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Character Knowledges

Update 4/16/19: Changed Knowledges to be culture oriented and role playing based. Some feats are absorbed into this update. Still in progress.   Knowledges in Rhunec are cultural. They are imparted by living in that culture and taking part in that culture's traditions and rituals. Each city has their own festival that will allow a character to train the knowledge of that city.   Knowledges allow the player to ask questions or make actions that require a certain amount of knowledge in order to be successful. Knowledges are often prerequisites for other skills or feats. Knowledges also unlock the school of the same name.   Knowledge checks made by anyone without the knowledge set will suffer a minus five to their modifier. Knowledges can be gained to remove the minus five.   The Knowledges are:  

Dragon Knowledge

Strength Attribute

Upon Acquisition: remove -5 penalty from bare handed attack rolls and ability to cast Dragon School spells

Also known as the Knowledge of Martial Arts, the Dragon Knowledge is how to fight with bare hands. Attacks using bare hand techniques are -5+STR without this knowledge. Once this Knowledge is gained, the -5 is removed. Knowledge of Martial Arts checks can also be made to learn about other combat techniques or discern the strengths and weaknesses of another combat technique. It can also be used to figure out how to get out of a grappling hold or counteract a specific move. Once this knowledge is trained, the creature has the ability cast Dragon School spells.
  Dragon Knowledge can be gained by interacting with people of this culture, living in The Northern Mountains and participating in The Angeln at Uhtal or in  

Wolf Knowledge

Dexterity Attribute

upon Acquisition: Remove -5 penalty to trap usage rolls, tactics questions to the DM, and ability to cast Wolf School spells

Knowledge of how to accomplish a task, approach a problem, use a trap/grenade. Without this knowledge, players take -5+DEX to using traps/grenades. They also take -5+DEX when asking the DM for options on how to approach a problem. Once gained, this knowledge unlocks the ability to cast Wolf School spells.   Wolf knowledge can be gained by participating in Conquering the Heim and living in Krutar or the greater Pine Coast region.  

Snake Knowledge

Intelligence Attribute

Upon Acquisition: remove -5 penalty to Memory rolls, unlock ability to cast Snake School spells

Ability to recall knowledge or past events. Memory rolls are -5+INT without the Knowledge. Memory rolls are performed if the character tries to remember a name, an important fact, or something about the story they may have learned before. If the DM thinks that the character would know it with a DC of 10, then the DM can give them the information. If it is important, vague, or a bit of a leap, then the DM can ask for a Memory roll.   Snake Knowledge can be gained by participating in the Saiban in Saku or The Game in Awane.  

Kraken Knowledge

Wisdom Attribute

Upon Aquisition: remove -5 penalty to knowledge of vitae checks, unlock ability to cast Kraken School spells

Kraken knowledge includes the ability to cast spells from the kraken school and make knowledge of vitae checks. These checks are for knowledge about creatures, plants, humans, and other creatures found in Rhunec. This knowledge can help identify weak spots, illness or broken bones, and general knowledge about the organism.   Knowledge of Kraken can be gained by joining the Flight of the Brave in Rochia or the Alba Vela in Celletia.    

Crow Knowledge

Charisma Attribute

Upon Acquisition: Remove -5 penalty from Rally checks, unlock ability to cast Crow School Spells.

Knowledge of how to influence multiple people, crowds, or party. Rally rolls are -5+CHR without the Knowledge. This is my way of giving Charisma based builds more power during combat. Also adds a fun layer to role play, here is how it works. During your turn in combat, you can use Rally as an action. This action must include the player describing their intent to the DM and then role playing their verbal action. Their roll for Knowledge of Rally determines the success of their action. Excellent role playing can be rewarded by the DM by lowering the DC or allowing the action to succeed. Excellent role playing does not include, "I want to use knowledge of rally to give my teammates advantage. Go get them." Nah. Nope. I want a rousing speach like Aragorn gave before the battle at The Black Gate! Give me the feels! The effects of Knowledge of Rally can vary depending on the player's intent. This can be used to give a player or the whole team (depending on the roll) advantage or cause a change in the initiative order. This is up to the creativity of the player and the DM's discretion.   Knowledge of Rally can be used outside of combat when trying to persuade, intimidate, or otherwise coerce a large group of people. I'm talking like 20. You want to start a riot? Give me a Knowledge of Rally roll. Let's burn it to the ground!   The Crow Knowledge is basically non-existent because the Crows have been hunted across Rhunec. Currently there is no known way to gain this Knowledge.    

Tortoise Knowledge

Constitution Attribute

Upon Aquisition: Removes -5 penalty to Recovery rolls and unlocks ability to cast Tortoise school spells.

Knowledge of how to push your body past its limits. Recovery rolls are -5+CON without the Knowledge. This knowledge is used when your health drops below 0. The Recovery roll is your fight to get up and keep fighting. The DC for Recovery is 10. Once the character rolls 10 or higher, they are active with 1/2 of the Recovery roll number. So if you roll 15, then you can fight on with 7 health. The character has three tries to recover from death. Recovery can also be used to regain health. A bit of a second wind save if you will. Recovery can be used to regain health any number of times.   Tortoise Knowledge can be gained by participating in the Medzioti held in Losla.


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