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Post by Oniryukain on May 4, 2009 12:59:53 GMT -5
One does not have to take one of the following (in next post), as it is completely optional, but if one does take it they must work it into their background so it makes logcial sense. If one has a suggestion about additional types, please PM me on the forums so I may consider it and possibly post it here.
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Post by Oniryukain on May 4, 2009 13:04:09 GMT -5
The Optional Background Perks:
Apprentice of a Magus: After several years under the tutelage of a master Wizard, you have learnt the science of alchemy and are capable of putting power behind a spell. Your master taught you many lessons, of which most sunk into your memories, and you have gained much from this knowledge. You have also experienced the need to run when a spell goes horribly awry.
-Spell Penetration, Empower OR Maximize Spell, Proficiency with Alchemy*, Magus Taught*
Eater of the Grasses (Human, Elemental (Half)-Human, or Near-Human only): Without parents you were soon found at a very young age by a member of the Volven, it is a group known for their amazing skills at monster hunting, mercenary work, and their unusual nature. From the earliest of your memories you remember being fed a strict diet that included a blue leafy plant, called Morrowsapling that was served among meat, every time you had it you felt different but usually in a good way. Eventually as you reached an age deemed safe to train, you were thrown into an extremely strict schedule of learning from book lessons to physical training, especially with keeping equal strength in both hands. For twenty years you trained and kept on this strict diet until the Test of Grasses arrived, where one would be added to the ranks of the Volven , or (if they lived or didn’t take it) be permitted to stay on around as another function or to leave with assistance in finding a home, work, and such. The first Grass was the Eagle’s Fyrefeather, a native grass to the area of Fyreclaw Cliff, it induces horrible pain In Human-based races, as it is digested – this causes the Volver to become all too familiar with the principles of what happens when they forget their training – a test of endurance. The second test was of Pyke’s Tears, a type of short bluegreen grass native to the island of Pyke, and it was the test of mastery – the grass increased their reaction time but lower their pain tolerance while being set against an Elder Volver, they are required to last for three days or defeat the Elder. The Final and most grueling test was the Ashenroot, a grass that grows only in the dangerous wastelands known as The Plains of Ash, this causes a hallucination that seems real (many who take the test claim it is real) that makes them fight against themselves –if they lose and die in this fight, they enter a coma or die on the spot, so the speculation of it being real is quite noticeable, but if they succeed, they are welcomed into the family, as a member of the Volven. Due to all of this training and silver sword in hand, you leave the compound to earn your keep and to keep the population of dangerous monsters down.
-Ambidexterity, Two Weapon Fighting, Slayer*, Apothecary*
Exhibitionist Knight’s Squire: You are or once were the squire of a Knight who was widely known as a master duelist, a man of amazing skill who always took part in the local festivals and tournaments. He was quite the flamboyant performer, working always to the crowd’s interest, and was quite adored by many. You were able to witness his expert skill though at the same time you were able to see, to sense, real battle or war would destroy such a man. Despite these flaws, the man was skilled in defending against a single foe while also a master horseman. So upon parting ways with him, you took both the good and the bad of his lifestyle and became determined to not fall into the same trap as him.
-Expertise, Mounted Combat, Shield Proficiency, Working-The-Crowd*, Squire*
Ladykiller/Black Widow: You are a person skilled at getting the attention of the opposite sex, as after many years of learning to read the subtle signs of both word and body, you know when and how to make your move and when not to. Sexy smile, smooth of tongue, soft of touch, you are able to worm your way into their heart, gaining what you wish and casting them aside like yesterday’s trash with little shame or regret. A love of personal gain supersedes any true feelings of love, while the lust of the flesh is fleeting at best but you at least enjoy that if only briefly.
-Skill Focus Persuade, Skill Focus Bluff, Metamagic Feat of Choice (for specific spell purposes), Sensual Touch*, Lover*
Protégée of a Warmonger: For several years you worked your way up from nothing to the chosen successor of a person who desired nothing but to do battle. It was not long until you too became more comfortable upon the field of battle than in your lover’s arms. Learning the lessons of survival in the most harsh of situations, you survived where others didn’t, overcame nearly impossible odds, and lived to tell the tale. During calmer times you were trained to use all sorts of weapons and even unconventional ones, such as boards from a broken arbalest. Your days are filled with battle and blood and worst of all most of those you have ever cared about are dead or wish nothing to do with you. Soon a difficult path sat before you – do you kill your master or do you simply leave….
