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Difference between revisions of "Character Options"

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m (Dicemonger moved page Backgrounds to Character Options without leaving a redirect)
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{{BreadCrumbs|[[Character Creation]]}}__NOTOC__
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{{BreadCrumbs|[[Character Creation]]}}{{TOC|limit=1}}
  
{{#gmsection:
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: 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|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
 +
 
 +
'''Benefits:''' You get the {{link|Cultures#Dwarven Holds}} culture.
  
You hail from the Dwarven Holds giving you 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 disagreed fundamentally with the beliefs of elven superiority and left your enclave. You get the {{link|Cultures|Elven Enclave}} culture.
+
You may pick the [[Shield Guard]] archetype.}}
 +
 
 +
{{ColCard|Elven Enclave|3|You disagreed fundamentally with the beliefs of elven superiority and left your enclave.  
 +
 
 +
'''Benefits:''' You get the [[Elf]] race and the {{link|Cultures#Elven Enclave}} culture.
  
 
You may pick the [[Armor Mage]] or [[Sword Mage]] archetypes.}}
 
You may pick the [[Armor Mage]] or [[Sword Mage]] archetypes.}}
  
{{ColCard|Elven House|3|You are of elven ancestry, giving you the {{link|Races|Elf}} race.
+
{{ColCard|Elven Foundling|3|You grew up in an Elven Enclave. It was a hard childhood with few friend.
  
You grew up in the empire as part of a wealthy elven merchant house.
+
'''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.  
  
Either:<br>
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'''Benefits:''' You get the [[Halfling race]] and the {{link|Cultures#Halfling Caravaner}} culture.}}
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>
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{{ColCard|Halfling Foundling|3|You grew up in the Shiel highlands, towering above your above your friends.
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 [[Armiger]], [[Armor Mage]] 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?}}
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'''Benefits:''' You get the [[Warforged]] race and culture combo (meaning you pick no culture).}}
  
  
  
== Archetype Backgrounds ==
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= Advanced Archetypes =
 
{{ColCard|Barbarian|3|You grew up in one of the barbarian tribes that exist outside of the empire.
 
{{ColCard|Barbarian|3|You grew up in one of the barbarian tribes that exist outside of the empire.
  
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== Other Backgrounds ==
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= 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.
  
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Gain 500 gold pieces for your starting purse.}}
 
Gain 500 gold pieces for your starting purse.}}
}}
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 +
= Rare Backgrounds =

Revision as of 18:12, 2 June 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

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 Armor Mage 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 Armiger, Armor Mage 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.

You can take the Barbarian archetype.

You should most likely pick the 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.

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.

You can take the Bard archetype.

Druid

You belong to a druidic circle from one of the wild areas near to the empire.

You can take the Druid 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.

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..

Paladin

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

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.

You can take the Ruin Delver archetype.

Wraith

You died, but your soul has not passed on.

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.

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?

You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

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.

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.

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.

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.

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.

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.

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.

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.

Rare Backgrounds