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zeitgeist:creationpj [2022/04/11 21:02] – [Bloodmarked] neyrickzeitgeist:creationpj [2025/05/21 21:07] (current) – external edit 127.0.0.1
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 such as Draconic, Goblin, Minotaur, or Orc. such as Draconic, Goblin, Minotaur, or Orc.
  
-===== De Guerra =====+==== De Guerra ====
  
 De Guerra orcs are more common in the mountains and highlands De Guerra orcs are more common in the mountains and highlands
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 **Languages**. You know Common, Orc, and one Beran language **Languages**. You know Common, Orc, and one Beran language
 such as Draconic, Gnoll, Goblin, or Minotaur. 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, and
 +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, you are proficient in either
 +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 well
 +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 //backgrounds// de base sont autorisés, sachant que votre histoire doit toujours vous mener au fait d'être recruté comme brigadier de la préfecture de Risur. Un //background// supplémentaire est disponible: archéologue.
 +
 +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, the brief
 +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**: History, and either Arcana or Survival. \\
 +**Tool Proficiencies**: Cartographer’s tools or navigator’s tools. \\
 +**Languages**: One modern language and one historical language
 +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's Guide de la campagne) OU une destinée de Level Up!. Les thèmes vous permettent éventuellement d'accéder à une des classes de prestiges ([[https://drive.google.com/file/d/1hXZLk3yOUA0D5xOsZq3E4WnKJIwnlAw1/view?usp=sharing|livret à télécharger]]). Des ajustements pourront bien sûr être faits pendant la campagne selon l'évolution de votre personnage.
 +
 +
 +
 +
 +===== Class/ Archetype =====
 +
 +Deux nouvelles classes sont disponibles:
 +  * [[zeitgeist:rules:savant|Savant]]
 +  * [[https://drive.google.com/file/d/1TqwEfMo7xGWT8JIMGx3PC_Uzid-WDaSQ/view?usp=sharing|Technologist]]
 +
 +Quelques archétypes sont interdits:
 +  * Pour la classe d'Adept, l'archétype //Warrior Monk// est interdit
 +  * Pour la classe de Warlock, l'archétype //Diabolist// est interdit
 +
 +Par ailleurs, cinq nouveaux archétypes sont accessibles:
 +  * [[zeitgeist:rules:queenbee|Queen Bee (Berserker)]] 
 +  * [[zeitgeist:rules:gadgeteer|Gadgeteer (Fighter)]] 
 +  * [[zeitgeist:rules:vagabond|Vagabond (Bard)]] 
 +  * [[zeitgeist:rules:aspirant|Aspirant (Cleric)]] 
 +  * [[zeitgeist:rules:executore|Executore (Herald)]]
 +
 +===== Feat =====
 +
 +Tous les personnages commencent avec un //Feat// gratuit. Il n'est pas possible de le convertir en augmentation de caractéristiques (l'inverse sera possible dans le cadre des montées de niveaux, comme décrit dans les règles de //Level Up!//).
 +===== Equipment =====
zeitgeist/creationpj.1649710960.txt.gz · Last modified: 2025/05/21 21:07 (external edit)