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Bronzemen Characters of the Steel Realms

Posted on April 6, 2021 in Character-Experience Steel-Realms

Steel Realms

Approximately 1.65m – 2m tall, human
@RP Impact:

Rempheros teachings masked behind mysticism and obscure/obtuse rites and practices.

Unwelcome:

Accepted:

Welcomed:

There are the secret ways of the ancient Bronzemen, though now only fragments remain. These simple (1st level) teachings of The Bronzemen are used to enhance the performance fighting of the renowned dramatic acting troupe of The Freewheelers (an opera/circus combination).

D20 Freewheelers (Troupe)

  • Bronzemen are Human only.
  • Feat: Mobile
  • Disposition: Dexterity +1, Wisdom +1
  • The Background must be Charlatan, Criminal or Entertainer.
  • Kinetic Aptitude 1 (Allotted); Healthy – Monk class HD is maximum.
  • Lore: Bronzemen +2
  • Lore: Dance +2
  • The characters first or second level is Monk – they may NEVER progress beyond this, the teachings are rudimentary only and all passed down verbally. Their preferred Monk Weapon is quarter staff – If they have an adjusted Initiative of 20 and wielding their monk weapon, their unarmed Bonus Action will do full quarter staff damage instead of d4. The monk can also get out of any Light Armor [prepared as a costume for 5% of value, and not rendered Useless] with an Dexterity (Acrobatics + Dance) check in a single round as an Action – AND still get their Bonus Action attack.
  • Two of the character’s first 3 levels must be in Rogue.
  • They may NOT take the Assassin or Arcane Trickster archetypes.
  • * (@4th level) SPARK of Bronze: Sanity check

Incarna Core Freewheelers

Realm's Aptitude Powers: Divine, Occult, and Psychic

Freewardens (Halfling Protector)

Posted on January 13, 2021 in Character-Experience Steel-Realms

Steel Realms

The Freewardens of the Halfing Free States were formed out of a need to produce unmatched scouts and watchers to defend the free lands of the halflings. It is a ‘recognized evil’ that such is required for the happy, casual, and fun perspective of their communities to flourish. Much responsibility is heaped upon them – they are constantly on the move, searching out incursions from outside forces, and unnatural things which will divide them internally. They love the freedoms of the outdoors, though will balk at nothing in service to their mission. Each endures a naked trial of endurance where weather, predators, terrain, and other conditions that hardens them, and teaches them never to stay in one place and get overwhelmed. They report to no one in particular (though work close with local druids) and have no strict [order] hierarchy. New wardens are apprenticed to the older ones, and generally each warden serves 20 years and retires in any halfling community they want, protected by the community they settle in (‘once a warden, always a warden’ in times of threat). All of them seek out a druid to tattoo the backs of their hands, one says “free”, the other “warden”. There is no correct or incorrect way of placing it on either hand – it is the whim of the warden.

Word of Laughing: Every Freewarden chooses a nonsense “word” (or just a string of sounds and/or syllables) that make them chuckle every time they hear it and identify themselves. It is their signature in all that they do. It is inscribed on their gear as best as they know how (even if illiterate, they learn the signs for it). It is often the name they go by when going from one halfling steading to another. It is said that two wardens greeting each other can make each other fall to the ground laughing. “If only our enemies knew how funny it is, we could use words alone to defeat them!”

Repressed Nature/Customs: In the outdoors, they wear camouflage colors, but you can see a bright yellow, red or blue splash seeping through in a few places – usually a color found on birds. They suppress their natural tendencies of the more easygoing nature of Flight of Fancy in service to their greater responsibility. In cities, they are truly humorously horrible. Their repressed Flight of Fancy goes off the rails. Garish colors, sparkling cheap jewelry, buckles and buttons, endless bad jokes, etc.

Soilbound: The Halflings, especially the Freewardens, still have a latent bond to the land, albeit weaker than their Skraeling kin. Those dedicated to protecting and maintaining constant vigilance against evil may pledge themselves to the powers of the earth. This is why many halflings, and especially the wardens go without footwear. Their feet are calloused, strong, and bear temperature extremes without damage. As long as their feet can touch the soil each healing rest, they gain a bonus. And through their Essence sacrifice, they are gifted with additional powers depending on where their bond was formed. All Soilbound wardens have a natural mixed scent of grain, verdant leaf and soil from their land.

