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{{BreadCrumbs|[[Character Creation]]}}__NOTOC__
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{{BreadCrumbs|[[Character Creation]]}}{{TOC|limit=1}}
  
{{#gmsection:
+
: Counts as two choices.
= Hidden Backgrounds =
 
== Racial Backgrounds ==
 
{{ColCard|Dwarven Emigrant|3|You are of dwarven ancestry, giving you the {{link|Races|Dwarf}} race.
 
  
You grew up in the empire where your parents own their own business.
+
🌑: Requires buy-in from the group as it may affect them in a negative way.
 +
 
 +
= Advanced Races and Cultures =
 +
{{ColCard|Dragonborn Refugee ⚓🌑|3|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.}}
 +
 
 +
{{ColCard|Dwarven Emigrant|3|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.}}
 
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.}}
  
{{ColCard|Dwarven Holds|3|You are of dwarven ancestry, giving you the {{link|Races|Dwarf}} race.
+
{{ColCard|Dwarven Foundling|3|You grew up in the Dwarven Holds, and became part of a tight-knit community
  
You hail from the Dwarven Holds giving you the {{link|Cultures|Dwarven Holds}} culture.
+
'''Benefits:''' You get the {{link|Cultures#Dwarven Holds}} culture.
 +
 
 +
You may pick another race option to get that race, otherwise you are human.
  
 
You may pick the [[Shield Guard]] archetype.}}
 
You may pick the [[Shield Guard]] archetype.}}
  
{{ColCard|Elven Enclave|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
+
{{ColCard|Dwarven Holds|3|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.}}
  
You disagreed fundamentally with the beliefs of elven superiority and left your enclave. You get the {{link|Cultures|Elven Enclave}} culture.
+
{{ColCard|Elven Enclave|3|You disagreed fundamentally with the beliefs of elven superiority and left your enclave.  
  
You may pick the [[Armor Mage]] or [[Sword Mage]] archetypes.}}
+
'''Benefits:''' You get the [[Elf]] race and the {{link|Cultures#Elven Enclave}} culture.
  
{{ColCard|Elven House|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
+
You may pick the [[Sword Caller]] or [[Sword Mage]] archetypes.}}
  
You grew up in the empire as part of a wealthy elven merchant house.
+
{{ColCard|Elven Foundling|3|You grew up in an Elven Enclave. It was a hard childhood with few friend.
 +
 
 +
'''Benefits:''' You get the {{link|Cultures#Elven Enclave}} culture.
 +
 
 +
You may pick another race option to get that race, otherwise you are human.}}
 +
 
 +
{{ColCard|Elven House|3|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.}}
 
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.}}
  
{{ColCard|Feytouched|3|Fey blood flows in your veins, giving you the {{link|Races|Feytouched}} race. Some feytouched may be mistaken for an elf, but others are clearly marked as different with greenish skin or otherworldly aura.
+
{{ColCard|Feytouched|3|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).  
  
You grew up with your human parent(s).
+
'''Benefits:''' You get the [[Feytouched]] race.
  
 
You may pick the [[Seelie Messenger]] or [[Unseelie Messenger]] archetypes.}}
 
You may pick the [[Seelie Messenger]] or [[Unseelie Messenger]] archetypes.}}
  
{{ColCard|Foundling|3|You grew up among a race not of your own ancestry.
+
{{ColCard|Halfling Caravaner|3|You grew up in a halfling caravan, criss-crossing the empire.
 +
 
 +
'''Benefits:''' You get the [[Halfling]] race and the {{link|Cultures#Halfling Caravaner}} culture.}}
  
Either:<br>
+
{{ColCard|Halfling Foundling|3|You grew up in the Shiel highlands, towering above your above your friends.
O You grew up in the Dwarven Holds, and became part of a tight-knit community: {{link|Cultures|Dwarven Holds}} culture.<br>
 
O You grew up in an Elven Enclave. It was a hard childhood with few friends: {{link|Cultures|Elven Enclave}} culture.<br>
 
O You grew up in the Shiel highlands, towering above your above your friends, but surrounded by them none-the-less: {{link|Cultures|Shiel Highlands}} culture.}}
 
  
{{ColCard|Halfling Caravaner|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
+
'''Benefits:''' You get the {{link|Cultures#Shiel Highlands}} culture.
  
