Difference between revisions of "Backgrounds (5A)"
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− | The people of the Savage Land retain a mystical link to their homeland, even when they travel beyond its borders. Infused with a love of danger, they often show bravery and fierce determination no matter the odds. At the same time, they understand | + | The people of the Savage Land retain a mystical link to their homeland, even when they travel beyond its borders. Infused with a love of danger, they often show bravery and fierce determination no matter the odds. At the same time, they understand that in the end the spirit of the homeland will catch and kill them. |
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|valign="top"| '''Personality Traits | |valign="top"| '''Personality Traits | ||
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# My kindness to strangers makes me an easy mark. | # My kindness to strangers makes me an easy mark. | ||
# My entire village perished thanks to my cowardice. | # My entire village perished thanks to my cowardice. | ||
− | # I dislike trusting gods | + | # I dislike trusting gods and their priests. |
+ | # Arcane powers all come from evil spirits. | ||
+ | # I distrust new and fancy things. | ||
|} | |} | ||
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# '''Cult Leader''' I use the fools who come to me. (Evil) | # '''Cult Leader''' I use the fools who come to me. (Evil) | ||
# '''Responsible''' With great power comes great responsibility. (Good) | # '''Responsible''' With great power comes great responsibility. (Good) | ||
− | # '''Coven''' Lets do the cult thing! ( | + | # '''Coven''' Lets do the cult thing! (Lawful) |
− | # '''Independent''' Lets not do the cult thing | + | # '''Independent''' Lets not do the cult thing! (Chaotic) |
# '''Curiosity''' The world is a riddle! (Any) | # '''Curiosity''' The world is a riddle! (Any) | ||
# '''Enlightenment''' Why was i touched? (Any) | # '''Enlightenment''' Why was i touched? (Any) | ||
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'''Tool Proficiencies: | '''Tool Proficiencies: | ||
− | + | Any two sets of artisan's tools, musical instruments, or vehicles | |
'''Languages: | '''Languages: | ||
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{| class="wikitable" | {| class="wikitable" | ||
|valign="top"| '''Personality Traits | |valign="top"| '''Personality Traits | ||
− | # '''Orderly''' You keep your kit in order and | + | # '''Orderly''' You keep your kit in order and are always ready to act. |
# '''Devout''' You may love or hate your orphanage, but you revere its patron deity. | # '''Devout''' You may love or hate your orphanage, but you revere its patron deity. | ||
# '''Outgoing''' Having grown up in an insular society, any new people or situation attracts your attention. | # '''Outgoing''' Having grown up in an insular society, any new people or situation attracts your attention. |
Latest revision as of 13:15, 15 June 2024
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Each background always has two skill proficencies, two other proficencies, one special ability, and a set of starting equipment. There is also a special ability. This is important to the background, but can be exchanged for a Talent with the Background tag, as long as the DM agrees.
Arcane
You grew up in a magically advanced environment. This can be in an area where magic is common, or it can be in a major arcane guild or university. You lived surrounded by magic as an everyday occurrence, and you lack the superstitions that most people have towards the supernatural.
Source: En5ider #18.
Skill Proficiencies: Arcana, Investigation.
Languages: Two of your choice.
Equipment: A set of fine clothes, a vial of black ink, a quill, traveling journal, dagger, copy of your favorite book, and a belt pouch containing 15 gp
Arcane Network Commoners and nobility alike expect you to master magical lore and might seek you out as a middleman. Whether you possess arcane talents or not, you have professional cachet among arcane spellcasters. You know how to behave around magicians and can request favors, such as advice on magical problems, research concerning magic items and relics, and translation of sigils or runes. If you ask an extensive favor, however, you must repay it in a reasonable time or risk alienating your peers.
Suggested Characteristics Growing up in an Arcane Dominion formed many of your attitudes towards magic and spellcasters, as well as your opinions regarding people without magical ability. If you possessed arcane talent, you enjoyed the good life as one of your nation’s most valued citizens. Thanks to your upbringing, you find magic familiar and even comforting, and pity those who fear magic or refuse to benefit from its use.
