|
Kell Thorn |
|
male
Human Cleric
|
Racial Homeland |
City
or Metropolis: If you’re a human, you gain access to the Civilized social
trait and the Vagabond Child regional trait.
Civilized: You are well versed in the local laws, customs, and politics.
You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge
(local) checks. Knowledge (local) is always a class skill for you.
null |
Unusual Homeland |
- |
Parents |
Only
your mother is alive. |
Siblings |
2d4
siblings. You gain access to the Kin Guardian combat trait.
-> 3 Human older, 2 younger siblings.
Tomo (1st born)
Anka (2nd born)
Teela (3rd bodn)
Inga (5th born)
Josh (6th born) |
Circumstance of Birth |
Middle-Class
Birth: You were born to the middle class, which includes merchants, artisans,
and tradespeople. You likely grew up in a good-sized settlement, and one of
your parents is likely associated with a guild or other trade organization.
As a free person, you don’t experience the bondage of serfdom or peasantry,
but you also lack the privilege of the nobility. You gain access to the
Artisan social trait and the Merchant social trait. |
Parents Profession |
Yeomen:
You gain access to the Savanna Child regional trait.
Savanna Child (Plains): You were born and raised on the rolling plains or
savannas. You spent much of your youth exploring these vast reaches and know
many of the region’s secrets. Pick one of the following skills: Handle
Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on checks with
that skill, and it is always a class skill for you. |
Adopted outside your Race |
- |
Nobility |
- |
Major Childhood Event |
Bullied:
In your early life, you were a victim — easy prey for those stronger or
cleverer than
yourself. They beat you when they could, using
you for their sport. This abuse nursed a powerful
flame of vengeance. You gain access to the Bullied combat trait. |
Crime and Punishment |
- |
Class Background |
Converted:
In your early life, you followed a different faith, a different god or
powerful entity, or perhaps no faith at all. A representative of your current
faith showed you the error of your ways and converted you, and you couldn’t
be happier. You can only hope to do for others what this individual did for
you. You gain access to the Inspired faith trait.
Inspired: A positive force, philosophy, or divine presence fills you with
hope, and is a guiding force of inspiration. Once per day as a free action,
roll twice and take the better result on a skill check or ability check. |
Influential Associates |
The
Relative: There is a relative you were especially close to. To you, this
person was the meaning of family. He helped shepherd you into adulthood,
teaching you everything you know about the world. You are bound to this
person or his memory, and you strive to keep a promise, vow, or oath that you
made to him. You gain access to the Oathbound faith trait. |
Conflict |
Seducer:
You tempted or manipulated someone to act in accordance with your whim,
careless of whether it was in their own best interests. (+3 CP) |
Conflict Subject |
Scoundrel
( 0 CP) |
Motivation |
Pressured
or Manipulated (+2 CP) |
Resolution |
Denial
(+1 CP): You feel little if any regret, and deny the event mostly so others
won’t judge you. Few if any know of your part in the conf lict, and your
constant denials are meant to keep it that way. (+1 CP) |
Alignment |
Lawful
Good |
Deity and Religious Philosophy |
Desna:
Starchild |
Romantic Relationships |
Several
Inconsequential Relationships: You have had many lovers but no long-lasting,
meaningful relationships. |
Character Drawback |
Reputation
or Fame: You’ve worked hard to establish your identity and reputation, and
someone who slanders or insults you must answer for it. You strive to promote
your identity to the point where everyone knows your reputation. You gain
access to the Vain drawback. |
|
Vain:
You are sensitive about the way others perceive you. Whenever you fail an
opposed Charisma-based check, you take a –2 penalty on all Charisma-based
checks for the next 24 hours. |
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