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Cerilia is home to a number of races that differ slightly from the standard races described in the third edition PHB. The traits for Cerilian races are slightly more powerful than their standard PHB equivalents.
to even slight changes in body language and mannerisms. Furthermore, the dealings and alliances of noble families as these are favored topics of continuous discussion throughout Anuirean lands. Gain a +1 bonus to all Will saves Gain a +1 bonus to Bluff checks, Sense Motive checks, and to Knowledge (Nobility) checks. Sense Motive is considered a class skill. Brecht: The Brecht society revolves around wealth. The Brecht believe in free enterprise, sharp wits, and nimble fingers. The Brecht are a fiery and quick-witted people and often act before others have had time to consider a matter thoroughly. Gain a +1 bonus to initiative and to Reflex saves when wearing no armor or light armor. Gain a +1 bonus to all Appraise checks. Appraise is considered a class skill. Khinasi: The Khinasi people are well-educated traders and merchants that know that a individuals decorum, hospitality, and conduct are far more important than gross wealth. Unlike other cultures, the Khinasi have no fear of magic; to them it is considered the noblest of callings. Gain a +1 bonus to all Diplomacy and Spellcraft checks. All knowledge skills are considered class skills. Rjurik: The Rjurik are a wild and hardy people that inhabit the taiga forests and highlands of the north. They are taught from an early age a deep reverence and respect for Cerilias wilds and are notable foresters. Gain a +1 bonus to all Fortitude saves Gain a +1 bonus to all Wilderness Lore checks, Listen checks, and Spot checks while in forests and hills. Wilderness Lore is considered a class skill. Vos: The Vos are a strong and warlike people with a rigid code of face and honor. Almost all Vos men are warriors and hunters other professions are considered unmanly. The Vos know what it means to fight for survival both against their foes, and the bitter cold of their homeland. Gain a +2 bonus to strength when determining carrying capacity or making a strength check Gain a +1 bonus to all Wilderness Lore checks, Listen checks, and Spot checks while in cold wasteland or tundra. Intimidate is considered a class skill.
Shadow Guide
[General; Halfling]
You are a Halfling gifted with the ability to find the hidden ways to and from the Shadow World. Prerequisite: Must be a Halfling, Shadow Walker Benefit: You add the ability to cast Gate (planar travel to the shadow world only) to your Shadow Walker abilities. This ability can only be used in deep shadow.
Shadow Walker
[General; Halfling]
You are a Halfling who has learned how to make the journey from Cerilia to the Shadow World (and return). Prerequisite: Must be a Halfling Benefit: You may cast any combination of Dimension Door and Shadow Walk three times per week. These spell must begin in and exit areas of heavy shadow.