Human Kunmarg

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a tough and warlike nation of humans native to the Frost Sun, with pale skin and thick light-hued hair (usually in white, pale blonde or red) on head and body. They are well-adapted to cold environs, and tend to be thickly built but rarely over six feet in height.

Kunmarg in the Ravimarga

x

  • Baharis: x
  • The Golden Sun: x
  • The Blood Sun: x
  • The Frost Sun: x
  • The Dragon Sun: x

Kunmarg Traits

2d6 Roll Benefit
2 Kunmarg Ability
3 Kunmarg Weapon Group
4-6 Kunmarg Focus
7-8 Kunmarg Ability
9-10 Kunmarg Focus
11 Kunmarg Weapon Group
12 Kunmarg Ability

If you choose to play a Kunmarg, modify your character as follows:

  • Add 1 to your Constitution Ability.
  • Pick one of the following Ability Focuses: Communication (Animal Handling), Perception (Seeing)
  • You can speak and read one cultural language and one additional language.
  • Cold Resistant: You have a natural AR 2 against cold damage. This increases by +1 every three levels (so at 3rd, 6th, 9th, etc).
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

Kunmarg Benefits

Roll twice on the Kunmarg Benefits table for additional benefits. Re-roll if you end up with the same result.

  • Kunmarg Ability: Choose one of the following Abilities to increase by +1: Fighting, Perception, Strength. You cannot increase any Ability by more than +1, even if you get this result multiple times.
  • Kunmarg Focus: Choose one of the following Ability Focuses: Accuracy (Bows, Brawling), Constitution (Drinking, Running), Fighting (Axes, Bludgeons), Intelligence (Brewing, Navigation), Perception (Tracking), Willpower (Courage)
  • Kunmarg Weapon Group: Choose one of the following Weapon Groups to gain proficiency in: Axes, Bludgeons, Brawling. If you gain a Weapon Group proficiency granted by your class, you may choose an Ability Focus for that group instead.