Personality Traits
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Ideals
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Bonds
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Flaws
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Artifact Carrier
You have an artifact. This is an almost indestructible item linked to you because of your backstory. The reason you have this item is up to you and your DM to work out together.
This background requires that the campaign uses magic item prices like 5A Magic Item prices.
Source: Original.
Skill Proficiencies: Arcana, History.
Languages: Two of your choice.
Equipment: An artifact (see below), a set of traveler’s clothes, a dagger, and a belt pouch containing 15 gp.
Artifact You possess an artifact somehow linked to your destiny, usually bestowed by your ancestry or a great power such as royalty or a divine agent. This artifact comes in the form of a specific item of equipment, usually a weapon, staff, shield, or set of armor. It is never a consumable. It is a minor artifact and can only be destroyed in special dramatic ways. You can sacrifice wealth and magic items to power your artifact.
This item has the magical abilities of one or several items whose total worth cannot exceed the price of a magic item created by a character one level above your level. It starts as an item with a worth appropriate to your starting level. You can sacrifice wealth and magic items to your artifact, adding the full value of such sacrifices to the value of your item, up to the highest value allowed for your level. Magic items sacrificed this way add their full value, not the half value would get if the item was sold. You get to choose the abilities of the item, with GM approval. The item can combine the effects of several magic items into one by simply adding the cost of each individual item together. Only one of the combined items can require attunement. If the item has several abilities that confers the same or very similar effect, only the best such ability applies. An item can only have one enhancement bonus and a weapon can only add one type of damage.
If you and the DM agree, your artifact can be a major artifact with a role in the plot of the campaign. This allows the DM to add powers to your item, powers that might only work under certain circumstances and might even be detrimental in certain circumstances. The DM can add any powers of choice, with a recommended budget equal to what you have invested is reasonable.
Artifact Origin (1d10) How did you acquire your artifact? Invent your own, roll, or choose from the table below.
- A gift from a mysterious stranger.
- A gift from a god, temple, or holy person.
- Found on the site of a historical event, such as a battle.
- Found in a graveyard.
- Inherited from your immediate family.
- A gift from a master of the arcane.
- You made a deal with a fiend or aberration.
- An unexpected inheritance from ancient ancestors.
- A gift from a lord, king, or queen.
- You don not remember, it was just suddenly there.
Suggested Characteristics How did you acquire your artifact and how has it it inspired your goals and the means you use to achieve them?
Personality Traits (d6)
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Ideals (1d6)
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Bonds (d6)
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Flaws (d6)
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Changeling
You were kidnapped as a child and grew up among the fey. Somehow you have returned to normal society, but your background colors you and makes you something of an alien to your own kind
Skill Proficiencies. Insight, Nature.
Language. Aklo and Sylvan.
Equipment. Two trinkets (one is a memento of your original family, the other a memento of your fey family), fine clothes in outlandish style, a week's rations, a waterskin filled whith fey wine, a pouch with 20 gp.
Second Sight You are aware whenever a fey is within 60 feet. You have advantage on Wisdom checks to recognize fey tricks and lies and to penetrate a fey's stealth and disguise.
Suggested Characteristics Growing up among the fey has given you a sense of wonder, but also made you deeply suspicious of anything that seems to good to be true. You lack experience with humanoid culture, relations and emotions, such things are likely to confuse you but also impress you with how genuine they are compared to the many masks of the fey.
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Ideals
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Bonds
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Flaws
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Shadowseized
A variant of Changeling where you were abducted into the shadow plane. Creatures there want your body and life and might have fed off you even while they were raising and protecting you.
Skill Proficiencies. Insight, Religion.
Language. Aklo and Shadowtounge.
Spirit Sight You are aware whenever an undead is within 60 feet. You have advantage on Wisdom checks and saves to resist an undead creature's Intimidation or attempt to make you Frightened.
