zeitgeist:creationpj
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| **Languages**. You know Common, Gnoll, and one Beran language | **Languages**. You know Common, Gnoll, and one Beran language | ||
| such as Draconic, Goblin, Minotaur, or Orc. | such as Draconic, Goblin, Minotaur, or Orc. | ||
| + | |||
| + | ==== De Guerra ==== | ||
| + | |||
| + | De Guerra orcs are more common in the mountains and highlands | ||
| + | of Ber, with their strongest core on the northeast coast, along the | ||
| + | shore of the Marrajado del Oro, where orcish sailors long raided | ||
| + | Risuri lands. They take their name from the de Guerra family, | ||
| + | whose matriarch Corta Nariz de Guerra is the current Bruse and | ||
| + | ruler of Ber. | ||
| + | Since the establishment of modern Ber, many non-orcs have ad- | ||
| + | opted de Guerra ways, especially those in the military, which often | ||
| + | shuffles citizens around the country to train with those descended | ||
| + | from other tribes, the better to foster national unity and pride in | ||
| + | cultural heterogeneity. | ||
| + | |||
| + | **Aggressive**. As a bonus action, you can move your speed toward | ||
| + | an enemy of your choice that you can see or hear. You must end this | ||
| + | move closer to the enemy than you started. \\ | ||
| + | **Punch Above Your Weight**. You are accustomed to dealing with | ||
| + | much larger creatures. Add half your proficiency bonus on damage | ||
| + | rolls for attacks against creatures Large or larger. \\ | ||
| + | **Reliable and Vigilant**. When you would make an ability or skill | ||
| + | check or saving throw, you can ignore one source of disadvantage. | ||
| + | After you use this ability, you cannot use it again until you complete | ||
| + | a short rest. \\ | ||
| + | **Steady Legs**. Whether climbing mountains or crewing a ship, | ||
| + | you’ve learned how to keep yourself and your allies from becoming | ||
| + | unbalanced. When you or an ally within reach would fall prone or | ||
| + | be pushed, you can grant them an expertise die on the saving throw | ||
| + | or check to resist, or to their Maneuver DC. (An expertise die is an | ||
| + | extra 1d4 that you roll and add to your main d20 roll.) \\ | ||
| + | **Languages**. You know Common, Orc, and one Beran language | ||
| + | such as Draconic, Gnoll, Goblin, or Minotaur. | ||
| + | |||
| + | ==== Dialectician ==== | ||
| + | |||
| + | Drakran culture is steeped in philosophical debate, and those who | ||
| + | study and devise their own philosophies are the main drivers of | ||
| + | society. | ||
| + | |||
| + | **Epistemological Breadth**. You are proficient in Culture, and | ||
| + | you gain an expertise die when you make a check with a skill to | ||
| + | debate or know about philosophy. \\ | ||
| + | **Ethical Imperative**. You can cast command once per long rest. At | ||
| + | 3rd level you can cast suggestion once per long rest. The saving throw | ||
| + | DC for either of these is 8 + your proficiency bonus + your Wisdom | ||
| + | or Charisma modifier. \\ | ||
| + | **Hard to Sway**. You have advantage on saving throws against il- | ||
| + | lusions and to resist being charmed. Deception, Intimidation, | ||
| + | Persuasion checks against you have disadvantage. \\ | ||
| + | **Languages**. You know Common, Dwarf, and Primordial, enough | ||
| + | to study nearly all major philosophies. | ||
| + | |||
| + | ==== Elfaivaran ==== | ||
| + | |||
| + | The largest woodland in Lanjyr is Elfaivar, the eponymous empire | ||
| + | of the region’s southeastern subcontinent. Elfaivar’s elves devel- | ||
| + | oped wondrous magic and learned to blur the borders of the Waking | ||
| + | and the Dreaming. But their holy war with the Clergy ended with | ||
| + | the death of Srasama, the Elfaivaran goddess of womanhood, and | ||
| + | the backlash slew all but a few hundred Elfaivaran women. The sur- | ||
| + | viving men fought over the ruins or fled in a diaspora. | ||
| + | But secretive enclaves run by matriarchs were committed to pro- | ||
| + | tecting the surviving women, preserving Elfaivaran culture, and | ||
| + | rebuilding the civilization. In time these enclaves grew into secre- | ||
| + | tive cities, where women were revered and given the finest training | ||
| + | in martial arts, spellcraft, and statecraft, while men competed in | ||
| + | grand competitions of art and athletics, hoping a woman might | ||
