Difference between revisions of "Backgrounds (5A)"
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|valign="top"| '''Personality Traits | |valign="top"| '''Personality Traits | ||
# '''Proud''' The horse-lords rule the sky and earth. Others may not understand this, fools all. | # '''Proud''' The horse-lords rule the sky and earth. Others may not understand this, fools all. | ||
− | # '''Rider''' Walking on foot is demeaning. Always ride! | + | # '''Rider''' Walking on foot out of doors is demeaning. Always ride! |
# '''Boastful''' Life is made up of stories, and stories are meant to be told! | # '''Boastful''' Life is made up of stories, and stories are meant to be told! | ||
# '''Subtle''' Outsiders expect your people to be straight-forward, but like the illusionists of your land, you know what to show and what to conceal. | # '''Subtle''' Outsiders expect your people to be straight-forward, but like the illusionists of your land, you know what to show and what to conceal. | ||
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# ''' Plains ''' People come and go, but the pains and the open sky are eternal. You are most at peace traveling and most at home on open plains. | # ''' Plains ''' People come and go, but the pains and the open sky are eternal. You are most at peace traveling and most at home on open plains. | ||
# ''' Saddle ''' You got this saddle as a youth and made all your achievements on it. | # ''' Saddle ''' You got this saddle as a youth and made all your achievements on it. | ||
− | # ''' Companions ''' Lands are things you pass | + | # ''' Companions ''' Lands are things you pass by, friends are what you bring along. |
# ''' Old Friend ''' Leaving most of your tribe wasn't so hard, but there is this one person you miss. | # ''' Old Friend ''' Leaving most of your tribe wasn't so hard, but there is this one person you miss. | ||
# ''' Love of the hour ''' You give your heart freely and fully, then move on. | # ''' Love of the hour ''' You give your heart freely and fully, then move on. | ||
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# ''' Spendthrift''' I see the value of horses, of sheep, and a good wagon. These metal baubles are supposed to be valuable? | # ''' Spendthrift''' I see the value of horses, of sheep, and a good wagon. These metal baubles are supposed to be valuable? | ||
# ''' Rolling Stone''' I can always run from trouble. | # ''' Rolling Stone''' I can always run from trouble. | ||
− | # ''' Absent''' When I have an obligation to support, such as | + | # ''' Absent''' When I have an obligation to support, such as family, I leave some money and go away. |
|} | |} | ||
+ | |||
+ | == 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 are either 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 instrument or set of crafter's tools. | ||
+ | |||
+ | '''Equipment: | ||
+ | The aids or prosthetics listed for your infirmity (below), 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 or more of the following impairments. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible. | ||
+ | * ''Blind'' You permanently suffer the Blinded condition. You gain blindsight with a range of 30 ft.. | ||
+ | * ''Blind Eye'' You are blind in one eye. Halve the range of any weapon or spell you use. You see invisible creatures and objects within 30 ft. as if they were visible. | ||
+ | * ''Deaf'' You permanently suffer the Deafened condition. You have learned to lip-read any language you know as long as you can see the speaker and is within 30 ft. | ||
+ | * ''Hoarse'' You cannot speak in more than a whisper. You cannot make yourself understood to a creature more than 5 ft. away or be heard at all beyond 15 ft. This restricts your social interactions and the range of spells that require targets to hear you, but also makes it easy for you to cast spells without being noticed. | ||
+ | * ''Lame'' Your legs are maimed or paralyzed. You need a wheelchair or similar conveyance to move around. Double the movement penalties for difficult ground. Your land speed is 10 ft. If you take the Dash action, you can move 80 ft. Your steady position increases the range of any ranged attack or spell you use by half (+50%). | ||
+ | * ''Missing Leg'' You cannot walk without using a crutch, and even then your land speed and carrying capacity is halved. If you do not constantly use one arm to hold yourself upright when standing, you fall prone. You have developed your upper-body muscles, gaining a +2 bonus to Strength. | ||
