Character Options
From Titan's Teeth
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Contents
- 1 Advanced Races and Cultures
- 1.1 Dragonborn Refugee βπ
- 1.2 Dwarven Emigrant
- 1.3 Dwarven Foundling
- 1.4 Dwarven Holds
- 1.5 Elven Enclave
- 1.6 Elven Foundling
- 1.7 Elven House
- 1.8 Feytouched
- 1.9 Halfling Caravaner
- 1.10 Halfling Foundling
- 1.11 Halfling Slums
- 1.12 Ratfolk Crafter
- 1.13 Ratfolk Warren
- 1.14 Saurian
- 1.15 Shiel Highlander
- 1.16 Silverguard βπ
- 1.17 Tauran βπ
- 1.18 Warforged βπ
- 2 Advanced Archetypes
- 3 Common Backgrounds
- 4 Rare Backgrounds
β: Counts as two choices.
π: Requires buy-in from the group as it may affect them in a negative way.
Advanced Races and Cultures
Dragonborn Refugee βπ
You are a servant of the dragons, born in their image. However, rather than stay in their service you have fled to the human lands.
Benefits: You get the Dragonborn race.
You start with half the normal starting gold given by your archetype.
Dwarven Emigrant
You grew up in the empire where your parents own their own business.
Benefits: You get the Dwarf race.
If your family knows where you are, they can send a monthly stipend of (1d4+1)x10 gold pieces (rolled once upon selecting the background). Gain three times your monthly stipend for your starting purse.
Dwarven Foundling
You grew up in the Dwarven Holds, and became part of a tight-knit community
Benefits: You get the Dwarven Holds culture.
You may pick another race option to get that race, otherwise you are human.
You may pick the Shield Guard archetype.
Dwarven Holds
You hail from the Dwarven Holds giving you the Dwarven Holds culture.
Benefits: You get the Dwarf race.
You may pick the Shield Guard archetype.
Elven Enclave
You disagreed fundamentally with the beliefs of elven superiority and left your enclave.
Benefits: You get the Elf race and the Elven Enclave culture.
You may pick the Sword Caller or Sword Mage archetypes.
Elven Foundling
You grew up in an Elven Enclave. It was a hard childhood with few friend.
Benefits: You get the Elven Enclave culture.
You may pick another race option to get that race, otherwise you are human.
Elven House
You grew up in the empire as part of a wealthy elven merchant house.
Benefits: You get the Elf race.
If your family knows where you are, they can send a monthly stipend of (1d4+1)x10 gold pieces (rolled once upon selecting the background). Gain three times your monthly stipend for your starting purse.
Feytouched
Fey blood flows in your veins. Some feytouched may be mistaken for an elf, but others are clearly marked as different with greenish skin or otherworldly aura. You grew up with your human parent(s).
Benefits: You get the Feytouched race.
You may pick the Seelie Messenger or Unseelie Messenger archetypes.
Halfling Caravaner
You grew up in a halfling caravan, criss-crossing the empire.
Benefits: You get the Halfling race and the Halfling Caravaner culture.
Halfling Foundling
You grew up in the Shiel highlands, towering above your above your friends.
Benefits: You get the Shiel Highlands culture.
You may pick another race option to get that race, otherwise you are human.
You may pick the Barbarian archetype.
Halfling Slums
You are of halfling ancestry and grew up in the slums of an imperial city.
Benefits: You get the Halfling race
You also gain 1 rank in Knowledge(local) and 1 rank in a Craft Skill, Profession skill or Sleight of Hands.
Ratfolk Crafter
Your parents managed to make themselves useful enough to escape the slums.
Benefits: You get the Ratfolk race.
You also gain 1 rank in a Craft or Profession skill and 1 rank in Diplomacy or Knowledge(local).
You may pick the Alchemist archetype.
Ratfolk Warren
You grew up in a ratfolk warren somewhere in the empire.
Benefits: You get the Ratfolk race. You are welcome in any ratfolk warren.
You also gain 1 rank in Sense Motive and 1 rank in a Craft Skill, Profession skill or Sleight of Hands.
You may pick the Alchemist archetype.
Saurian
You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.
Benefits: You get the Saurian race.
You may pick the Commander archetype.
Shiel Highlander
You are a highlander of the Shiel Highlands.
Benefits: You get the Halfling race and the Shiel Highlander culture.
You may pick the Barbarian archetype.
Silverguard βπ
You were part of the elite Leysol Silverguards, trained, indoctrinated and enhanced in the Age of the Ancients.
Benefits: You get the Silverguard race and culture combo (meaning you pick no culture).
You may pick the Sword Caller or Sword Mage archetypes.
Tauran βπ
): You have left the Iscaran plains and travelled into the empire.
Benefits: You get the Tauran race and Outlander culture.
You may pick the Barbarian archetype.
Warforged βπ
You were created by the dwarves, and fought in the God War with your brothers. One by one your brothers fell, as did your dwarven minders. In the end, you were all that were left. And then the God War ended.
Benefits: You get the Warforged race and culture combo (meaning you pick no culture).
Advanced Archetypes
Barbarian
You grew up in one of the barbarian tribes that exist outside of the empire.
Benefits: You can take the Barbarian archetype and Outlander culture.