| + | favor them and choose to have a child with them. | ||
| + | The enclaves were sometimes aided by foreigners who felt a | ||
| + | drive to help save a people from near death, and even sometimes | ||
| + | sheltered those who were persecuted in the colonies that were | ||
| + | slowly conquering the empire’s old land. \\ | ||
| + | Elfaivarans have a close connection to the Dreaming, which | ||
| + | manifests whenever they use magic, causing their entire eyes to | ||
| + | glow faintly with the color of their irises. Almost every Elfaivaran | ||
| + | possesses the inherent power to step briefly into the Dreaming, | ||
| + | allowing them to bypass enemies and difficult terrain before reap- | ||
| + | pearing in the Waking. | ||
| + | |||
| + | **Dreaming Native**. Your time in the Dreaming has suffused your | ||
| + | being with its very energy. In addition to being humanoid, you also | ||
| + | have the fey creature type. Additionally, | ||
| + | History or Nature. \\ | ||
| + | **Elfaivaran Training**. Elfaivarans must be able to defend their | ||
| + | people, but art and beauty elevates life beyond mere survival. You | ||
| + | are proficient in longswords, scimitars, and whips. You are also | ||
| + | proficient in one tool or instrument of your choice. \\ | ||
| + | **Endure and Thrive**. A story can only be a tragedy if we let it end. | ||
| + | You can cast the cantrip spare the dying. In addition, at 3rd level you | ||
| + | can cast heroism once per long rest. When you use either of these | ||
| + | powers, you recite a verse from the Dirge of Vekesh or a similar | ||
| + | mantra. \\ | ||
| + | **Fey Step**. You know how to briefly slip between the Waking and | ||
| + | Dreaming. You can cast misty step, but you must finish a short or | ||
| + | long rest before you can do it again. If you aren’t on the Waking or | ||
| + | Dreaming, this power still functions, and to an outside observer | ||
| + | you appear to instantaneously teleport, but to you it feels like you | ||
| + | spend long moments in a void between worlds before arriving at | ||
| + | your destination. \\ | ||
| + | **Languages**. You can speak, read, write, and sign in Common, | ||
| + | Elvish, and Sylvan. | ||
| + | |||
| + | ==== Pedresco ==== | ||
| + | |||
| + | Pedresco orcs are by far the most common, and their features a | ||
| + | bit closer to humans, with smaller tusks and gentler brows. Other | ||
| + | Berans, as well as de Guerra orcs, used to use the slur “half-orc” to | ||
| + | insult the Pedresco orcs, and indeed the term might have some | ||
| + | truth to it, as these lowland orcs were more likely to integrate with | ||
| + | humans and perhaps even some elves. But after the founder of Ber, | ||
| + | Vairday Bruse, hailed from among the Pedresco, the label has taken | ||
| + | on a complicated role in orcish culture, co-opted to imply that the | ||
| + | “other half” is Beran, a national identity rather than a racial one. | ||
| + | Today Berans of all heritages are drawn to the example of their | ||
| + | nation’s founder: confident and powerful civility, with a humility | ||
| + | that respects that others might have wisdom you lack, and an unre- | ||
| + | lenting refusal to give in to tyranny. | ||
| + | |||
| + | **Cultural Studies**. You are proficient in Culture. \\ | ||
| + | **Relentless Endurance**. When you are reduced to 0 hit points | ||
| + | but not killed outright, you can drop to 1 hit point instead. You can’t | ||
| + | use this feature again until you finish a long rest. \\ | ||
| + | **Wisdom of the Panoply**. When an ally uses the Help action to | ||
| + | aid you, you can reroll one of the dice you roll and use the new result. \\ | ||
| + | You can’t use this feature again until you finish a short or long rest. | ||
| + | **Languages**. You know Common, Orc, and one Beran language | ||
| + | such as Draconic, Gnoll, Goblin, or Minotaur. | ||
| + | |||
| + | ==== Steelmarked ==== | ||
| + | |||
| + | On a large island south of Ber lives a group of gnolls who belong to | ||
| + | the Cult of the Steel Lord, and who have remained devoted to the | ||
| + | dragon tyrant Gradiax even after he was slain over two centuries | ||
| + | ago. These steelmarked gnolls have a somewhat paradoxical reli- | ||
| + | gion that commands them to avoid touching metal with bare flesh, | ||
| + | yet to understand and master technology, for which their lord will | ||
