MID Menu: HOME HUMAN LANGUAGES PANTHEON TYRNE
HUMAN ETHNICITIES
Each ethnicity tends to correspond with a particular region, though a region does not necessarily dictate one's ethnicity (or choice of ethnicity). First, the spread of some ethnicities overlaps in some regions. Second, one may have characteristics of one ethnicity while living in an area culturally dominated by another ethnicity, in which case cultural and genetic modifiers may be mixed for a single individual raised outside the normal "native" region of his or her genetic ethnicity. If raised according to the traditions of the "native" region (similarly to a chinese child raised in San Francisco's Chinatown), even the cultural modifiers may remain untouched by the actual region of one's formative years. Third, one may always choose the standard, ethnically neutral "normal human" type as presented in the Player's Handbook, with no ethnic modifiers.
Popular Starting Feats are not in any way limiting, nor do they imply any kind of game rule effect. These are simply suggestions for feats that are more common to qualifying members of a given ethnicity than some of the other feat choices. For instance, a Popular Starting Feat for the Merovech is Weapon Finesse, which requires a minimum +1 Base Attack modifier. This means that only characters that begin with a +1 Base Attack modifier (or better), generally because of starting class (such as Fighter or Paladin) of course, may take Weapon Finesse -- but this is a common choice for such characters of that ethnicity thanks to the cultural trends of that ethnicity.
Ability Adjustments are genetic, cultural, or a combination of genetic and cultural trends that result in modifiers to the standard Attributes. Despite the possibility of a mix of genetic and cultural modifiers, however, a character cannot mix and match Attribute modifiers. For reasons of game balance, one must take or leave the Attribute modifiers of a given ethnicity as a whole package.
Additional Class Skill is a single skill that, for any character that benefits from this cultural ethnic characteristic, is considered a Class Skill for that character regardless of his or her Class(es).
Skill Bonuses are cultural bonuses to certain skills that are not derived from Attribute values or from standard Skill Ranks. These modifiers stack with other (non-cultural) modifiers for Skill checks.
Languages listed for a given ethnicity will include both the Native language(s) and Bonus language(s). Only the Native language listing implies any free languages, however, and even that only implies one single free language. In cases where more than one Native language is listed, such as the Svergen, the player would choose a single language as the free starting language of that character, then spend any Bonus language "slots" derived from a higher than average Intelligence on additional languages. Even if the character has no positive INT modifier, the player is strongly encouraged to spend starting Skill points on the additional Languages of that ethnicity if raised in cultural circumstances typical of that ethnicity. The listing for an ethnicity's Bonus languages is similar to the listing of Popular Starting Feats, in that it implies no rules effect, but simply indicates choices for INT-based Bonus languages that are popular for people of that ethnicity.
AQUILANO
The Aquilano (of Aquilan) correspond to the Italians of the "real world".
DURICHVER
The Durichver (of Durich) correspond to the Germans of the "real world".
MEROVECH
The Merovech (of Merovenne) correspond to the French in the "real world".
Popular Starting Feats:
Combat Expertise, Improved Initiative, Quick Draw, Weapon Finesse
Ability Adjustments:
Charisma +1, Wisdom -1
Additional Class Skill:
Diplomacy
Skill Bonuses:
+2 Cultural Bonus on Bluff and Sense Motive checks
Height:
Base - Male, 4'11"; Female, 4'5"; +2d10 inches
Avg. - Male, 5'9"; Female, 5'3"
Weight:
Base - Male, 95 lbs.; Female, 55 lbs.; + (height mod) * 2d4 lbs.
Avg. - Male, 135 lbs.; Female, 95 lbs.
Languages:
Native - Merovechian
Bonus - Aquilano, Durichver, Elven, Tyrnian
SVERZ
The Sverz (of Svergen) correspond to the Swiss in the "real world".
Popular Starting Feats:
Combat Casting, Iron Will, Power Attack
Ability Adjustments:
Wisdom +1, Charisma +1, Dexterity -1
Additional Class Skill:
Sense Motive
Skill Bonuses:
+2 Cultural Bonus on Diplomacy and Knowledge (religion) checks
Height:
Base - Male, 4'11"; Female, 4'5"; +2d10 inches
Avg. - Male, 5'9"; Female, 5'3"
Weight:
Base - Male, 105 lbs.; Female, 75 lbs.; + (height mod) * 2d4 lbs.
Avg. - Male, 145 lbs.; Female, 115 lbs.
Languages:
Native - Aquilano, Durichver, Merovechian
Bonus - Elven, Orcish, Tyrnian,
TYRNIAN
The Tyrnians (of the Kingdom of Tyrne) correspond to the English in the "real world".
Popular Starting Feats:
Blind-Fight, Combat Casting, Skill Focus, Two-Weapon Fighting
Ability Adjustments:
Intelligence +1, Wisdom -1
Additional Class Skill:
Bluff
Skill Bonuses:
+2 Cultural Bonus on Diplomacy and Spellcraft checks
Height:
Base - Male, 5'3"; Female, 4'8"; +2d10 inches
Avg. - Male, 6'1"; Female, 5'6"
Weight:
Base - Male, 120 lbs.; Female, 70 lbs.; + (height mod) * 2d4 lbs.
Avg. - Male, 160 lbs.; Female, 110 lbs.
Languages:
Native - Tyrnian
Bonus - Durichver, Elven, Merovechian
VOLAC
The Volac (formerly of the Volanic Empire) correspond to some combination of the Romani, the Russians, and various Eastern European types in the "real world".
Popular Starting Feats:
Combat Reflexes, Endurance, Toughness, Weapon Finesse
Ability Adjustments:
Strength +1, Charisma -1
Additional Class Skill:
Knowledge (History)
Skill Bonuses:
+2 Cultural Bonus on Ride and Spot checks
Height:
Base -
Avg. -
Weight:
Base -
Avg. -
Languages:
Native - Volac
Bonus - Durichver, Orcish, Tyrnian