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Rules/Crunch of Eyros
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<blockquote data-quote="Arkhandus" data-source="post: 2067747" data-attributes="member: 13966"><p>.....I don't so much like the added Spellcasting Impotence part for orcs and half-orcs. They shouldn't necessarily be weak spellcasters, and it especially doesn't make much sense to limit their divine spellcasting power. I would say give orcs and half-orcs their usual mental ability penalties, but moved around a bit based on House. I.E. half-orcs of House Zhal suffer -2 to Wisdom and Charisma perhaps, since they control the far northern industrial province of Zhalccu, based primarily in the city of Mhur, leading them to be more inclined to developing crafts and such. House Vajar for instance might then produce half-orcs with -2 on Intelligence and Wisdom as they are a dominant ruling House, keen on political maneuvering moreso than wise rule.</p><p></p><p>Then make a Scion of the Orc-Blooded Pillars feat available for Eyrian orcs and half-orcs, which reduces one of their racial ability penalties to help balance the orcish and half-orcish weaknesses compared to humans and other common races. Of course Eyrian orc-bloods don't need to take the feat, but those who want to be more balanced and more capable at social or magic-using situations can take it. It's more powerful than a standard feat, but considering that it only slightly reduces or negates a racial penalty to a mental stat, and that orcs and half-orcs are kinda disadvantaged, I think it's fair. Also, I'm adding another potential feat for members of any Pillar.</p><p></p><p><u>SCION OF THE ORC-BLOODED PILLARS (General)</u></p><p>You are one of the orc-blooded nobility in the Sovereign Dominion of Eyros, more socially and mentally adept than orcish folk outside the Dominion. Generations of noble rule and education have civilized your race's natural crudeness.</p><p><strong>Prerequisites:</strong> Must be an Eyrian, must have been born into an orc-blooded Pillar of Eyros, if half-orc must have been born to a human parent and an orc parent</p><p><strong>Benefit:</strong> Reduce one of your racial penalties to either Intelligence, Wisdom, or Charisma by 2 points, but apply this change as though it were a natural racial quality rather than a feat.</p><p><strong>Special:</strong> You can only take this feat as a 1st-level character.</p><p></p><p><u>NOBLE OF THE SIX PILLARS (General)</u></p><p>You were born into the Six Pillars of nobility, family Houses in the Sovereign Dominion of Eyros, and over time you have developed some courtly aptitude from this noble upbringing. You may be a soldier or an advisor, a royal heir or a priest of the Draconic Legacy, you are nonetheless an Eyrian noble and have learned to deal with the necessity of courtly matters.</p><p><strong>Prerequisites:</strong> Must be Eyrian, must have been born into one of the the Pillars of Eyros</p><p><strong>Benefits:</strong> Choose two skills from amongst Bluff, Diplomacy, Gather Information, Intimidate, Perform, and Sense Motive. The chosen skills permanently count as class skills for you, with all classes and hit dice you gain henceforth, but this does not change any skill point expenditures prior to the level you gain this feat. In addition, you gain +1 on checks with the chosen skills.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2067747, member: 13966"] .....I don't so much like the added Spellcasting Impotence part for orcs and half-orcs. They shouldn't necessarily be weak spellcasters, and it especially doesn't make much sense to limit their divine spellcasting power. I would say give orcs and half-orcs their usual mental ability penalties, but moved around a bit based on House. I.E. half-orcs of House Zhal suffer -2 to Wisdom and Charisma perhaps, since they control the far northern industrial province of Zhalccu, based primarily in the city of Mhur, leading them to be more inclined to developing crafts and such. House Vajar for instance might then produce half-orcs with -2 on Intelligence and Wisdom as they are a dominant ruling House, keen on political maneuvering moreso than wise rule. Then make a Scion of the Orc-Blooded Pillars feat available for Eyrian orcs and half-orcs, which reduces one of their racial ability penalties to help balance the orcish and half-orcish weaknesses compared to humans and other common races. Of course Eyrian orc-bloods don't need to take the feat, but those who want to be more balanced and more capable at social or magic-using situations can take it. It's more powerful than a standard feat, but considering that it only slightly reduces or negates a racial penalty to a mental stat, and that orcs and half-orcs are kinda disadvantaged, I think it's fair. Also, I'm adding another potential feat for members of any Pillar. [U]SCION OF THE ORC-BLOODED PILLARS (General)[/U] You are one of the orc-blooded nobility in the Sovereign Dominion of Eyros, more socially and mentally adept than orcish folk outside the Dominion. Generations of noble rule and education have civilized your race's natural crudeness. [B]Prerequisites:[/B] Must be an Eyrian, must have been born into an orc-blooded Pillar of Eyros, if half-orc must have been born to a human parent and an orc parent [B]Benefit:[/B] Reduce one of your racial penalties to either Intelligence, Wisdom, or Charisma by 2 points, but apply this change as though it were a natural racial quality rather than a feat. [B]Special:[/B] You can only take this feat as a 1st-level character. [U]NOBLE OF THE SIX PILLARS (General)[/U] You were born into the Six Pillars of nobility, family Houses in the Sovereign Dominion of Eyros, and over time you have developed some courtly aptitude from this noble upbringing. You may be a soldier or an advisor, a royal heir or a priest of the Draconic Legacy, you are nonetheless an Eyrian noble and have learned to deal with the necessity of courtly matters. [B]Prerequisites:[/B] Must be Eyrian, must have been born into one of the the Pillars of Eyros [B]Benefits:[/B] Choose two skills from amongst Bluff, Diplomacy, Gather Information, Intimidate, Perform, and Sense Motive. The chosen skills permanently count as class skills for you, with all classes and hit dice you gain henceforth, but this does not change any skill point expenditures prior to the level you gain this feat. In addition, you gain +1 on checks with the chosen skills. [/QUOTE]
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