| + | reward them with bodies as strong as steel, free from weakness and | ||
| + | hunger. As such, they adhere to fastidious sanitary standards and | ||
| + | avoid blooding ceremonies, with adulthood instead being achieved | ||
| + | by proving one’s understanding of some technology and devotion | ||
| + | to the cult. | ||
| + | Their taboo only prohibits bare skin contact to metal, and as | ||
| + | such they are fond of ornate kerchiefs and fine leather gloves. Forge | ||
| + | workers have popularized garments with heavy padding over fore- | ||
| + | arms and lower legs, and such accessories are common even among | ||
| + | those who don’t regularly work metal. Priests of the cult wear some- | ||
| + | what formless robes, but prefer ostentatious designs of vivid colors | ||
| + | to catch the eye, especially when traveling among mainlanders. | ||
| + | Despite their exceptional grasp of modern technology, the | ||
| + | steelmarked still hold many traditional violent customs. The cult | ||
| + | has repeatedly raided the mainland, killing gnolls who speak out | ||
| + | against them, and abducting children to convert to their faith. | ||
| + | Steelmarked gnolls unnerve outsiders, as they seem to watch the | ||
| + | world around them with more detachment, move less, even breathe | ||
| + | less than they should. | ||
| + | |||
| + | **Blessed Industry**. You gain proficiency in Engineering, | ||
| + | as in the tool or vehicle of your choice. \\ | ||
| + | **Metal Taboo**. You believe only your draconic lord and those who | ||
| + | have earned his blessing are worthy of the strength of metal. You | ||
| + | try not to touch metal with your body directly. Gloves or kerchiefs | ||
| + | are acceptable to insulate one from metal, and there is no shame in | ||
| + | being wounded by someone else’s metal. \\ | ||
| + | **Breaking Touch**. Your people have developed the ability to | ||
| + | break devices with a mere touch, even through a glove or other | ||
| + | garment, which they see as a blessing and as proof of their lord’s | ||
| + | enduring guidance. | ||
| + | As a bonus action, you can touch an object with some mechanical | ||
| + | complexity, such as a door, a lock, clock, ship rigging, steam engine, | ||
| + | or animated construct. | ||
| + | If it is an unattended inanimate object, it breaks in a non-hazard- | ||
| + | ous way. A door has to be shoved forcefully open, a lock falls apart, | ||
| + | a timebomb stops ticking down, a ship loses its propulsion. If it’s | ||
| + | larger than 5 feet across, you only break a section of it, but repairs | ||
| + | take at least an hour. | ||
| + | If the object is being worn or carried by a creature, or if you’re | ||
| + | trying to touch a creature, the creature can make a Dexterity saving | ||
| + | throw (DC 8 + your proficiency bonus + your Charisma modifier) to | ||
| + | avoid your touch. | ||
| + | A mechanical creature touched this way takes 2d6 damage and | ||
| + | its speed is reduced by half until the start of your next turn. The | ||
| + | damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at | ||
| + | 16th level. | ||
| + | A firearm affected by breaking touch will automatically miss the | ||
| + | next time it is fired, as if a natural 1 were rolled (which is a misfire | ||
| + | with a nonmagical gun). | ||
| + | After you use this ability, you can’t use it again until you complete | ||
| + | a short or long rest. \\ | ||
| + | **Steel Endures**. If you have obeyed the metal taboo for the past | ||
| + | day, you have advantage on saving throws to resist poison and | ||
| + | disease, and have resistance against poison damage. Additionally, | ||
| + | double the amount of time you can go without food, water, and air. | ||
| + | Languages. You know Common, Gnoll, and one Beran language | ||
| + | such as Draconic, Goblin, Minotaur, or Orc. | ||
| + | |||
| + | ===== Background ===== | ||
| + | |||
| + | Tous les // | ||
| + | |||
| + | Though most eyes look to the future, the past fascinates you, and | ||
| + | you have found wisdom in exploring the ruins of civilizations that | ||
| + | fell to disaster, or that gave birth to today’s world. Foremost in the | ||
| + | public’s consciousness are the prehistoric orcs known as the An- | ||
| + | cients, who left massive stone edifices, fantastic golden treasures, | ||
| + | and little else. But you might also study the Demonocracy, | ||
| + | philosopher state of Pala, pre-Malice Elfaivar, the magically un- | ||