Bard of the Roads π
You were mentored by another bard in the bardic magics. You do not have imperial permission to practice magic.
Benefits: You can take the Bard archetype.
College Bard
You've been trained in the bardic magics at one of the official colleges, earning you an imperial mandate.
Benefits: You can take the Bard archetype.
Druid π
You belong to a druidic circle from one of the wild areas near to the empire.
Benefits: You can take the Druid archetype.
Drunken Monk π
You are a bareknuckle scrapper, fighting better once youβve gotten a few drinks in you.
Benefits: You can take the Drunken Monk archetype.
Guild Assassin π
You were trained by the Black Tailor's Guild. Officially illegal, the guild is none-the-less protected by many members of the imperial administration who uses its services.
Benefits: You can take the Guild Assassin archetype.
Chose one:
- You are still connected to the guild, and is expected to respond to assignments.
- You left the guild on good terms, but your rivals in the guild may take advantage that you can no longer a member.
- You left the guild on bad terms. They think you are dead, but if they were to find out differently.
Monk
Youβve been trained in martial arts, perhaps in a monastery, perhaps elsewhere.
Benefits: You can take the Martial Monk archetype.
Paladin π
You have sworn your service to a deity as their direct servant and mouthpiece in the world. Rumera, The Lightning in the Dark, Goddess of Judgement might make a decent pick.
Benefits: You can take the Paladin archetype.
Ruin Delver
You are a professional ruin delver, with connections to the kinds of people who will buy the treasures of old.
Benefits: You can take the Ruin Delver archetype.
Weapon Master
You are a warrior and a tinkerer, customizing your weapons to best suit your needs..
Benefits: You can take the Weapon Master archetype.
Wraith βπ
You died, but your soul has not passed on.
Benefits: You can take the Unbodied archetype.
With GM's permission you may take a free race.
Common Backgrounds
Academy Training
You attended a private academy where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university environment was your home for a good portion of your formative years.
Benefits: You gain a +1 bonus to all Knowledge checks.
Beloved Sibling
You have 2 + 1d4 siblings who would do anything for you. Would you do the same?
Betrayed
You were betrayed. Recently or old history?
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Bounty π
You have a bounty on your head.
Pick one:
- Start with double your normal starting gold.
- You have allies in a thieves guild.
- You have allies in another organization chased by the law.
Dependent
You are responsible for mostly helpless person. A younger sibling, invalid mother or fragile husband.
Benefits: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.
Friend
You have a dear friend who would do anything for you, and you for him.
Detail with the GM.
Hell of a Story
You start with no money and no gear, but with one hell of a story to tell. There is probably an opportunity to profit somewhere in there.
In Debt
You have a pittance of money and minimal but well kept gear, but owe money to unsavory characters.
Married
You are happily married. Lucky bastard.
Mercenary
You were part of a mercenary company.
You still have a good relationship with your former comrades.
Benefits: You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.
Mentor
You were taken under the wing of a skilled mentor.
Pick one:
- You parted ways, and now your relationship is purely transactional.
- You are still his student. Your mentor provides you aid, but in exchange expects you to follow orders.
One-Eyed
Youβve lost an eye, and probably have a cool eye-patch.
Benefits: You gain a +2 trait bonus to Charisma.
You take a -2 penalty to perception checks relying on sight and an extra β1 penalty per range increment when using a ranged weapon.
Pegleg
You lost a leg at one point in time.
Benefits: You gain a +2 trait bonus to Fortitude saving throws.
-4 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GMβs discretion).
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Poor Traveler
You have no money and minimal, rusted and broken gear. Thus far youβve gotten by on your charming personality.
Benefits: Gain a +2 bonus to Charisma
Street Urchin
You grew up on the streets.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Temple Orphan
You were raised by the clergy of Shadari.
Benefits: You gain a +1 trait bonus on Heal and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Well-Earned Pay
You have double the starting money from a recent job.
Benefits: Double your starting cash.
Windfall
You have a windfall of money, but others (truthfully or not) considers it theirs.
Benefits: Add 500 gold pieces to your starting cash.
Rare Backgrounds
Celebrity
You are famous with all the benefits and drawbacks that come from this.
Fifth Son
You are the fifth son of a noble family with little chance of inheritance.
25% chance you are disowned, 25% chance that you are favored by some member of the family, 50% chance that your relationship is average.
Benefits: You get the Noble Scion feat.
Friend in a high place
You know an important person.
Pick one:
- You are friends.
- She respects you highly.
- The leader of a nation or ael.
- The leaderβs advisor.
- Heads a great merchant house.
- A wizard or other class of great power and position.
Member of the Darkwatch
You were a member of the emperor's secret police. But when the emperor was assassinated the Darkwatch were implicated and hunted down. You escaped that purge.
You still have knowledge of the Darkwatch's old hideouts, caches and contacts.
Phoenix
You are ancient, possessed by an old, old power. You have helped this power fight the forces darkness for a long time.
When you die you are reborn in flame.
Rich Family
You belong to a wealthy family, probably a merchant house.
If your family knows where you are, they can send a monthly stipend of (1d4+1)x10 gold pieces (rolled once upon selecting the background). Gain three times your monthly stipend for your starting purse.