Other Races: Other races besides halflings can become Freewardens, though it is rare. Many are raised or adopted by the halfling communities where all are welcome. However, every warden must apprentice at least one true halfling warden during their tenure. Only halflings can use Soilbound powers.

Moonlit Bonds: Freewardens can use Moonlit Weapons without repercussions though cannot make them. They are often gifted them, though they never ask. When they initially bond to the weapon, they may sacrifice an amount of Essence equal to their Proficiency Bonus to give the item an equal amount of additional Resilience. This resilience ‘heals’ if the item rests with the character over time.

D20 Freewardens

PRE-REQ > The Freewarden is both a custom Background and Class [subclass] selection for a starting character
Requirements: Fighter [as Primary class w/ Kinetic Aptitude 1]
Fighter [Class] Mods: The character must be a Fighter by class, and has a few modification imposed on the normal fighter capabilities.

  1. Shield and Light Armor proficiency no Medium or Heavy.
  2. Style Bonus: Automatically have both styles of Archery and Defense.

Proficiencies: Stealth [skill], Perception [skill], Fletching [toolkit]

In Tune with the Land: Knows the Druidcraft cantrip (Wisdom used for spell casting). The wardens are expert in small insights into weather, and drawing out natural processes to aid in growing, concealment, and to mask their tracks.

Scoot and Shoot: Using either a sling, bow, or thrown (javelin or atlatl usually) they can make an DC 10 Acrobatics or Athletics check after they make a ranged attack and use their Reaction to gain half their normal movement which MUST be used to maneuver to shoot an enemy as a follow up. This cannot be used if the warden was knocked prone in the same round. None of this movement will provoke an attack of opportunity. If the Freewarden is using either a Moonlit Weapon or small self bow (d4; they must have made this themselves from trees grown in their home soil; it can be pulled with their teeth – i.e. one armed) when they do this, they can get another ranged attack at the end of the movement.

Soil Bond of Loamwold

There are a few Freewardens of Loamwold in direct service to Yormungdae, The Spider Woman of Loamwold. She sees dangers to Loamwold in her web weavings and sends the Freewardens to counter them. Immune to Web effects.

  • Cost = 3 Essence (permanent sacrifice upon becoming a full Freewarden)
  • Natural Smell: All Soil Bound characters have any Advantage on tracking them by smell countered.
  • Skilled Rangemanship: If the Athletics or Acrobatics skill is selected at their first Fighter level, they gain proficiency in both. They have familiarity with all manner of firing on the run – when climbing, hanging, jumping, tumbling, using their feet, teeth, etc. to propel their projectile if they must/can.
  • Berry Bud: Juniper is the sacred tree to the free folk of Loamwold. It is the habit of the wardens to make all their arrow tips look like a Juniper cone as much as possible. Its bark and wood are used in several craftings. The bark is stripped in thin lines (call lashes), and wrapped around their chosen projectile (called Berry Buds) while a [whistled and hummed] ritual blessing is repeated in the light of the sunrise each day for a week. All berry buds are coated and waxed with the distilled oil of leaves and berries of the Bayberry/Wax Myrtle. The dried leaves are usually used by the wardens as an herb for cooking, or wrapped in a wad and chewed. Harvesting the ingredients is easy, though if the Fletcher must buy them, it will cost up to 20 silver crowns for fresh ones depending on how far from such plants they are. A number of projectiles can be crafted this way equal to the characters Proficiency bonus, plus their Charisma bonus, lasting 2 weeks before the oils and wax degrade and their magical empowerment fades. When the character lets loose their projectile, they choose how it behaves and whisper their Word of Laughing. These projectiles are considered magical. If the character chews the leaf wad from the same plant as the wax was made from while they speak their Word of Laughing, any of the arrows shot outdoors gain an additional +1 Attack/Damage bonus.

    Forms: Options: Juniper Cones for sling (d3), “toothpick thrower” – a compact atlatl the Freewardens make from the Juniper tree (min Dex 12; 40′; d6 – tiny fulcrum, heavy dart)

    Berry Bud Behaviors: (The projectile twists and unwinds its bark lash as it speeds to its target.)