| + | stable ruins of Methia, or any of the multitude of obscure peoples of | ||
| + | the past. Perhaps some day you’ll explore the planets above and the | ||
| + | ruins of surely long-dead cultures there. | ||
| + | |||
| + | **Ability Score Increase**: +1 to Intelligence and one other ability | ||
| + | score. \\ | ||
| + | **Skill Proficiencies**: | ||
| + | **Tool Proficiencies**: | ||
| + | **Languages**: | ||
| + | of your choice. \\ | ||
| + | **Suggested Equipment** (cost 29 gp): A bullseye lantern, a min- | ||
| + | er’s pick, traveler’s clothes, a shovel, a two-person tent, a trinket | ||
| + | recovered from a dig site. \\ | ||
| + | **Feature: Historical Knowledge**. You can easily assess the mon- | ||
| + | etary value of art objects that are more than a century old, and when | ||
| + | you see ruins you can accurately ascertain who built them and for | ||
| + | what purpose. Sometimes when you sleep near ruins, you faintly | ||
| + | recall dreams of the people who lived there, which might guide you | ||
| + | to where to search or dig. \\ | ||
| + | **Adventures and Advancement**. Your archaeological finds earn | ||
| + | you gratitude from scholars and researchers. When you donate a | ||
| + | valuable object to a museum or library, you gain advantage on all | ||
| + | ability checks made during Research downtime activities per- | ||
| + | formed at that institution. | ||
| + | |||
| + | ==== Archaeologist Connection ==== | ||
| + | |||
| + | - The museum curator who owes you a favor. | ||
| + | - The sea captain with whom you’ve made profitable voyages. | ||
| + | - The noble who believes you robbed their ancestral tomb. | ||
| + | - The rival who is always one step ahead of you. | ||
| + | - The vanished colleague who was close to a breakthrough. | ||
| + | - The thief who was going to rob you but ended up fascinated by your work. | ||
| + | - The rich one-time patron with a grudge against you. | ||
| + | - The buffoonish but well-financed rival whose methods are clumsy and destructive. | ||
| + | - The former partner who stole your map. | ||
| + | - The inventor who will buy relics he thinks are keys to lost ancient technology. | ||
| + | |||
| + | ==== Archaeologist Memento ==== | ||
| + | |||
| + | - A tablet with a fragment of the same poem in an archaic form of the languages of the Demonocracy and old Elfaivar, as well as unfamiliar pictograms of what appear to be hand signs. | ||
| + | - A sealed clay flask, filled with liquid and painted with strange, skeletal humanoids around a crescent moon. | ||
| + | - Half of a large stone key inscribed with pre-Malice iconography of the Clergy. | ||
| + | - A solid gold arrow which you discovered embedded in the fossilized skull of an unfamiliar beast. | ||
| + | - The charred case of an antique calligraphy kit with a brass nameplate that reads “Wm. Miller.” | ||
| + | - A typed letter from a representative of the Vsadni Tzertze pointing out flaws in a paper you published about the fifth-century B.O.V. Drakr. | ||
| + | - A wooden case containing a map to a ruin or dungeon, with the initials “RR” penned in the corner, found at a pawn shop. | ||
| + | - A graven idol of an unknown god, carved from purple stone and partially encased in black volcanic rock. | ||
| + | - An inherited, found, or stolen diary which once belonged to a great treasure hunter. It contains the answers to several riddles required to access some site, but no information about the site’s location. | ||
| + | - A signature weapon or tool given by a mentor or old rival. | ||
| + | |||
| + | ===== Destiny ===== | ||
| + | |||
| + | Choisissez un des thèmes (proposés dans le Player' | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | ===== Class/ Archetype ===== | ||
| + | |||
| + | Deux nouvelles classes sont disponibles: | ||
| + | * [[zeitgeist: | ||
| + | * [[https:// | ||
| + | |||
| + | Quelques archétypes sont interdits: | ||
| + | * Pour la classe d' | ||
| + | * Pour la classe de Warlock, l' | ||
| + | |||
| + | Par ailleurs, cinq nouveaux archétypes sont accessibles: | ||
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | |||
| + | ===== Feat ===== | ||
| + | |||
| + | Tous les personnages commencent avec un //Feat// gratuit. Il n'est pas possible de le convertir en augmentation de caractéristiques (l' | ||
| + | ===== Equipment ===== | ||
zeitgeist/creationpj.1649710852.txt.gz · Last modified: 2025/05/21 21:07 (external edit)