You grew up in a halfling caravan, criss-crossing the empire, giving you the {{link|Cultures|Halfling Caravaner}} culture.}}
+
You may pick another race option to get that race, otherwise you are human.
  
{{ColCard|Halfling Slums|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
+
You may pick the [[Barbarian]] archetype.}}
  
You grew up in the slums of an imperial city: Gain 1 rank in Knowledge(local) and 1 rank in a Craft Skill, Profession skill or Sleight of Hands.}}
+
{{ColCard|Halfling Slums|3|You are of halfling ancestry and grew up in the slums of an imperial city.  
  
{{ColCard|Ratfolk Crafter|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.
+
'''Benefits:''' You get the [[Halfling]] race
  
Your parents managed to make themselves useful enough to escape the slums: Gain 1 rank in a Craft or Profession skill and 1 rank in Diplomacy or Knowledge(local).
+
You also gain 1 rank in Knowledge(local) and 1 rank in a Craft Skill, Profession skill or Sleight of Hands.}}
  
You may pick the [[Alchemist]] archetype.}}
+
{{ColCard|Ratfolk Crafter|3|Your parents managed to make themselves useful enough to escape the slums.  
  
{{ColCard|Ratfolk Warren|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.  
+
'''Benefits:''' You get the [[Ratfolk]] race.
  
You grew up in a ratfolk warren somewhere in the empire: Gain 1 rank in Sense Motive and 1 rank in a Craft Skill, Profession skill or Sleight of Hands.  You are welcome in any ratfolk warren.
+
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.}}
 
You may pick the [[Alchemist]] archetype.}}
  
{{ColCard|Saurian|3|You are of Saurian ancestry, giving you the {{link|Races|Saurian}} race.
+
{{ColCard|Ratfolk Warren|3|You grew up in a ratfolk warren somewhere in the empire.
  
You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.
+
'''Benefits:''' You get the [[Ratfolk]] race. You are welcome in any ratfolk warren.
  
You may pick the [[Commander]] archetype.}}
+
You also gain 1 rank in Sense Motive and 1 rank in a Craft Skill, Profession skill or Sleight of Hands.  
  
{{ColCard|Shiel Highlander|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
+
You may pick the [[Alchemist]] archetype.}}
  
You are a highlander of the Shiel Highlands, giving you the {{link|Cultures|Shiel Highlander}} culture.
+
{{ColCard|Saurian|3|You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.  
  
You may pick the [[Barbarian]] archetype.}}
+
'''Benefits:''' You get the [[Saurian]] race.
  
{{ColCard|Silverguard|3|You were part of the elite Leystol Silverguards, trained, indoctrinated and enhanced in the Age of the Ancients.  
+
You may pick the [[Commander]] archetype.}}
  
You get the {{link|Races|Silverguard}} race and culture combo (meaning you pick no culture).
+
{{ColCard|Shiel Highlander|3|You are a highlander of the Shiel Highlands.  
  
The Phoenix King still occasionally call upon you to perform tasks, and thanks to our training your opinion in the matter is immaterial.
+
'''Benefits:''' You get the [[Halfling]] race and the {{link|Cultures#Shiel Highlander}} culture.
  
You may pick the [[Armiger]], [[Guild Mage]] or [[Sword Mage]] archetypes.}}
+
You may pick the [[Barbarian]] archetype.}}
  
{{ColCard|Tauran|3|You are of Tauran ancestry, giving you the {{link|Races|Tauran}} race.
+
{{ColCard|Silverguard ⚓🌑|3|You were part of the elite Leysol Silverguards, trained, indoctrinated and enhanced in the Age of the Ancients.
  
