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<blockquote data-quote="Tonguez" data-source="post: 9735577" data-attributes="member: 1125"><p>I'll do one for my own culture, which while it does push everyone into a particular mold, isnt too far fetched - everyone in the Islands needs to know some boathandling and have some way to defend themselves. The Trade Winds and War Chant features get a bit specific (and fantasy lite) but the Heritage exists for heroic PCs whereas 'common folk' might well have the 'Farmer' Heritage instead.</p><p></p><p>My main issue is that I think theyre overloaded, especially when cantrips and cultural magics are included</p><h3></h3><h3><strong>Polynesian Culture</strong></h3><p><strong>Ocean Wayfinding.</strong> You are proficient with water vehicles, and you gain an expertise die on Survival or Nature checks for ocean navigation (observing stars, currents, birds).</p><p><strong>Island Warrior</strong>: You are adapted to tropical, oceanic climates and proficient with clubs, spears, shark-tooth swords, javelins and slings.</p><p><strong>Trade Winds.</strong> You can predict what the weather will be at your location for the next 24 hours and summon a harmless puff of wind or cool breeze (<em>druidcraft</em> cantrip).</p><p><strong>War Chant</strong>: At 3rd level you can perform a war chant for at least 1 minute that grants you and allies that participate the effects of <em>heroism</em>.</p><p><strong>Oratory.</strong> You are proficient in History or Performance and gain an expertise die when recalling or reciting oral traditions, chants, or genealogies.</p><p><strong>Languages.</strong> You can speak, read, write, and sign in Common, and one related Polynesian tongue.</p></blockquote><p></p>
[QUOTE="Tonguez, post: 9735577, member: 1125"] I'll do one for my own culture, which while it does push everyone into a particular mold, isnt too far fetched - everyone in the Islands needs to know some boathandling and have some way to defend themselves. The Trade Winds and War Chant features get a bit specific (and fantasy lite) but the Heritage exists for heroic PCs whereas 'common folk' might well have the 'Farmer' Heritage instead. My main issue is that I think theyre overloaded, especially when cantrips and cultural magics are included [HEADING=2][/HEADING] [HEADING=2][B]Polynesian Culture[/B][/HEADING] [B]Ocean Wayfinding.[/B] You are proficient with water vehicles, and you gain an expertise die on Survival or Nature checks for ocean navigation (observing stars, currents, birds). [B]Island Warrior[/B]: You are adapted to tropical, oceanic climates and proficient with clubs, spears, shark-tooth swords, javelins and slings. [B]Trade Winds.[/B] You can predict what the weather will be at your location for the next 24 hours and summon a harmless puff of wind or cool breeze ([I]druidcraft[/I] cantrip). [B]War Chant[/B]: At 3rd level you can perform a war chant for at least 1 minute that grants you and allies that participate the effects of [I]heroism[/I]. [B]Oratory.[/B] You are proficient in History or Performance and gain an expertise die when recalling or reciting oral traditions, chants, or genealogies. [B]Languages.[/B] You can speak, read, write, and sign in Common, and one related Polynesian tongue. [/QUOTE]
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