-Luck of Heroes, Epic Damage Reduction 1 (3/-), Proficiency with Makeshift Weapons*, Raining Blood*
Student of the Warden: You’ve spent many years learning the ins and outs of the forest from your master, one of the many wardens that travel throughout the vast wooded lands scattered in the northern regions of Westeros. You have learnt to recognize plants and animals provide beneficial usages and which do not, how to never get lost in a forest (unless foul magic is active and a strange sense of alertness when danger is present, which triggers randomly. In addition due to the training, you have developed the skills needed to produce unique arrows and oils.
-Evasion, Skill Focus Lore and Skill Focus Animal Empathy, Ranger*, Forester*
Tutored in the Ways of the Cyrantic Dagger: (Winterfell Elf, Half-Elf, Satyr only) After losing your parent(s) to something that should never exist, you wandered the streets attempting to survive but often retreating to the safety of the nearby forests where you felt safest. Eventually you caught the eye of a Shadowblade, a member of the church of Cyrus, who begun to teach you the ways of the streets so you could survive - in return you were to work by obtaining coin-pouches and similar articles. Overtime you begun to show expertise in the field, slowly working your way up the chain of command till you were right under the Shadowblade. Impressing the Shadowblade so much, a technique was taught to you - one said to be used by Cyrus himself in dealing with creatures of undead, a method to pierce through their being to strike at critical locations. However, your period with the Shadowblade was cut short when an order from the Shadow Lord of Underport transferred the Shadowblade elsewhere - left alone again, you sought out for more than your current existence, something beyond theft.
-Opportunist, Skill Focus Hide, Skill Focus Move Silently, The Cyrantic Dagger*, Street Rat*
Veteran: You have experienced the tribulations of battle/war and survived. You are skilled with unusual weapons and have trained many hours to keep in shape. As result of you are capable of using siege weaponry with proficiency and have the unique ability, called Battle Awareness, to occasionally, and randomly, sense when a fight is about to occur.
-Exotic Weapon proficiency, Toughness, Siege Weaponry Proficiency*, Battle Awareness*
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Post by Oniryukain on May 4, 2009 13:07:51 GMT -5
* marked Feats from Above[/b](Not in Alphabetical Order but in order with the background perks)
Proficiency with Alchemy You are adept at recognizing and working with materials that have an alchemical property. You are able to make them into potions, oils powders, throwing weapons, etc. if you have the correct ingredients.
Magus Taught You were taught impressively by a powerful mage and by method of emulation, you are capable of pulling off two special techniques as result. You are able to channel a single spell, any spell Level 2 or Higher (or DM’s choice in special cases, and use the arcanic energy to enable you, or upwards of five people, to run at amazing speed – this lasts for five minutes. The other usage of it is to add the arcanic energy from a single spell, any spell Level 3 or Higher (or DM’s choice in special cases), to add either an (additional) elemental property (fire, cold, electrical, sonic, or acid) OR weaken the spell to a degree but permit it to hit several targets in a straight line (based on a 1d6+3).
Slayer You are a member of the Volven, and thusly when entering other areas you have a mixed reception due to your group’s reputation and as result when exposed, by choice or not, you always have eyes watching you. You are marked with the title of Slayer or Volver, and have in your possession a custom silver sword (of any style) that is of good quality, that has a symbolic pommel that marks your presence (and is often hidden as result).
Apothecary You are adept at recognizing and working with materials that have a property suitable for usage in apothecary. You are able to make them into potions, oils powders, throwing weapons, etc. if you have the correct ingredients.