You have left the Iscaran plains and traveled into the empire.  
+
'''Benefits:''' You get the [[Silverguard]] race and culture combo (meaning you pick no culture).
  
You should most likely pick the {{link|Cultures|Outlander}} culture.
+
You may pick the [[Sword Caller]] or [[Sword Mage]] archetypes.}}
  
You may pick the Barbarian archetype.}}
+
{{ColCard|Tauran ⚓🌑|3|): You have left the Iscaran plains and travelled into the empire.
 +
 +
'''Benefits:''' You get the [[Tauran]] race and {{link|Cultures#Outlander}} culture.
  
{{ColCard|Warforged|3|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.
+
You may pick the [[Barbarian]] archetype.}}
  
You get the {{link|Races|Warforged}} race and culture combo (meaning you pick no culture).
+
{{ColCard|Warforged ⚓🌑|3|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.
  
What does a war machine do when the war has ended?}}
+
'''Benefits:''' You get the [[Warforged]] race and culture combo (meaning you pick no culture).}}
  
 +
= Advanced Archetypes =
 +
{{ColCard|Barbarian|3|You grew up in one of the barbarian tribes that exist outside of the empire.
  
 +
'''Benefits:''' You can take the [[Barbarian]] archetype and {{link|Cultures#Outlander}} culture.}}
  
== Archetype Backgrounds ==
+
{{ColCard|Bard of the Roads 🌑|3|You were mentored by another bard in the bardic magics. You do not have imperial permission to practice magic.
{{ColCard|Barbarian|3|You grew up in one of the barbarian tribes that exist outside of the empire.
 
  
You can take the [[Barbarian]] archetype.
+
'''Benefits:''' You can take the [[Bard]] archetype.}}
  
You should most likely pick the {{link|Cultures|Outlander}} culture.}}
+
{{ColCard|College Bard|3|You've been trained in the bardic magics at one of the official colleges, earning you an imperial mandate.
  
{{ColCard|Bard of the Roads|3|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.}}
  
You can take the [[Bard]] archetype.}}
+
{{ColCard|Druid 🌑|3|You belong to a druidic circle from one of the wild areas near to the empire.
  
{{ColCard|College Bard|3|You've been trained in the bardic magics at one of the official colleges, earning you an imperial mandate.
+
'''Benefits:''' You can take the [[Druid]] archetype.}}
  
You can take the [[Bard]] archetype.}}
+
{{ColCard|Drunken Monk 🌑|3|You are a bareknuckle scrapper, fighting better once you’ve gotten a few drinks in you.
  
{{ColCard|Druid|3|You belong to a druidic circle from one of the wild areas near to the empire.
+
'''Benefits:''' You can take the [[Drunken Monk]] archetype.}}
  
You can take the [[Druid]] archetype.}}
+
{{ColCard|Guild Assassin 🌑|3|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.
  
{{ColCard|Guild Assassin|3|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.
  
You can take the [[Guild Assassin]] archetype.
+
Chose one:<br>
 +
* You are still connected to the guild, and is expected to respond to assignments.<br>
 +
* You left the guild on good terms, but your rivals in the guild may take advantage that you can no longer a member.<br>
 +
* You left the guild on bad terms. They think you are dead, but if they were to find out differently.}}
  
Either:<br>
+
{{ColCard|Monk|3|You’ve been trained in martial arts, perhaps in a monastery, perhaps elsewhere.
O You are still connected to the guild, and is expected to respond to assignments.<br>
 
O You left the guild on good terms, but your rivals in the guild may take advantage that you can no longer a member.<br>
 
O You left the guild on bad terms. They think you are dead, but if they were to find out differently..}}
 
  
{{ColCard|Paladin|3|You have sworn your service to Rumera, The Lightning in the Dark, Goddess of Judgement.  
+
'''Benefits:''' You can take the [[Martial Monk]] archetype.}}
  
You can take the [[Paladin]] archetype.}}
+
{{ColCard|Paladin 🌑|3|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.}}
  
 
{{ColCard|Ruin Delver|3|You are a professional ruin delver, with connections to the kinds of people who will buy the treasures of old.
 
