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Difference between revisions of "Character Options"

From Titan's Teeth

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{{#gmsection:
 
{{#gmsection:
== Hidden Backgrounds ==
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= Hidden 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.
+
== 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.
 +
 
 +
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.
 +
 
 +
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.
  
You gain a +1 bonus to all Knowledge checks.}}
+
You disagreed fundamentally with the beliefs of elven superiority and left your enclave. You get the {{link|Cultures|Elven Enclave}} culture.
  
{{ColCard|Barbarian|3|You grew up in one of the barbarian tribes that exist outside of the empire.
+
You may pick the [[Armiger]], [[Guild Mage]] or [[Sword Mage]] archetypes.}}
  
You can take the [[Barbarian]] archetype.
+
{{ColCard|Elven House|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
  
You should most likely pick the {{link|Cultures|Outlander}} culture.}}
+
You grew up in the empire as part of a wealthy elven merchant house.
  
{{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.
+
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.}}
  
You can take the [[Bard]] archetype.}}
+
{{ColCard|Foundling|3|You grew up among a race not of your own ancestry.
  
{{ColCard|Beloved Sibling|3|You have 2 + 1d4 siblings who would do anything for you. Would you do the same?}}
+
Either:<br>
 +
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|Betrayed|3|You were betrayed. Recently or old history?
+
{{ColCard|Halfling Caravaner|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
  
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.}}
+
You grew up in a halfling caravan, criss-crossing the empire, giving you the {{link|Cultures|Halfling Caravaner}} culture.}}
  
{{ColCard|Celebrity|3|You are famous with all the benefits and drawbacks that come from this.}}
+
{{ColCard|Halfling Slums|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
  
{{ColCard|College Bard|3|You've been trained in the bardic magics at one of the official colleges, earning you an imperial mandate.
+
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.}}
  
You can take the [[Bard]] archetype.}}
+
{{ColCard|Ratfolk Crafter|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.
  
{{ColCard|Druid|3|You belong to a druidic circle from one of the wild areas near to the empire.
+
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 can take the [[Druid]] archetype.}}
+
You may pick the [[Alchemist]] archetype.}}
  
{{ColCard|Dwarven Emigrant|3|You are of dwarven ancestry, giving you the {{link|Races|Dwarf}} race.
+
{{ColCard|Ratfolk Warren|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.  
  
You grew up in the empire where your parents own their own business.
+
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.
  
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.}}
+
You may pick the [[Alchemist]] archetype.}}
  
{{ColCard|Dwarven Holds|3|You are of dwarven ancestry, giving you the {{link|Races|Dwarf}} race.
+
{{ColCard|Saurian|3|You are of Saurian ancestry, giving you the {{link|Races|Saurian}} race.
  
You hail from the Dwarven Holds giving you the {{link|Cultures|Dwarven Holds}} culture.
+
You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.
  
You may pick the [[Sentinel]] archetype.}}
+
You may pick the [[Commander]] archetype.}}
  
{{ColCard|Elven Enclave|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
+
{{ColCard|Shiel Highlander|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
  
You disagreed fundamentally with the beliefs of elven superiority and left your enclave. You get the {{link|Cultures|Elven Enclave}} culture.
+
You are a highlander of the Shiel Highlands, giving you the {{link|Cultures|Shiel Highlander}} culture.
  
You may pick the [[Armiger]], [[Guild Mage]] or [[Sword Mage]] archetypes.}}
+
You may pick the [[Barbarian]] archetype.}}
  
{{ColCard|Elven House|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
+
{{ColCard|Silverguard|3|You were part of the elite Leystol Silverguards, trained, indoctrinated and enhanced in the Age of the Ancients.  
  
You grew up in the empire as part of a wealthy elven merchant house.
+
You get the {{link|Races|Silverguard}} race and culture combo (meaning you pick no culture).
  
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.}}
+
The Phoenix King still occasionally call upon you to perform tasks, and thanks to our training your opinion in the matter is immaterial.
  
{{ColCard|Fifth Son|3|You are the fifth son of a noble family with little chance of inheritance.
+
You may pick the [[Armiger]], [[Guild Mage]] or [[Sword Mage]] archetypes.}}
  
You get the [[Noble Scion]] feat.
+
{{ColCard|Tauran|3|You are of Tauran ancestry, giving you the {{link|Races|Tauran}} race.
  
25% chance you are disowned, 25% chance that you are favored by some member of the family, 50% chance that your relationship is average.}}
+
You have left the Iscaran plains and traveled into the empire.  
  
{{ColCard|Foundling|3|You grew up among a race not of your own ancestry.
+
You should most likely pick the {{link|Cultures|Outlander}} culture.
  
Either:<br>
+
You may pick the Barbarian archetype.}}
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|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|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 can take the [[Guild Assassin]] archetype.
+
You get the {{link|Races|Warforged}} race and culture combo (meaning you pick no culture).
  
Either:<br>
+
What does a war machine do when the war has ended?}}
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|Halfling Caravaner|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
 
  
You grew up in a halfling caravan, criss-crossing the empire, giving you the {{link|Cultures|Halfling Caravaner}} culture.}}
 
  
{{ColCard|Halfling Slums|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
+
== Archetype Backgrounds ==
 +
{{ColCard|Barbarian|3|You grew up in one of the barbarian tribes that exist outside of the empire.
  
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.}}
+
You can take the [[Barbarian]] archetype.
  
{{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.}}
+
You should most likely pick the {{link|Cultures|Outlander}} culture.}}
  
{{ColCard|In Debt|3|You have a pittance of money and minimal but well kept gear, but owe money to unsavory characters.}}
+
{{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|Married|3|You are married.}}
+
You can take the [[Bard]] archetype.}}
  
{{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.
+
{{ColCard|College Bard|3|You've been trained in the bardic magics at one of the official colleges, earning you an imperial mandate.
  
