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Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction
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<blockquote data-quote="Faolyn" data-source="post: 8191351" data-attributes="member: 6915329"><p>I actually have a character for an upcoming game that switched species (pre-start) due to reincarnation, and so became a transmuter wizard so he could figure out how to turn back.</p><p></p><p></p><p>Agreed. Those would be great cultures to go along with lineage. I did two forest-dwelling cultures earlier in the thread. However, care would have to be taken not to overlap these cultures with backgrounds too much. </p><p></p><p></p><p>There are lots of reasons: fighting back against enemies who want to take over or have already taken over the character's homeland, a hunter who is responsible for feeding their family, a town guard turned adventurer, and so on. Plus, Small races include gnomes, goblins, and kobolds, not to mention a plethora of 3pp races.</p><p></p><p></p><p>Depends. In the Ancestries and Lineages books by Arcanist Press, most racial spellcasting became a cultural thing, with the idea that (for instance) an air genasi raised by other races can't use their innate 1/rest <em>levitation.</em> That's definitely a possibility.</p><p></p><p>The main problem is that, except for the main PH races, none of the other races really have sub-races that are <em>cultural.</em> So going by the various races (and ignoring languages), other than halfling, elf, dwarf, and gnome, I'd say the following could be considered cultural traits (not not every race is here; some don't seem to have <em>any </em>cultural traits):</p><p></p><p>Bugbear: Sneay, Surprise Attack.</p><p>Centaur: Survivor.</p><p>Dragonborn (Draconblood): Forceful Presence.</p><p>Firbolg: Firbolg Magic, Speech of Beast and Leaf.</p><p>Githyanki: Decadent Mastery, Martial Prodigy.</p><p>Githzerai: Mental Discipline.</p><p>Goliath: Mountain Born.</p><p>Half-Orc: Menacing.</p><p>Hobgoblin: Martial Training, Saving Face.</p><p>Kenku: Expert Forgery, Kenku Training.</p><p>Kobold: Cower, Beg, and Grovel, Pack Tactics.</p><p>Lizardfolk: Cunning Artisan, Hunter's Lore.</p><p>Minotaur: Imposing Presence.</p><p>Orc: Aggressive, Primal Intuition.</p><p>Satyr: Reveler.</p><p>Tabaxi: Cat's Talents.</p><p>Triton: Emissary of the Seas.</p><p>Veldaken: Veldaken Dispassion, Tireless Precision.</p><p>Verdan: Persuasive.</p><p></p><p>Obviously, this is YMMV a lot. I didn't include innate spells because it's very unclear whether these are actually truly innate or if they are taught.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8191351, member: 6915329"] I actually have a character for an upcoming game that switched species (pre-start) due to reincarnation, and so became a transmuter wizard so he could figure out how to turn back. Agreed. Those would be great cultures to go along with lineage. I did two forest-dwelling cultures earlier in the thread. However, care would have to be taken not to overlap these cultures with backgrounds too much. There are lots of reasons: fighting back against enemies who want to take over or have already taken over the character's homeland, a hunter who is responsible for feeding their family, a town guard turned adventurer, and so on. Plus, Small races include gnomes, goblins, and kobolds, not to mention a plethora of 3pp races. Depends. In the Ancestries and Lineages books by Arcanist Press, most racial spellcasting became a cultural thing, with the idea that (for instance) an air genasi raised by other races can't use their innate 1/rest [I]levitation.[/I] That's definitely a possibility. The main problem is that, except for the main PH races, none of the other races really have sub-races that are [I]cultural.[/I] So going by the various races (and ignoring languages), other than halfling, elf, dwarf, and gnome, I'd say the following could be considered cultural traits (not not every race is here; some don't seem to have [I]any [/I]cultural traits): Bugbear: Sneay, Surprise Attack. Centaur: Survivor. Dragonborn (Draconblood): Forceful Presence. Firbolg: Firbolg Magic, Speech of Beast and Leaf. Githyanki: Decadent Mastery, Martial Prodigy. Githzerai: Mental Discipline. Goliath: Mountain Born. Half-Orc: Menacing. Hobgoblin: Martial Training, Saving Face. Kenku: Expert Forgery, Kenku Training. Kobold: Cower, Beg, and Grovel, Pack Tactics. Lizardfolk: Cunning Artisan, Hunter's Lore. Minotaur: Imposing Presence. Orc: Aggressive, Primal Intuition. Satyr: Reveler. Tabaxi: Cat's Talents. Triton: Emissary of the Seas. Veldaken: Veldaken Dispassion, Tireless Precision. Verdan: Persuasive. Obviously, this is YMMV a lot. I didn't include innate spells because it's very unclear whether these are actually truly innate or if they are taught. [/QUOTE]
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