+ | * ''Limp'' You have a leg injury that halves all your speeds. You are immune to caltrops, ''grease'' spells, and similar floor hazards. | ||
+ | * ''Hook Hand'' One of your hands is severed or useless and has been replaced with a hook. You cannot wield a weapon in this hand or use a two-handed weapon, but you can do the following. | ||
+ | ** You can use it to satisfy the somatic components of spells. | ||
+ | ** You can reload a one-handed weapon with the ammunition property held in your other hand. | ||
+ | ** You can use the hook as a dagger and make an attack as a bonus action without counting it as an off-hand attack. | ||
+ | ** You can make a Strength (Athletics) check to grapple as a bonus action. | ||
+ | * ''Missing Arm'' One of your arms is severed or useless. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells. You cannot wield two-handed weapons. You have trained your feet so you can use them as hands when you are prone. You do not suffer disadvantage on attack rolls when prone. | ||
+ | |||
+ | ''' Suggested Characteristics | ||
+ | {| class="wikitable" | ||
+ | |valign="top"| '''Personality Traits | ||
+ | # '''Independent''' You have overcome your limits on your own, and now you stand on your own. | ||
+ | # '''Proud''' You have had to build yourself up to the strong person you are today! | ||
+ | # '''Energetic''' You worked hard to get where you are, and now hard work is a habit to you. | ||
+ | # '''Friendly''' You grew up relying on others, and found that most people are reliable. | ||
+ | # '''Suspicious''' You have been maligned enough not to trust strangers. | ||
+ | # '''Generous''' You relied on others, now you help others in turn. | ||
+ | |||
+ | |valign="top"| '''Ideals | ||
+ | # '''Hard Work''' You got to where you are through hard work, and you are not stopping now. (Lawful) | ||
+ | # '''Independence''' In the end, it was you who overcome your limits. (Chaotic) | ||
+ | # '''Vengeance''' They pushed and used you, but now you have become strong. Now it it their turn to fear! (Evil) | ||
+ | # '''Paying Forward''' You have received so much kindness, you want to give some back. (Good) | ||
+ | # '''Perfection''' You have overcome your handicap, but that is just the beginning of your skills! (Any) | ||
+ | # '''Ambition''' They told you you couldn't be an adventurer! They were wrong. You will be the greatest hero ever! (Any) | ||
+ | |- | ||
+ | |||
+ | |valign="top"| '''Bonds | ||
+ | # ''' Prosthetic''' There is a device you use to stretch your limits, an item that means freedom to you. | ||
+ | # ''' Caretaker''' Someone took care of you when you couldn't do so yourself. Now you will take care fo them. | ||
+ | # ''' Hero''' There is a person you aspire to emulate, your personal hero. | ||
+ | # ''' Companions ''' You can only truly relax and show weakness to your closest companions. | ||
+ | # ''' Home''' You were hurt when your home was destroyed, and you don't even know where it lies. Now you are searching for home—old or new. | ||
+ | # ''' Admirer''' You grew up as the hero of someone younger, someone still where you used to be. | ||
+ | |||
+ | |valign="top"| '''Flaws | ||
+ | # '''Sly''' People who see you take you for a weakling or even imbecile, and you exploit that as you can. | ||
+ | # '''Shy''' You know you should speak up, but old habits die hard. | ||
+ | # ''' Fatalistic''' The universe does not make sense. You suffered for no good reason. That could happen again. | ||
+ | # ''' Hedonist''' You must enjoy all the things you missed and now can have! | ||
+ | # ''' Homebody''' Before, you could not travel. Now you can, but staying in place is a habit hard to break. | ||
+ | # ''' Disdainful''' You got all you have by hard work. So should everybody! Weakness is no excuse! | ||
+ | |} | ||
+ | |||
== Slave == | == 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. | 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. |
Revision as of 10:33, 27 September 2021
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Defender of the Pristine
You live 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, Cobbler’s tools, Cook’s utensils, Leatherworker’s tools, Potter’s tools, Woodcarver’s tools, any one musical instrument, or vehicles (water).