You still have knowledge of the Darkwatch's old hideouts, caches and contacts.}}
+
You can take the [[Bard]] archetype.}}
  
{{ColCard|Mercenary|3|You were part of a mercenary company.
+
{{ColCard|Druid|3|You belong to a druidic circle from one of the wild areas near to the empire.
  
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 can take the [[Druid]] archetype.}}
  
You still have a good relationship with your former comrades.}}
+
{{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|Mentor|3|You were taken under the wing of a skilled mentor.  
+
You can take the [[Guild Assassin]] archetype.
  
 
Either:<br>
 
Either:<br>
O You parted ways, and now your relationship is purely transactional.<br>
+
O You are still connected to the guild, and is expected to respond to assignments.<br>
O You are still his student. Your mentor provides you aid, but in exchange expects you to follow orders.}}
+
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.  
 
{{ColCard|Paladin|3|You have sworn your service to Rumera, The Lightning in the Dark, Goddess of Judgement.  
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You can take the [[Paladin]] archetype.}}
 
You can take the [[Paladin]] archetype.}}
  
{{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.  
+
{{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.}}
  
When you die you are reborn in flame.}}
+
{{ColCard|Wraith|3|You died, but your soul has not passed on.
  
{{ColCard|Poor Traveler|3|You have no money and minimal, rusted and broken gear.}}
+
You can take the [[Wraith]] archetype.
  
{{ColCard|Ratfolk Crafter|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.
+
With GM's permission you may take a free 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.}}
 
  
{{ColCard|Ratfolk Warren|3|You are of ratfolk ancestry, giving you the {{link|Races|Ratfolk}} race.  
+
== Other 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.
  
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 gain a +1 bonus to all Knowledge checks.}}
  
You may pick the [[Alchemist]] archetype.}}
+
{{ColCard|Beloved Sibling|3|You have 2 + 1d4 siblings who would do anything for you. Would you do the same?}}
  
{{ColCard|Rich Family|3|You belong to a wealthy family, probably a merchant house.
+
{{ColCard|Betrayed|3|You were betrayed. Recently or old history?
  
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.}}
+
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.}}
  
{{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|Celebrity|3|You are famous with all the benefits and drawbacks that come from this.}}
  
You can take the [[Ruin Delver]] archetype.}}
+
{{ColCard|Fifth Son|3|You are the fifth son of a noble family with little chance of inheritance.
  
{{ColCard|Saurian|3|You are of Saurian ancestry, giving you the {{link|Races|Saurian}} race.
+
You get the [[Noble Scion]] feat.
  
You are far from the Saurian enclaves to the south, probably the spawn of a family settled in the empire.
+
25% chance you are disowned, 25% chance that you are favored by some member of the family, 50% chance that your relationship is average.}}
  
You may pick the [[Commander]] archetype.}}
+
{{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|Shiel Highlander|3|You are of halfling ancestry, giving you the {{link|Races|Halfling}} race.
+
{{ColCard|In Debt|3|You have a pittance of money and minimal but well kept gear, but owe money to unsavory characters.}}
  
You are a highlander of the Shiel Highlands, giving you the {{link|Cultures|Shiel Highlander}} culture.
+
{{ColCard|Married|3|You are married.}}
  
You may pick the [[Barbarian]] archetype.}}
+
{{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.
  
{{ColCard|Silverguard|3|You were part of the elite Leystol Silverguards, trained, indoctrinated and enhanced in the Age of the Ancients.  
+
You still have knowledge of the Darkwatch's old hideouts, caches and contacts.}}
  
You get the {{link|Races|Silverguard}} race and culture combo (meaning you pick no culture).
+
{{ColCard|Mercenary|3|You were part of a mercenary company.
  
The Phoenix King still occasionally call upon you to perform tasks, and thanks to our training your opinion in the matter is immaterial.
+
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 may pick the [[Armiger]], [[Guild Mage]] or [[Sword Mage]] archetypes.}}
+
You still have a good relationship with your former comrades.}}
  
{{ColCard|Street Urchin|3|You grew up on the streets.
+
{{ColCard|Mentor|3|You were taken under the wing of a skilled mentor.  
  
You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.}}
+
Either:<br>
 +
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|Tauran|3|You are of Tauran ancestry, giving you the {{link|Races|Tauran}} race.
+
{{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.  
  
You have left the Iscaran plains and traveled into the empire.  
+
When you die you are reborn in flame.}}
  
You should most likely pick the {{link|Cultures|Outlander}} culture.
+
{{ColCard|Poor Traveler|3|You have no money and minimal, rusted and broken gear.}}
  
You may pick the Barbarian archetype.}}
+
{{ColCard|Rich Family|3|You belong to a wealthy family, probably a merchant house.
  
{{ColCard|Temple Orphan|3|You were raised by the clergy of Shadari.
+
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.}}
  
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|Street Urchin|3|You grew up on the streets.
  
{{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 gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.}}
  
You get the {{link|Races|Warforged}} race and culture combo (meaning you pick no culture).
+
{{ColCard|Temple Orphan|3|You were raised by the clergy of Shadari.
  
What does a war machine do when the war has ended?}}
+
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.}}
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Gain 500 gold pieces for your starting purse.}}
 
Gain 500 gold pieces for your starting purse.}}
 
{{ColCard|Wraith|3|You died, but your soul has not passed on.
 
 
You can take the [[Wraith]] archetype.
 
 
With GM's permission you may take a free race.}}
 
 
}}
 
}}

Revision as of 16:49, 1 September 2019

Main > > Character Creation > Character Options