Netherworlder
You were kidnapped by creatures of the netherworld, perhaps an Aberration. They were studying you, potentially to use you as an infiltrator or some truly weird experiment, but you somehow survived.
Skill Proficiencies. Arcana, Insight.
Language. Aklo and Undercommon.
Insane Insights You are aware whenever an aberration or monstrosity is within 60 feet. You have advantage on Constitution saves against the abilities of aberrations.
Conspirator
You understand the value of allegiance above all else. You grew up in an area splintered into dozens of factions, each one vying for power and wealth. You learned to watch for hidden daggers and poisoned food at an early age, and your first lessons taught you how to read people and manipulate them for your faction's benefit. Perhaps you belonged to a lesser faction—one forced to serve a larger and more infamous one. Or you could have belonged to one of the great houses, living a life surrounded by both luxury and the constant threat of betrayal. Regardless, you understand the complexities and allure of courtly intrigue.
Source: En5ider #18.
Skill Proficiencies. Deception, Persuasion
Tool Proficiencies. Forgery kit, poisoner’s kit
Equipment. A steel mirror, a signet ring (with hidden compartment), a set of traveler’s clothes, a dagger, and a belt pouch containing 15 gp
The Black Market When you enter a town or city, you only need a few conversations with locals to find the best dealers in illegal goods and services. Whether you want to buy poisons, hire an assassin, or purchase classified information, you can uncover whom to talk to, where to go, and how best to approach them.
Suggested Characteristics A character who lived his life among the feuding factions may prove slow to trust and difficult to decipher. When they speak, they seem incapable of giving a straightforward answer. Although these folk appreciate the value of allies and friends, they understand the dangers of lowering one’s defenses. They guard their words and actions, even around friends.
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Ideals
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Bonds
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Flaws
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Crazed
You defy expectations to such a degree that you were banished to an asylum or hidden in the attic. You grew up in a closed world, but your dreams reached out. Somehow you developed abilities that let you escape this world and find friends among adventurers, all odd and exceptional, if not as odd as you are.
Skill Proficiencies: Arcana, Deception.
Tool Proficiencies: Pick one tool, gaming set, or musical instrument.
Language: Aklo, Celestial, Draconic, Infernal, Primordial, Shadow Tongue, or Sylvan.
Equipment: Worn common clothes, bell, blanket, candle, manacles, 10 gp secreted in your clothes.
Strange Signs There is something that sets you apart from others, and this is the reason you are seen as crazed. Select one Strange Sign.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Defender of the Wild
You grew up in the wilderness, in a tribe or order dedicated to defending your lands from the encroachments of both monsters and civilization.
Skill Proficiencies: Stealth, Survival.
Tool Proficiencies: Pick one of Brewer’s supplies, Carpenter’s tools, Cook’s utensils, Leatherworker’s tools, Woodcarver’s tools, any one musical instrument, or vehicles (water).
Language: Choose between Sylvan or the language of a neighboring people.
Equipment: Traveler's clothes, skinning knife, hand axe, fishing rod, pouch with 50 sp. Your choice of a musical instrument, artisan's tool kit, or a canoe.
Signs of the Wild: You recognize the signs people in the wilderness use to mark their territory. You know when you enter the lands of a people or tribe. You can approach such people to parlay without causing a confrontation. You and your companions will generally be allowed to travel through such territories, but you are responsible for the actions of yourself and your companions while there.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Drifter
The road is your home. You grew up a transient, never staying long in one place. You may be a Rhenne, a hobo, or a refugee.
Skill Proficiencies: Insight, Stealth.
Tool Proficiencies: One musical instrument, gaming set, or set of artisan's tools.
Languages: Thieves' Cant. You can speak the underground language used by thieves.
Equipment: Worn traveler's clothes, one set of tools, gaming set, or a musical instrument, tinderbox, pouch with 5 gp.
