Gez
First Post
An idea I just had while rewriting and rewriting my house rules.
Basically, you introduce a knowledge subtree: Knowledge [Culture]. For example, you have:
Knowledge [Culture] (Western Heartlands)
Knowledge [Culture] (Valenar Elves)
Knowledge [Culture] (Rock Gnome)
etc.
The exact skills depends on your campaign setting, of course -- if you play in the Forgotten Realms, you will have KC: Western Heartlands, but you won't have KC: Valenar Elves. If in your homebrew, there are three distinct cultures for rock gnomes, you'll have one KC skill for each.
Knowledge [Culture] (Foobarian) is always a class skill for any Foobarian PC, regardless of the class. Otherwise, they are knowledge skills like all others -- if a class has all Knowledge skills as class skills, then the KC skills are class skills too.
A character gets 2 ranks in his own culture at creation, and a number of bonus skill points equal to 2 plus his Int modifier to place in KC skills (to max out his knowledge of his own culture, or to put in other culture knowledges, as he wishes).
When you have one rank in a KC skill, you know enough of the language, accent, and mannerism of that culture for basic conversations.
With two ranks, you know enough of language, customs, clothing styles, rough political, geographical, religious, and other popular references to live a simple day-to-day life without sticking out of the crowd.
With three ranks, you become more comfortable with all these aspects. You know several proverbs, recipes, songs, and other popular references.
With four ranks, you know as much as the average smart, inquisitive young adult raised in that culture.
With five ranks you know enough to get a synergy bonus to a single skill that is especially important for said culture (Profession: Cooking for KC: Hairfoot Halfling, Spellcraft for KC: Ivory Tower Elves, Climb for KC: Mountain Orcs, whatever suits your setting).
You'd also get a synergy bonus to social skills (Diplomacy, Gather Informations, etc.) when dealing with the appropriate culture.
With more and more ranks, you get a greater and greater insight into that culture.
A very high rank (10 or 15, for example) could allow to bypass racial or cultural requirements for a prestige class. For example, if you have 10 ranks in Knowledge [Culture] Shield Dwarves, you'll probably be able to get accepted into the ranks of the Dwarven Defenders. "He may be born Human, but he has proved his heart is Dwarven, and he is worthy of being one of ours!" Things like that.
Maybe with 15 ranks in KC: High Elves, you'll be able to figure out by yourself the secret techniques of the Arcane Archer.
And, finally, the Speak Language pseudoskill disappears. As well as the "starting languages, bonus languages" things. Instead, you use your bonus KC skill points to get one rank or more in the appropriate KC skills.
Basically, you introduce a knowledge subtree: Knowledge [Culture]. For example, you have:
Knowledge [Culture] (Western Heartlands)
Knowledge [Culture] (Valenar Elves)
Knowledge [Culture] (Rock Gnome)
etc.
The exact skills depends on your campaign setting, of course -- if you play in the Forgotten Realms, you will have KC: Western Heartlands, but you won't have KC: Valenar Elves. If in your homebrew, there are three distinct cultures for rock gnomes, you'll have one KC skill for each.
Knowledge [Culture] (Foobarian) is always a class skill for any Foobarian PC, regardless of the class. Otherwise, they are knowledge skills like all others -- if a class has all Knowledge skills as class skills, then the KC skills are class skills too.
A character gets 2 ranks in his own culture at creation, and a number of bonus skill points equal to 2 plus his Int modifier to place in KC skills (to max out his knowledge of his own culture, or to put in other culture knowledges, as he wishes).
When you have one rank in a KC skill, you know enough of the language, accent, and mannerism of that culture for basic conversations.
With two ranks, you know enough of language, customs, clothing styles, rough political, geographical, religious, and other popular references to live a simple day-to-day life without sticking out of the crowd.
With three ranks, you become more comfortable with all these aspects. You know several proverbs, recipes, songs, and other popular references.
With four ranks, you know as much as the average smart, inquisitive young adult raised in that culture.
With five ranks you know enough to get a synergy bonus to a single skill that is especially important for said culture (Profession: Cooking for KC: Hairfoot Halfling, Spellcraft for KC: Ivory Tower Elves, Climb for KC: Mountain Orcs, whatever suits your setting).
You'd also get a synergy bonus to social skills (Diplomacy, Gather Informations, etc.) when dealing with the appropriate culture.
With more and more ranks, you get a greater and greater insight into that culture.
A very high rank (10 or 15, for example) could allow to bypass racial or cultural requirements for a prestige class. For example, if you have 10 ranks in Knowledge [Culture] Shield Dwarves, you'll probably be able to get accepted into the ranks of the Dwarven Defenders. "He may be born Human, but he has proved his heart is Dwarven, and he is worthy of being one of ours!" Things like that.
Maybe with 15 ranks in KC: High Elves, you'll be able to figure out by yourself the secret techniques of the Arcane Archer.
And, finally, the Speak Language pseudoskill disappears. As well as the "starting languages, bonus languages" things. Instead, you use your bonus KC skill points to get one rank or more in the appropriate KC skills.