{{ColCard|Ruin Delver|3|You are a professional ruin delver, with connections to the kinds of people who will buy the treasures of old.
  
You can take the [[Ruin Delver]] archetype.}}
+
'''Benefits:''' You can take the [[Ruin Delver]] archetype.}}
  
{{ColCard|Wraith|3|You died, but your soul has not passed on.
+
{{ColCard|Weapon Master|3|You are a warrior and a tinkerer, customizing your weapons to best suit your needs..
  
You can take the [[Unbodied]] archetype.
+
'''Benefits:''' You can take the [[Weapon Master]] archetype.}}
  
With GM's permission you may take a free race.}}
+
{{ColCard|Wraith ⚓🌑|3|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.}}
  
== Other Backgrounds ==
+
= Common Backgrounds =
 
{{ColCard|Academy Training|3|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.
 
{{ColCard|Academy Training|3|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.
  
You gain a +1 bonus to all Knowledge checks.}}
+
'''Benefits:''' You gain a +1 bonus to all Knowledge checks.}}
  
 
{{ColCard|Beloved Sibling|3|You have 2 + 1d4 siblings who would do anything for you. Would you do the same?}}
 
{{ColCard|Beloved Sibling|3|You have 2 + 1d4 siblings who would do anything for you. Would you do the same?}}
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{{ColCard|Betrayed|3|You were betrayed. Recently or old history?
 
{{ColCard|Betrayed|3|You were betrayed. Recently or old history?
  
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.}}
+
'''Benefits:''' You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.}}
 +
 
 +
{{ColCard|Bounty 🌑|3|You have a bounty on your head.
 +
 
 +
Pick one:<br>
 +
* Start with double your normal starting gold.
 +
* You have allies in a thieves guild.
 +
* You have allies in another organization chased by the law.}}
  
{{ColCard|Celebrity|3|You are famous with all the benefits and drawbacks that come from this.}}
+
{{ColCard|Dependent|3|You are responsible for mostly helpless person. A younger sibling, invalid mother or fragile husband.
  
{{ColCard|Fifth Son|3|You are the fifth son of a noble family with little chance of inheritance.
+
'''Benefits:''' You gain a +1 trait bonus on Diplomacy and Sense Motive checks.}}
  
You get the [[Noble Scion]] feat.
+
{{ColCard|Friend|3|You have a dear friend who would do anything for you, and you for him.
  
25% chance you are disowned, 25% chance that you are favored by some member of the family, 50% chance that your relationship is average.}}
+
Detail with the GM.}}
  
 
{{ColCard|Hell of a Story|3|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.}}
 
{{ColCard|Hell of a Story|3|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.}}
Line 164: Line 200:
 
{{ColCard|In Debt|3|You have a pittance of money and minimal but well kept gear, but owe money to unsavory characters.}}
 
{{ColCard|In Debt|3|You have a pittance of money and minimal but well kept gear, but owe money to unsavory characters.}}
  
{{ColCard|Married|3|You are married.}}
+
{{ColCard|Married|3|You are happily married. Lucky bastard.}}
 +
 
 +
{{ColCard|Mercenary|3|You were part of a mercenary company.
 +
 
 +
You still have a good relationship with your former comrades.
  
{{ColCard|Member of the Darkwatch|3|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.
+
'''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.}}
  
You still have knowledge of the Darkwatch's old hideouts, caches and contacts.}}
+
{{ColCard|Mentor|3|You were taken under the wing of a skilled mentor.  
  
{{ColCard|Mercenary|3|You were part of a mercenary company.
+
Pick one:<br>
 +
* 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.}}
  
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.
+
{{ColCard|One-Eyed|3|You’ve lost an eye, and probably have a cool eye-patch.
  
You still have a good relationship with your former comrades.}}
+
'''Benefits:''' You gain a +2 trait bonus to Charisma.
  
