Repaermirg
2012-08-28, 01:24 AM
These people are mostly human, at least in blood. They also, however, have ancestries so unlikely and convoluted as to be nigh on impossible. Nonetheless, these people continue, the descendants of the heroes (and sometimes villains) of eld. No two are completely the same. One might seem to be a half-elf, while another might look like a demon-faced dwarf with vestigial wings. The only thing they have in common is their strange history and their penchant for adventure.
Adulthood begins at the age of 20, or when at least one parent is killed- whichever happens later. Adventurers can live well into their second century, though they are usually killed long before that, in such a way so as to require vengeance on the part of their offspring. Until a child has avenged his or her slain progenitor, he or she has no place in the society of the adventurers.
Adventurers usually live either on the road, or in large cities. Regardless of their chosen abode, they frequent taverns. In fact, it is an adventurer tradition to, upon retirement, open up a tavern and live their until they are brutally murdered so as to send forth the next adventurer generation on their quests for justice.
Adventurers vary widely in alignment, with almost no pattern, though the most common are chaotic and good.
Stats:
- +1 to attack rolls made when the fight has a promise of a reward
- +4 bonus to attack and damage rolls against someone who killed a family member or loved one of theirs.
- Weapon proficiency with any one weapon of their choosing
- +2 racial bonus to perform and disguise checks
- Low-light vision
- Two traits apiece from both of the following:
%-------trait
1-10- very pointy ears
11-15- clearly non-humanoid trait (vestigial wings, scales, a small tail, etc.)
16-20- unusual complexion (slight tint, darker or lighter)
21-25- unusual hair color (any within logical limits)
26-35- abnormally thin
36-45- abnormally short
46-50- abnormally broad-shouldered
51-60- unusual eye color
61-75- weathered appearance
76-85- slightly pointed ears
86-90- unusually pointy or broad chin
91-95- unusual nose shape
96-98- less or more facial hair than usual
99-100- player/DM's choice
%-------trait
1-10- 1d4 bonus to move silently or jump checks
11-15- 1d4 bonus to hide checks
16-25- 1d4 bonus to bluff checks
26-35- +2 bonus to one type of saving throw (fortitude, reflex, or will)
36-40- darkvision
41-50- single 0-level spell as spell-like ability 3/day
51-60- 1d4 bonus to listen checks
61-65- 1d4 bonus to swim or climb checks
66-70- natural armor of +1
71-80- 1d4 bonus to sleight of hand checks
81-90- 1d4 bonus to heal checks
91-95- armor check penalty is two less for light armor, and maximum dexterity bonus increases by one
96-100- 2 extra languages
Favored class: Any
If the adventurer is created as a PC, the player may choose one trait from each list, and roll the others. Adventurers cannot gain the same trait twice.
Sorry if someone made this joke before. I actually adapted this from a hybrid race I had created before, called the Kyne. They were basically supposed to be the "gypsies" of that world- nomads shunned by the rest of society.
Adulthood begins at the age of 20, or when at least one parent is killed- whichever happens later. Adventurers can live well into their second century, though they are usually killed long before that, in such a way so as to require vengeance on the part of their offspring. Until a child has avenged his or her slain progenitor, he or she has no place in the society of the adventurers.
Adventurers usually live either on the road, or in large cities. Regardless of their chosen abode, they frequent taverns. In fact, it is an adventurer tradition to, upon retirement, open up a tavern and live their until they are brutally murdered so as to send forth the next adventurer generation on their quests for justice.
Adventurers vary widely in alignment, with almost no pattern, though the most common are chaotic and good.
Stats:
- +1 to attack rolls made when the fight has a promise of a reward
- +4 bonus to attack and damage rolls against someone who killed a family member or loved one of theirs.
- Weapon proficiency with any one weapon of their choosing
- +2 racial bonus to perform and disguise checks
- Low-light vision
- Two traits apiece from both of the following:
%-------trait
1-10- very pointy ears
11-15- clearly non-humanoid trait (vestigial wings, scales, a small tail, etc.)
16-20- unusual complexion (slight tint, darker or lighter)
21-25- unusual hair color (any within logical limits)
26-35- abnormally thin
36-45- abnormally short
46-50- abnormally broad-shouldered
51-60- unusual eye color
61-75- weathered appearance
76-85- slightly pointed ears
86-90- unusually pointy or broad chin
91-95- unusual nose shape
96-98- less or more facial hair than usual
99-100- player/DM's choice
%-------trait
1-10- 1d4 bonus to move silently or jump checks
11-15- 1d4 bonus to hide checks
16-25- 1d4 bonus to bluff checks
26-35- +2 bonus to one type of saving throw (fortitude, reflex, or will)
36-40- darkvision
41-50- single 0-level spell as spell-like ability 3/day
51-60- 1d4 bonus to listen checks
61-65- 1d4 bonus to swim or climb checks
66-70- natural armor of +1
71-80- 1d4 bonus to sleight of hand checks
81-90- 1d4 bonus to heal checks
91-95- armor check penalty is two less for light armor, and maximum dexterity bonus increases by one
96-100- 2 extra languages
Favored class: Any
If the adventurer is created as a PC, the player may choose one trait from each list, and roll the others. Adventurers cannot gain the same trait twice.
Sorry if someone made this joke before. I actually adapted this from a hybrid race I had created before, called the Kyne. They were basically supposed to be the "gypsies" of that world- nomads shunned by the rest of society.