Human Kunmarg
From OakthorneWiki
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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.