Hobo Signs: Transients use subtle signs to mark places like homesteads, campsites, and places of employment. These warn of dangers and give hints on how to behave to find favor in a new place. You can use an Wisdom (Insight) check to find such information on the outskirts of a settlement or establishment.
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Bonds
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Dwarf Paragon
- This is a work in progress.
The dwarf paragon needs some weakness to balance their advantageous ability.
This background is only available to dwarfs. Certain dwarfs express the ideals of dwarven culture more strongly than others. Known as paragons, these dwarfs are highly regarded in dwarven culture, but little known among outsiders.
Prerequisite: Dwarf race.
Skill Proficiencies: Athletics, History.
Instrument Proficiencies: You are proficient with one musical instrument and one set of artisan's tools.
Equipment: Fine clothes in dwarven style, a musical instrument, a set of artisan's tools, a tinderbox, a waterskin, pouch with 5 gp.
Dwarf Gift: You have a gift from your dwarf nature. Chose or randomly generate a gift from this list.
- Beast Friend. You can speak to ravens and rams, as Speak With Animals.
- Stonesense. You have a rough tremorsense with a range of 360 feet. This sense is very rough and can only sense structural elements such as caves, faults, and mineral veins.
- Hammerblow. When wielding a melee weapon with axe or hammer in the name, you ignore resistance to bludgeoning or slashing damage, as appropriate.
- Stoneshine. You can polish stones, including gemstones, to a fine luster. This increases the damage threshold by five. This requires either mason's or gemcutter's tools and takes 1 hour per gem or square foot of stone wall.
- Doom You are prophesized to perform some great deed agreed upon with the DM. This provides you with some protection from death, you gain a +5 bonus on death saves until you have fulfilled this prophecy. After the prophecy is fulfilled, you suffer a -5 penalty on death saves for one month.
- Reliable Skill. With centuries to study, learn, and train, dwarfs achieve mastery over skills that humans can only dream of. You have mastery of one skill, musical instrument, or artisan's tool you are proficient in. Whenever you make an ability check using a mastered skill and roll a 9 or lower, change the roll to a 10.
- Spellwise. Your society’s long reliance on magic informed your upbringing. You learn Thamaturgy, Detect Magic, and Protection from Evil and Good, You cast these spells with Intelligence or Wisdom, selected when you gain the ability. You can cast either Detect Magic or Protection from Evil and Good a total of three times, regaining the ability at the end of a long rest.
- Earthly Beauty. You have an amazing eye for earthly beauty and can automatically assess the value of mundane items and magic items whose properties you know.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Elven Paragon
The elven paragon needs some weakness to balance their advantageous ability.
This background is only available to elves. Certain elves express the ideals of elven culture more strongly than others. Known as paragons, these elves are highly regarded in elven culture, but little known among outsiders.
Prerequisite: Elven race.
Skill Proficiencies: Acrobatics, Perform.
Instrument Proficiencies: You are proficient with one musical instrument and one set of artisan's tools.
Equipment: Fine clothes in elven style, a musical instrument, a tinderbox, a waterskin, pouch with 5 gp.
Elven Gift: You have a gift from your elven nature. Chose or randomly generate a gift from this list.
- Beast Friend. You have lived your life in harmony with animals and creatures of all kinds. You have advantage on Wisdom (Animal Handling) checks made to placate beasts.
- Farseer. Your eyes are far beyond the ken of other races, even most elves. You never have disadvantage on vision-based Perception checks due to distance.
- One with the Bow. You do not suffer disadvantage on ranged weapon attacks because you are within 5 feet of a hostile creature.
- Plantshaping. Your connection with nature allows you to coax living plants into useful shapes. You can touch a living treefor one minute to draw material from it to create a simple functional wooden item with no moving parts that weighs no more than 5 pounds. The tree is unharmed by the process. You can’t use this feature again until you finish a long or short rest. Your Wisdom (woodcarver's tools) check determines the quality of items you create. Creating complex items costing 1 gp or more requires Crafting, but you can ignore the cost of raw materials by spending twice the usual amount of time.