Working-The-Crowd After years of watching your Knightmaster, you have learnt to take advantage of the synergy created by a crowd and use it to your benefit. It requires having at least one or more people watching you at a time, which is discounting the party unless in a duel type of situation, but the more the better though as it adds to your synergy output. You can use the synergy provided by the crowd, by working them up (using flamboyant tactics) to add a +1 to your Attack Rolls the following turn OR you can attempt to use this synergy to perform a technique that is extremely flamboyant manner and has the potential to inflict massive harm (1d4+2 to Attack in terms of damage application) and demoralization if your attack lands (At a-2 to HIT). You can use this ability up to three times a situation that warrants it.
Squire You are or once were a Squire of a master duelist, a Knight. You served as his servant, shield bearer, and horse handler for many years and upon the time you decided/had to leave you were granted compensation for your years of service by your former Knightmaster or Lord. You are permitted to bear the title of Squire, which enables you to potentially earn a knighthood or to serve another knight if the desire and chance ever arose. In addition you were granted a weapon and armor of good quality and a horse if desired by your former Knight or Lord.
Sensual Touch You are naturally gifted with a soft touch that when applied correctly can send pleasurable shivers down another’s spine. With training you have learnt to take this to full advantage by usually playfully touching them in some manner. This touch (DEX based movement VS a 1d20) causes them to lower their guard (their Will save lowers by 1d4+2) and makes them more susceptible to your words or advances. This ability has to be actively used and can only be used twice a day, this lasts on the target for one full day.
Lover A person of many sexual conquests or loving experiences, you have earned yourself a title as a Playboy or Sexpot. Your presence often is enough to attract many potential candidates for your way of life. As result you start with a good quality set of clothing and a piece of jewelry of good quality.
Proficiency with Makeshift Weapons You are adept at recognizing and working with materials that have a potential usage as a weapon. You are able to make them into crude bludgeoning, cutting, or even impaling objects that are only for temporary usage and sometimes grant a sneak attack bonus in the right situations.
Raining Blood After years of experiencing battle alongside your master, a Warmonger, you learnt one of his most unique and often times terrifying techniques. After taking several blood-drawing wounds the master of this technique becomes filled with a terrible anger and rages forth (if they fail a Will Check or give in by their choice), each blow causing bleeding wounds that get more horrific longer they rampage. They become blinded by the rage and bloodshed, they cry out in horrific roars and unintelligible shouts, that they may attack allies (a Will Check to determine this).This rampage can only be stopped if the user of this is healed to full, passes out (after a Fort Check), dies, or runs out of targets to strike.
Ranger You are adept at recognizing and working with natural materials that have a potential usage to you or your group. You are able to make them from a number of different natural materials such as wood, feathers, animal fur oils, and the likes. With them you can make arrows, oils, throwing weapons, incenses, powders, and the likes if you have the correct ingredients to do so.
Forester After many years of living in the forest you have developed a keen sense of direction and are likely to never become lost in a forest unless it is due to foul magic. Also due to your heighten senses you sometimes become aware of a bad situation before it happens, it is a supernatural ability. Your feeling, when it occurs, is –ALWAYS- right and it is usually within the next few minutes. As result you almost always will be able to take a preemptive action if you have detected it prior to it actually happening.
The Cyrantic Dagger Having been taught a special technique by a member of the church of Cyrus, you are now adept at striking critically, or even sneakily, at things normally immune to critical blows.
Street Rat Having lived on the streets for a long period of your life has enabled you to keep a nest egg of coins for that far off rainy day/better life in addition to having some very customized thieves tools.
Siege Weaponry Proficiency You are adept at recognizing and working with most forms of siege weaponry. You are able to repair them to a degree, even in some cases modify them if you have the means, and reload them. Occasionally, though it is rare to find the resources to do it, you can even create makeshift siege weaponry.
Battle Awareness After many years of fighting and surviving, you have developed a supernatural ability to at complete random detect whether a fight or not will start. Your feeling, when it occurs, is –ALWAYS- right and it is usually within the next hour if it’s small and day if it’s a larger conflict – anything larger will be noted differently but it is unusual for such a feeling to occur. Though as result you almost always will be able to act first in a situation if you have detected it prior to it starting even if just defensively preparing yourself or others.
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