{{ColCard|Mentor|3|You were taken under the wing of a skilled mentor.  
+
You take a -2 penalty to perception checks relying on sight and an extra –1 penalty per range increment when using a ranged weapon.}}
  
Either:<br>
+
{{ColCard|Pegleg|3|You lost a leg at one point in time.
O You parted ways, and now your relationship is purely transactional.<br>
 
O You are still his student. Your mentor provides you aid, but in exchange expects you to follow orders.}}
 
  
{{ColCard|Phoenix|3|You are ancient, possessed by an old, old power. You have helped this power fight the forces darkness for a long time.  
+
'''Benefits:''' You gain a +2 trait bonus to Fortitude saving throws.
  
When you die you are reborn in flame.}}
+
-4 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
  
{{ColCard|Poor Traveler|3|You have no money and minimal, rusted and broken gear.}}
+
Speed is reduced to 5 feet, and can no longer make a 5-foot step.}}
  
{{ColCard|Rich Family|3|You belong to a wealthy family, probably a merchant house.
+
{{ColCard|Poor Traveler|3|You have no money and minimal, rusted and broken gear. Thus far you’ve gotten by on your charming personality.
  
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.}}
+
'''Benefits:''' Gain a +2 bonus to Charisma}}
  
 
{{ColCard|Street Urchin|3|You grew up on the streets.
 
{{ColCard|Street Urchin|3|You grew up on the streets.
  
You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.}}
+
'''Benefits:''' You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.}}
  
 
{{ColCard|Temple Orphan|3|You were raised by the clergy of Shadari.
 
{{ColCard|Temple Orphan|3|You were raised by the clergy of Shadari.
  
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.}}
+
'''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.}}
 +
 
 +
{{ColCard|Well-Earned Pay|3|You have double the starting money from a recent job.
  
{{ColCard|Well-Earned Pay|3|You have double the starting money from a recent job.}}
+
'''Benefits:''' Double your starting cash.}}
  
 
{{ColCard|Windfall|3|You have a windfall of money, but others (truthfully or not) considers it theirs.
 
{{ColCard|Windfall|3|You have a windfall of money, but others (truthfully or not) considers it theirs.
  
Gain 500 gold pieces for your starting purse.}}
+
'''Benefits:''' Add 500 gold pieces to your starting cash.}}
}}
+
 
 +
= Rare Backgrounds =
 +
 
 +
{{ColCard|Celebrity|3|You are famous with all the benefits and drawbacks that come from this.}}
 +
 
 +
{{ColCard|Fifth Son|3|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.}}
 +
 
 +
{{ColCard|Friend in a high place|3|You know an important person.
 +
 
 +
Pick one:
 +
* You are friends.       
 +
* She respects you highly.
 +
* The leader of a nation or ael.
 +
* The leader’s advisor.
 +
* Heads a great merchant house.
 +
* A wizard or other class of great power and position.}}
 +
 
 +
{{ColCard|Member of the Darkwatch|3|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.}}
 +
 
 +
{{ColCard|Phoenix|3|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.}}
 +
 
 +
{{ColCard|Rich Family|3|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.}}

Latest revision as of 08:08, 3 July 2021

Main > Character Creation > Character Options

⚓: Counts as two choices.

🌑: Requires buy-in from the group as it may affect them in a negative way.

Advanced Races and Cultures

Dragonborn Refugee ⚓🌑

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 ⚓🌑

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 ⚓🌑

): 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 ⚓🌑

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 🌑

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 🌑

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 🌑

You are a bareknuckle scrapper, fighting better once you’ve gotten a few drinks in you.

Benefits: You can take the Drunken Monk archetype.

Guild Assassin 🌑

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

You’ve been trained in martial arts, perhaps in a monastery, perhaps elsewhere.

Benefits: You can take the Martial Monk archetype.

Paladin 🌑

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 ⚓🌑

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 🌑

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

You’ve 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 –1 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 (GM’s 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 you’ve 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 leader’s 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.