Actions

Difference between revisions of "Character Options"

From Titan's Teeth

Line 35: Line 35:
 
{{ColCard|Dwarven Holds|3|You are of dwarven ancestry, giving you the {{link|Races|Dwarf}} race.
 
{{ColCard|Dwarven Holds|3|You are of dwarven ancestry, giving you the {{link|Races|Dwarf}} race.
  
You hail from the Dwarven Holds giving you the {{link|Cultures|Dwarven Holds}} culture.}}
+
You hail from the Dwarven Holds giving you the {{link|Cultures|Dwarven Holds}} culture.
 +
 
 +
You may pick the [[Sentinel]] archetype.}}
  
 
{{ColCard|Elven Enclave|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
 
{{ColCard|Elven Enclave|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
  
You disagreed fundamentally with the beliefs of elven superiority and left your enclave. You get the {{link|Cultures|Elven Enclave}} culture.}}
+
You disagreed fundamentally with the beliefs of elven superiority and left your enclave. You get the {{link|Cultures|Elven Enclave}} culture.
 +
 
 +
You may pick the [[Armiger]], [[Guild Mage]] or [[Sword Mage]] archetypes.}}}}
  
 
{{ColCard|Elven House|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
 
{{ColCard|Elven House|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
Line 111: Line 115:
 
{{ColCard|Ratfolk Crafter|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.
 
{{ColCard|Ratfolk Crafter|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} 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).}}
+
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 may pick the [[Alchemist]] archetype.}}
  
 
{{ColCard|Ratfolk Warren|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.  
 
{{ColCard|Ratfolk Warren|3|You are of ratfolk ancestry, giving you the {{link|Races|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 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 may pick the [[Alchemist]] archetype.}}
  
 
{{ColCard|Rich Family|3|You belong to a wealthy family, probably a merchant house.
 
{{ColCard|Rich Family|3|You belong to a wealthy family, probably a merchant house.
Line 127: Line 135:
 
{{ColCard|Saurian|3|You are of Saurian ancestry, giving you the {{link|Races|Saurian}} race.
 
{{ColCard|Saurian|3|You are of Saurian ancestry, giving you the {{link|Races|Saurian}} race.
  
You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.}}
+
You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.
 +
 
 +
You may pick the [[Commander]] archetype.}}
  
 
{{ColCard|Shiel Highlander|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
 
{{ColCard|Shiel Highlander|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
Line 137: Line 147:
 
You get the {{link|Races|Silverguard}} race and culture combo (meaning you pick no culture).
 
You get the {{link|Races|Silverguard}} race and culture combo (meaning you pick no culture).
  
The Phoenix King still occasionally call upon you to perform tasks, and thanks to our training your opinion in the matter is immaterial.}}
+
The Phoenix King still occasionally call upon you to perform tasks, and thanks to our training your opinion in the matter is immaterial.
 +
 
 +
You may pick the [[Armiger]], [[Guild Mage]] or [[Sword Mage]] archetypes.}}
  
 
{{ColCard|Street Urchin|3|You grew up on the streets.
 
{{ColCard|Street Urchin|3|You grew up on the streets.
Line 145: Line 157:
 
{{ColCard|Tauran|3|You are of Tauran ancestry, giving you the {{link|Races|Tauran}} race.
 
{{ColCard|Tauran|3|You are of Tauran ancestry, giving you the {{link|Races|Tauran}} race.
  
You have left the Iscaran plains and traveled into the empire. You should most likely pick the {{link|Cultures|Outlander}} culture.}}
+
You have left the Iscaran plains and traveled into the empire.  
 +
 
 +
You should most likely pick the {{link|Cultures|Outlander}} culture.
 +
 
 +
You may pick the Barbarian archetype.}}
  
 
{{ColCard|Temple Orphan|3|You were raised by the clergy of Shadari.
 
{{ColCard|Temple Orphan|3|You were raised by the clergy of Shadari.

Revision as of 01:53, 1 September 2019

Main > > Character Creation > Character Options


Elven House

You are of elven ancestry, giving you the Elf race.

You grew up in the empire as part of a wealthy elven 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.

Fifth Son

You are the fifth son of a noble family with little chance of inheritance.

You get the Noble Scion feat.

25% chance you are disowned, 25% chance that you are favored by some member of the family, 50% chance that your relationship is average.

Foundling

You grew up among a race not of your own ancestry.

Either:
O You grew up in the Dwarven Holds, and became part of a tight-knit community: Dwarven Holds culture.
O You grew up in an Elven Enclave. It was a hard childhood with few friends: Elven Enclave culture.
O You grew up in the Shiel highlands, towering above your above your friends, but surrounded by them none-the-less: Shiel Highlands culture.

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.

You can take the Guild Assassin archetype.

Either:
O You are still connected to the guild, and is expected to respond to assignments.
O You left the guild on good terms, but your rivals in the guild may take advantage that you can no longer a member.
O You left the guild on bad terms. They think you are dead, but if they were to find out differently..

Halfling Caravaner

You are of halfling ancestry, giving you the Halfling race.

You grew up in a halfling caravan, criss-crossing the empire, giving you the Halfling Caravaner culture.

Halfling Slums

You are of halfling ancestry, giving you the Halfling race.

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.

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 married.

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.

Mercenary

You were part of a mercenary company.

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 a good relationship with your former comrades.

Mentor

You were taken under the wing of a skilled mentor.

Either:
O You parted ways, and now your relationship is purely transactional.
O You are still his student. Your mentor provides you aid, but in exchange expects you to follow orders.

Paladin

You have sworn your service to Rumera, The Lightning in the Dark, Goddess of Judgement.

You can take the Paladin archetype.

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.

Poor Traveler

You have no money and minimal, rusted and broken gear.

Ratfolk Crafter

You are of ratfolk ancestry, giving you the Ratfolk 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 may pick the Alchemist archetype.

Ratfolk Warren

You are of ratfolk ancestry, giving you 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 may pick the Alchemist archetype.

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.

Ruin Delver

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.

Saurian

You are of Saurian ancestry, giving you the Saurian race.

You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.

You may pick the Commander archetype.

Shiel Highlander

You are of halfling ancestry, giving you the Halfling race.

You are a highlander of the Shiel Highlands, giving you the Shiel Highlander culture.

Silverguard

You were part of the elite Leystol Silverguards, trained, indoctrinated and enhanced in the Age of the Ancients.

You get the Silverguard race and culture combo (meaning you pick no culture).

The Phoenix King still occasionally call upon you to perform tasks, and thanks to our training your opinion in the matter is immaterial.

You may pick the Armiger, Guild Mage or Sword Mage archetypes.

Street Urchin

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.

Tauran

You are of Tauran ancestry, giving you the Tauran race.

You have left the Iscaran plains and traveled into the empire.

You should most likely pick the Outlander culture.

You may pick the Barbarian archetype.

Temple Orphan

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.

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.

You get the Warforged race and culture combo (meaning you pick no culture).

What does a war machine do when the war has ended?

Well-Earned Pay

You have double the starting money from a recent job.

Windfall

You have a windfall of money, but others (truthfully or not) considers it theirs.

Gain 500 gold pieces for your starting purse.

}}