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HumanHealer>abil Traitless [absence of racial trait]
Your race (Human) does not have any racial traits.
Diagnose [automatic]
Allows you to see all injuries you and other people have
sustained by LOOKing at them, including insignificant damage,
poisons, disease, etc.
Compassion [automatic]
You gain a small class skill bonus to Heal, Concentration, and
Spellcraft, allowing you to better heal other people.
Botony [automatic]
Further studies of nature has helped you learn how better to
create potions and prepare medical herbs. You gain a reasonable
bonus to Wilderness Lore and a small bonus to Alchemy and Heal.
Awareness [automatic]
The need for self-protection gives you an advantage over being
surprised or caught unaware. You gain a strong bonus to Spot,
Search, and Listen.
Physiology [automatic]
Advanced studies of life has enabled you to heal it far better
than ever before. You gain a strong bonus to Heal and a reasonable
bonus to Alchemy.
NecromancerListing all of your traits and abilities: Traitless [absence of racial trait] Your race (Human) does not have any racial traits. Simple Weapon (all simple weapons) [automatic] No attack rating penalty when using any simple weapon. Advanced Drain Dead [selective, DRAIN command] Every ten minutes, you can drain death energy from a corpse to heal yourself. GnomeListing all of your traits and abilities: Eye Of The Appraiser [racial trait] Gnomes are a city folk and generally persue unique relics and treasures or anything they have not yet experienced before. This tendancy gives them a better eye for the value of items as well as a mischievous attitude towards acquiring them, often giving the Gnome a better opporunity to hide, move silently, and pick pockets. Mesmerized [racial trait] Too curious for their own good, Gnomes are in a constant and perpetual state of amusement over everything they do and it generally takes the Gnome a little longer to cast spells and attack in result. Size Restriction [racial trait] Due to their small size, Gnomes can not wear any Heavy armor. ElfDruidListing all of your traits and abilities: Mystic Aura [racial trait] Coming from a long line of scholars, historians, and wizards, Elves tend to be more in touch with The Flow and can more easily draw upon its powers, giving you a larger pool of mana and strong inclinations towards using magical devices. Paranoia [racial trait] Elves have come to wear a bitter dislike for other races and their physical training tends to suffer some as a result, leaving them slightly more frail than most races. They also have a great fear for the undead and the perversion of the nature that they represent and are thus more susceptible to damage caused by unholy magic. Magic Type SPELLS for more details. Wildlife Knowledge You gain a strong bonus to Wilderness Lore and moderate bonus Alchemy from your extensive knowledge of the wilds. Shapeshifting Type SHAPESHIFT for more details. RurolwiListing all of your traits and abilities: Swift [racial trait] Graceful and agile, Rurowli have a developed combat style that goes unrivaled in unarmed combat and are able to attack faster than any other race. This trait extends to their accuracy and relexes too, so long as the Rurowli is not wearing any restrictive armor (light armor is not restrictive). Even when wearing Medium and Heavy armors, Rurowli gain a fraction of their inate bonuses. Exposed [racial trait] Rurowli are generally uncomfortable in their armor, should they be wearing any, and have a constant feeling of being vulnerable to attacks. Should the Rurowli not be wearing armor, then the fear is realized all the same, though at least he/she can spring out of danger easier. This overwhelming suspicion causes the Rurowli to suffer slightly greater damage in combat and be slightly less resistant to extreme temperatures, poisons, toxins, etc. |