Language or Tool: Language of one neighboring people or another tool option as above.
Equipment: Traveler's clothes, skinning knife, hand axe, one set of tools, instrument, or a canoe, fishing rod, pouch with 50 sp.
Signs of the Wild: You recognize the signs people in the wilderness use to mark their territory. You know when you enter the of a people or tribe. You can approach such people to parlay without causing a confrontation. You and your companions will be allowed to travel through such territories, but you are responsible for the actions of yourself and your companions while there.
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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, Nature.
Tool Proficiencies: Vehicles (land) and one instrument or set of crafter's tools.
Languages: Ordai.
Equipment: Riding horse, traveler's clothes made of leather, 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 be a bad horse. This gives you 50% discount when buying horses as you pick the undervalued ones.
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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 are either 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 instrument or set of crafter's tools.
Equipment: The aids or prosthetics listed for your infirmity (below), 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 or more of the following impairments. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible.
- Blind You permanently suffer the Blinded condition. You gain blindsight with a range of 30 ft..
- Blind Eye You are blind in one eye. Halve the range of any weapon or spell you use. You see invisible creatures and objects within 30 ft. as if they were visible.
- Deaf You permanently suffer the Deafened condition. You have learned to lip-read any language you know as long as you can see the speaker and is within 30 ft.
- Hoarse You cannot speak in more than a whisper. You cannot make yourself understood to a creature more than 5 ft. away or be heard at all beyond 15 ft. This restricts your social interactions and the range of spells that require targets to hear you, but also makes it easy for you to cast spells without being noticed.
- Lame Your legs are maimed or paralyzed. You need a wheelchair or similar conveyance to move around. Double the movement penalties for difficult ground. Your land speed is 10 ft. If you take the Dash action, you can move 80 ft. Your steady position increases the range of any ranged attack or spell you use by half (+50%).
- Missing Leg You cannot walk without using a crutch, and even then your land speed and carrying capacity is halved. If you do not constantly use one arm to hold yourself upright when standing, you fall prone. You have developed your upper-body muscles, gaining a +2 bonus to Strength.
- Limp You have a leg injury that halves all your speeds. You are immune to caltrops, grease spells, and similar floor hazards.
- Hook Hand One of your hands is severed or useless and has been replaced with a hook. You cannot wield a weapon in this hand or use a two-handed weapon, but you can do the following.
- You can use it to satisfy the somatic components of spells.
- You can reload a one-handed weapon with the ammunition property held in your other hand.
- You can use the hook as a dagger and make an attack as a bonus action without counting it as an off-hand attack.
- You can make a Strength (Athletics) check to grapple as a bonus action.
- Missing Arm One of your arms is severed or useless. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells. You cannot wield two-handed weapons. You have trained your feet so you can use them as hands when you are prone. You do not suffer disadvantage on attack rolls when prone.
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Ideals
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Bonds
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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 tools or a musical instrument.
Languages: Pick one language appropriate to either your background or 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 cp.
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 will be offered simple room and board and told all the latest rumors, but you are also often asked to help out.
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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 a raider, mercenary, or merchant.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Carpenter’s, navigator's, smith's, weaver’s, or woodcarver tools, vehicles (water)
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. But of you push too hard, you are seen as a reaver and the military may intervene.
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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 tried to avoid notice (neither of these).
Skill Proficiencies: Insight, Religion
Armor and Weapon Proficiencies: Any one armor or shield proficiency you fulfill the prerequisites for. If you already know all armor proficiencies, you instead gain proficiency with smith's tools.
Tool Proficiencies: Any one type of crafting tools or vehicles (land)
Languages: None
Equipment: A wooden holy symbol, a memento of a friend, parent, or mentor, 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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