2 bonus to Diplomacy when dealing with the Tribes of Vilious, as well as anyone else who has this feat.
  • Goblin-born:You gain a +1 bonus to attack and damage rolls against undead, from special training obtained with the Ugly Folk. You also gain a +2 bonus to Diplomacy checks involving the inhabitants of the Sundered Isles, the Tribes of Furnshakt, or anyone else who has this feat.
  • Kobold-born:You get a +1 luck bonus to the save of your choice, due to the innocent's favor bestowed on you. You also get a +2 bonus to Diplomacy when dealing with the people of any Home.
  • Lizardfolk-born:The libraries of Rs are closed to pretty much everyone. Some lucky few manage to get a foot in the door, and find the experience very rewarding. You get a +2 bonus to any three knowledge skills (Chosen when you take this feat). You also get a +2 bonus to Diplomacy checks when dealing with the Followers of PROGRESS! (and anyone else who has this feat.)
  • Sergal-born:You get a +2 bonus to AC vs. touch attacks made to establish a grapple, due to roughousing with the inhabitants of the Tatola Plains. You also get a +2 to Diplomacy rolls with Sergals of both varieties, as well as anyone else who has this feat.