GM Aneirin |
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@fatmanspencer: I'm afraid the Dhampir are not a race in the setting.
@That GM Guy!: Indeed they are! Here is a list of the races and their racial abilities. If you need any info spelled out for the abilities, just ask, I can direct you to the resources to make one.
Right, setting and such.
The setting is, of course, Hyrule. The game will begin in the town of Seven Maidens, a town very much like Sandpoint. Newer, sort of frontier-attitude in their ways. I'm hammering out a map as I also post this, but for those interested in playing, here will be some general guidelines for character creation
Character Creation:
20-point build. No stat below 8 or above 16 before racial modifiers please.
2 traits, one being a campaign trait found below.
All classes except core Summoner and Gunslinger (Unchained Summoner is fine). All archetypes should be approved by me, but I will also wave most racial prerequisites for them if they fit the character as such.
Max Start Gold for your class.
For deities to worship, I will do an update on those soon.
A simple character background. I understand Zelda is not the most well known lore-wise, so just keep it to two paragraphs and a short physical description.
No racial feats.
2 traits, one being a campaign trait found below.
All classes except core Summoner and Gunslinger (Unchained Summoner is fine). All archetypes should be approved by me, but I will also wave most racial prerequisites for them if they fit the character as such.
Max Start Gold for your class.
For deities to worship, I will do an update on those soon.
A simple character background. I understand Zelda is not the most well known lore-wise, so just keep it to two paragraphs and a short physical description.
No racial feats.
Campaign Traits:
Eager Performer - Hearing that Seven Maidens had a theater rivaling those found in large cities like Castle City and the Zora's Domain, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Seven Maidens and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.
Family Ties - While not ethnically a Gerudo, you have been raised among Gerudo and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Seven Maiden — a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Gerudo.
Friends & Enemies - One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of Miniblins near Seven Maidens. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Seven Maidens and meet up with Daviren Hosk at the Miniblin Squash Stables, he gives you one of his best steeds and all the necessary accouterments as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Miniblin Squash Stables.
Giant Slayer - Your family’s village was plundered by giants in the wilds of Eastern Hyrule, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again.
Since hearing of giants mobilizing throughout the countryside, you ventured to Seven Maidens to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Miniblin Watcher - You grew up in Seven Maidens staring off the cliff across the Hyrule Gulf. Spending so much time there at Junker’s Edge watching the miniblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
Hagfish Hopeful - Ever since passing through Seven Maidens when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and
carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a moblin would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Merchant Family - You are related to one of the four noble families from Castle City who founded the Mercantile League of Seven Maidens. You either grew up in Castle City as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Monster Hunter - Perhaps you came to the Hyrule Gulf in search of the Seven's Devil, or maybe you followed fisherman’s tales of Old Murdermaw — regardless, you’ve ventured through Eastern Hyrule to hunt down famous monsters. While they have all eluded you so far, you made it to Seven Maidens to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Scholar of Lore - Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Eastern Hyrule, you know the monuments dotting the landscape belong to an ancient civilization of Gerudo. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Ancient Gerudo.
Student of Faith - While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Seven Maidens recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Family Ties - While not ethnically a Gerudo, you have been raised among Gerudo and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Seven Maiden — a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Gerudo.
Friends & Enemies - One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of Miniblins near Seven Maidens. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Seven Maidens and meet up with Daviren Hosk at the Miniblin Squash Stables, he gives you one of his best steeds and all the necessary accouterments as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Miniblin Squash Stables.
Giant Slayer - Your family’s village was plundered by giants in the wilds of Eastern Hyrule, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again.
Since hearing of giants mobilizing throughout the countryside, you ventured to Seven Maidens to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Miniblin Watcher - You grew up in Seven Maidens staring off the cliff across the Hyrule Gulf. Spending so much time there at Junker’s Edge watching the miniblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
Hagfish Hopeful - Ever since passing through Seven Maidens when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and
carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a moblin would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Merchant Family - You are related to one of the four noble families from Castle City who founded the Mercantile League of Seven Maidens. You either grew up in Castle City as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Monster Hunter - Perhaps you came to the Hyrule Gulf in search of the Seven's Devil, or maybe you followed fisherman’s tales of Old Murdermaw — regardless, you’ve ventured through Eastern Hyrule to hunt down famous monsters. While they have all eluded you so far, you made it to Seven Maidens to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Scholar of Lore - Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Eastern Hyrule, you know the monuments dotting the landscape belong to an ancient civilization of Gerudo. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Ancient Gerudo.
Student of Faith - While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Seven Maidens recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Once more, any questions just feel free to ask!