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The Kingdom of the Amber Crown is a rich and prosperous empire from often-forgotten desert origins. Recent disasters have threatened noble continuity but its navy is still one of the most feared forces in the sky.
Home Terrain
Most residents of the kingdom are adjusted to life either in the harsh deserts or dense urban centers.
Choose Hardened or Weaving Dodger.
Hardened
You gain DR 2/- against nonlethal damage. This damage reduction increases by 1 for every 5 character levels you possess.
Weaving Dodger
You gain a +1 origin bonus on Reflex saves and a +1 dodge bonus to armor class when adjacent to at least two other allies. Crowds do not count as difficult terrain for you.
Reliquary Tradition
You gain a +2 origin bonus to any rolls made to determine the history and past events of specific objects you have access to; often Appraise or Knowledge (History) checks.
Thunder God's Gifts
Exposure to natural and artificial magic in the Amber Lands tends to change people.
Choose Developed Tolerance, Shield of Elements, Aligned Armaments, or Salvaging Luck.
Developed Tolerance
You gain a +2 origin bonus to saving throws against electricity effects, sonic effects, and language-dependent effects.
Shield of Elements
You gain a +2 origin bonus to AC against ranged attacks.
Aligned Armaments
Any natural weapons and weapons you wield count as being aligned in a manner identical to your alignment for the purpose of overcoming damage reduction. For example, if you are lawful good, any weapon you wield counts as lawful and good. You gain subtypes corresponding to the alignments you may count your weapons as (for example, if you are chaotic evil, you gain the chaotic and evil subtypes).
Salvaging Luck
You gain a +1 origin bonus on any reroll of a d20 roll.
This does not give you the ability to reroll anything, it merely improves other rerolls.
Skill Familiarity
You gain a +2 origin bonus to one of Knowledge (Nobility), Knowledge (Local), or Artistry; and any one other skill of your choice.