- Premonitions You are attuned to the tangle of fate and able to predict future events. This does not apply to immediate events, it concerns fate and destiny. At certain times you make prophetic utterances (provided by the DM) that foreshadow future events that may take years or even centuries to come to realization.
- Reliable Skill. With centuries to study, learn, and train, elves achieve mastery over skills that humans can only dream of. You have mastery of one skill, musical instrument, or artisan's tool you are proficient in. Whenever you make an ability check using a mastered skill and roll a 9 or lower, change the roll to a 10.
- Spellwise. Your society’s long reliance on magic informed your upbringing. You learn Druidcraft, one druid cantrip of your choice, Prestidigitation, and one wizard cantrip of your choice. You cast these spells with Intelligence, Wisdom or Charisma, selected when you gain the ability. You can cast the chosen spells a total of three times, regaining the ability at the end of a long rest
- Unearthly Beauty. Your beauty is akin to the supernatural beauty of celestials or fey, manifesting your inner nature. You have advantage on Charisma (Persuasion) checks against creatures who share one aspect of your alignment and do not have an alignment opposed to yours on either the law-chaos or good-evil axis.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Exotic
You come from a legendary realm or another world entirely, a place filled with magic or technology unknown to the outer world. You grew up around creatures out of this world, lived in a city of glass and steel, and used artifacts that most people consider impossible. Whether you abandoned your homeland by choice or necessity, you may never find your way back.
Source: En5ider #18.
Skill Proficiencies. Arcana, History
Tool Proficiencies. Tinker's tools or one type of exotic musical instrument
Languages. The language of your home, or an uncommon language of your choice
Equipment. Tinker's tools or an exotic musical instrument, a small heirloom of unusual materials, a picture of unusual detail, a set of outlandish traveler’s clothes. You have no local money, but each part of your starting equipment is worth 10 gp or more if you find an interested buyer.
Stranger in a Strange Land Your origin grants you celebrity status. You attract the curiosity of commoners, nobles, sages, and fools alike, but not all of this attention is benevolent. When you seek audience with an individual of note, such as a famous wizard or local noble, you can mention your place of origin to entice their interest and earn an invitation. Often, they may offer advice and knowledge in trade for stories about your homeland. This can translate into a comfortable lifestyle, at least until the novelty wears out. If you need a larger favor, your host may demand something exceptional in return, such as technological or magical secrets from your home.
Suggested Characteristics A citizen from a Lost Civilization feels misplaced and disconnected from the outer world. Because they grew up in such a different setting, their distinctiveness goes beyond strange clothing and a foreign accent. When interacting with locals, their unfamiliarity with customs, traditions, and superstitions often confuses or angers people.
Personality Traits
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Ideals
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Bonds
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Flaws
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Horse Nomad
The Paynim horse nomads rule much of the north. You were once one of them, but left that world to see even wider pastures.
Skill Proficiencies: Animal Handling, Survival.
Tool Proficiencies: Vehicles (land) and one instrument or set of crafter's tools.
Languages: Ordai.
Equipment: Riding horse, traveler's clothes, skinning knife, one set of tools or a musical instrument, pouch with 5 gp.
Eye for Horses: You can recognize the capacities of what looks to others to be a bad horse. This gives you 50% discount when buying horses as you pick the undervalued ones.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Invalid
You suffer some handicap or ailment that has shaped your background. You have had to rely on the help of others until you learned to overcome most of your handicap. You might be eternally grateful to those who helped you grow up, or embittered at those who would not help you as much as you needed.
Skill Proficiencies: Insight, Perception.
Tool Proficiencies: Vehicles (land) and one musical instrument or set of tools.
Equipment: The aids or prosthetics listed to overcome your infirmity, traveler's clothes, one set of tools or a musical instrument, pouch with 15 gp.
Infirmity: You have a handicap that restricts your abilities in some way, but you have learnt to use prosthetics and skill to overcome most of your disability, allowing you to be an adventurer. Some infirmities even give you minor magical abilities. Select one Infirmity. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Mage's Apprentice
You grew up serving an arcane spellcasters, such as a sorcerer, warlock, or wizard. Your master taught you some magic, but most of your time was spent doing chores and running errands.
Skill Proficiencies: Arcana, History.
Language: Choose one from Aklo, Draconic, Giant, or Primordial.
Tool Proficiencies: Choose one from air vehicles, alchemist’s supplies, calligrapher’s supplies, herbalism kit, land vehicles, musical instrument, water vehicles.
Equipment: Traveler's clothes, one set of tools or a musical instrument, pouch with 15 gp.
Arcanist: You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic three times without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Patriot
You grew up a citizen of the greatest polity in the land, a realm that served as an example of civilization and stability in a dark, lawless world. Unfortunately, your homeland faces many enemies both within and without—enemies that seek the destruction of everything your nation represents. You have dedicated your life to one of the many orders protecting your land. Your order boasts agents, allies, and stalwarts across the world, even in the world’s darkest, most dangerous corners.
This background can have a dark twist. All patriots think their polity is the best, but not all of them are right.
Source: En5ider #16.
Skill Proficiencies: Intimidation, History
Tool Proficiencies: Artisan’s tools (armorer’s kit), vehicles (land)
Equipment: An insignia of your order, a tabard with your order’s symbol, a set of traveler’s clothes, a letter of introduction signed by your superior, and a belt pouch containing 15 gp.
Friend of the Order Your order maintains a network of spies, agents, and supporters. Your polity has friends, even in places dominated by enemies. When necessary, you know how to locate safe havens in otherwise dangerous places, and you know which individuals to contact for information, shelter, food, and sanctuary.
Suggested Characteristics The citizens of this land understand the need for perpetual vigilance, especially in the face of so many enemies. You understand the importance of loyalty to your order, to your land, and to your beliefs; beliefs for which you would sacrifice everything.
Personality Traits
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Ideals
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Bonds
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Flaws
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Slave
There is a strong abolitionist movement in Greyhawk, but slaves and former slaves still exist throughout the south and most of all in the Lordship of the Isles. Various humanoids also keep slaves, especially in the Empire of Iuz. You were such a slave. You were either born into slavery or have only vague memories of a time before you were captured. You may wear both physical and metal scars of abuse and likely harbor extreme resentment against slavers everywhere.
Skill Proficiencies: Athletics and either Insight or Survival.
Tools You have proficiency with one set of artisan's tools or a musical instrument.
Languages: Pick one language appropriate to your former owners.
Equipment: A set of manacles, a memento of a loved one or enemy, a set of poor clothes, a sash holding 100 sp.
Underground Railway There are secret havens for escaped slaves in and around regions where slavery exist. As a former slave and exemplar of the abolitionist movement, you are greeted as a hero in such places. You know how to find these places even when they are hidden. You will be offered simple room and board and told all the latest rumors, but you may also be asked to help out.
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Survivor
From the moment of your birth, the Savage Land wanted you dead. Monsters and beasts lurked at the village’s edge, eager to devour you like a delicious meat snack. The land conjured up blizzards, floods, drought, and tempests to flatten, drown, and otherwise destroy you and your folk. For all its murderous intent, however, you give thanks to your homeland. As the harshest place in the world, it taught you to survive. It forced you to grow strong. You learned the value of helping others and enduring together, even if it meant sharing the last of your food.
Source: En5ider #18.
Skill Proficiencies. Nature, Survival
Tool Proficiencies. One set of artisan’s tools
Languages. One of your choice
Equipment. A knife, a talisman or token of strength from your home, tinderbox, a set of traveler’s clothes, and a belt pouch containing 10 gp
Prey’s Instinct When you travel in the wilderness, you sense when someone—or something—has caught your trail or scent. Although you lack the details, you instinctively recognize when your pursuers are within an hour or less of your position and from which direction they approach.
Suggested Characteristics The people of the Savage Land retain a mystical link to their homeland, even when they travel beyond its borders. Infused with a love of danger, they often show bravery and fierce determination no matter the odds. At the same time, they understand that in the end the spirit of the homeland will catch and kill them.
Personality Traits
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Ideals
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Bonds
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Flaws
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Thrall of Evil
You grew up in the bloodthirsty regime of a tyrannical overlord. Trapped in a hellish domain, your family existed without hope or faith. Although you escaped, by night you suffer nightmares of torture and imprisonment. When you awaken, you realize those weren’t nightmares, but rather memories of your suffering.
Skill Proficiencies. Stealth, Survival
Tool Proficiencies. One type of artisan’s tools
Languages. One of your choice
Equipment. A quarterstaff, a set of common clothes, a homemade talisman to ward off evil, and a belt pouch containing 10 gp
Social Invisibility You perfected the art of avoiding notice and never drawing attention. When someone first meets you, they later struggle to recall your appearance, your voice, or anything significant about you. Likewise, you blend into a crowd, making it difficult for pursuers to identify you.
Suggested Characteristics Those who escape the Regime of the Dark Overlord often fall into two personality types: those strengthened by their experiences, and those forever scarred by them. Either way, individuals from this regime understand how brutal, dangerous, and unforgiving the world can be. They understand how to endure, when to hide, and how to fight when cornered. A survivor often carries a perpetually haunted look in their eyes.
Suggested Characteristics
Ideals
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Ideals
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Bonds
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Flaws
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Touched
You grew up among people who doted on you because you have a touch of the supernatural.
Skill Proficiencies: Deception, Persuasion.
Tool Proficiencies: One musical instrument, gaming set, or vehicles (land).
Languages: Choose one of Aklo, Celestial, Draconic, Infernal, Primordial, Shadowtongue, or Sylvan.
Equipment: Fine clothes, one gaming set or musical instrument, alms bowl, silver holy symbol, small idol (artwork worth 10 gp), hidden purse with 25 gp.
Sign of the Supernatural: You suffer some kind of handicap, which is seen as being touched by the supernatural. You gain both advantages and disadvantages from this sign. See Signs of the Supernatural).
Suggested Characteristics
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Ideals
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Bonds
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Flaws
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Viking
You are a naval raider from the Thillonrian Peninsula in the utter north-east of the Flanaess. Originally a farmer, huntsman, or herder, you joined a group of raiders and went south in search of a better future as an explorer, raider, mercenary, or merchant—not knowing which of these paths will be yours.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water) and one of carpenter’s, navigator's, smith's, weaver’s, or woodcarver tools,
Languages: Cold Tounge or Diembri.
Equipment: A fur cloak, a set of fine clothes, 25gp.
Reputation: As long as you maintain the swaggering style of a viking, people will keep their distance from you and are very polite when you approach them. This allows you to get away with minor misdemeanors. Push too hard, you will be seen as a reaver and the military may intervene.
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Bonds
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Flaws
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War Orphan
You grew up in an orphanage for children of war, usually a lawful religious institution. Brought up under strict discipline, you either adjusted to this (lawful), rebelled (chaotic), or just stayed out of trouble (neither). Many war orphans are of mixed race or survivors of persecuted peoples.
Skill Proficiencies: Athletics, Religion
Tool Proficiencies: Any two sets of artisan's tools, musical instruments, or vehicles
Languages: None.
Equipment: A wooden holy symbol, a memento of the time before the war, a warm blanket, a wooden bowl and spoon, a set of common clothes, and a pouch containing 5 gp.
Order's Respect Your manners indicate your background to those of militant orders everywhere. You can find room, board, and companionship with lawful militant and religious institutions across the land.
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