    • Trippy; A single target has the bark lash inhibit movement for the remainder of the round it struck its target and the next. Any movement requires a DC 10 Strength check by the target or they fall prone.
    • Windy; The bark lash reaches out and attempts to attach as an anchor point, reducing full cover to partial, and partial to none.
    • Ziply; All combatants within 10’ of the target unused to the distracting, odd zipping sound and flailing bark string must make an DC 10 Intelligence check or lose their next Reaction.

The resilience created through Moonlit Bonds heals at the rate of 1/Long Rest.

Soil Bond of Elik-Sa

Incarna Core Freewardens

Other Materials

Realm's Aptitude Powers: Divine, Occult, and Psychic

Cultural Experience of the Darkland Ranger

Posted on April 10, 2016 in Character-Experience Steel-Realms

Steel Realms
Cultural Experience of the Darkland Ranger

The Half Elf character gives up the choice of any other Background, and are a Ranger of the Steel Realms by class.

The Darkland Ranger is a specialist at survival in the Darklands of the Steel Realms. They are not an official World Watcher order, but do serve some of the functions, just specializing in the dark lands or any Orrish presence really. The are trained from an early age to endure the terrible conditions of the sunless world of the lands under the rule of the gods of darkness in the east. The half-elven biology, their inherent anger and passions that get the best of them are forged into a weapon. They have seen the worst of Orrish behavior close up, and they know that there are always those who would trade with darkness for profit. They are a dour, pessimistic lot usually. Young druids often train with Darkland Rangers – teaching them their craft at the fringes of the civilized lands and following in their footsteps into the Darklands. Half Elves in particular though seem immune to the horrible depression, unchecked aggression, and evil that seems to affect those who spend long periods of time under the Curtain of Night and the fringes of Orrish society. As such, they are the perfect scouts to monitor the events of the Darklands and serve as watchers to warn the west of large attacks and happenings that are important. They also serve as a reason for those of other races to continue to safeguard the lands where their kind make their home – outcast and outsiders to others. They are more prevalent in the south, closer to their people and a place of refuge and safety. They often interact closely with the High King’s Rangers to monitor and track personages or places of interest to them.

Druids Favor: The Druids of the mountains, hills, desert and forests that border the Dark Lands are familiar with the Darkland Rangers and support them in every way possible. A Darkland Ranger may seek out these borderland Druids for companionship and mentorship, and their favor may expose them to additional benefits. If they gain this favor, the Druids will scar them with Druidsign so all Druids will recognize their importance and favor, and aid them accordingly. This sign will bleed itself painfully for a day and be unrecognizable should a Darkland Ranger ever lose their status.

Skill Proficiency: Survival and Investigation

Tool Proficiency: Disguise kit (disguise themselves to look and smell like Orrish from a distance)

Equipment: Disguise kit, Leather Armor, Medium Shield (light – wicker and hide). Darkland Rangers start with no money.

Feature: Hardened Against the Dark Lands

The character has, from an early age, exposed themselves to the horrors of the wounds the Orrish can inflict using Wormblat. Part of their training is seeking out and stealing it, re-creating it, and healing it. They repeatedly cut themselves and scratch themselves all over, suffering infection and pain in order to gain an immunity to it. It leaves their body covered in small scars – unmistakably identifying them and their mission. Those with the Druid’s Favor may also seek to inure themselves against the lethal effects of Heartseeker Flint.

Feature: Seen the Unspeakable

The Darkland Ranger has been exposed to the worst of behavior, cannibalism (perhaps even had to participate), rivers of blood and foul evil beyond comprehension to most. They manage to block it out somehow, through their curse of the half breed heritage. The Darkland Ranger is inured to the treachery, bias, and machinations of the politics and cultures of the lands of light. They are also protected by the Druids of the realms with rituals and rites and their Essence loss as a Ranger is counteracted by a gain in 1 Essence to resist evil influences of spirits in the fallen lands of the east.

Suggested Characteristics

They are selected at an early age for the same traits that their training and service ingrain in them.

Personality Trait

– I always have a plan for what to do when things go wrong.

The Darkland Ranger never walks into a room without figuring out exists, never sleeps except with their bed against the door in an Inn and a way out a window or even through a wall. The way out of dungeons is never compromised unless the reward is tremendous.

Ideal

Duty – I’m loyal to my friends and return the help I am afforded.

Everything done is for the love and protection of family, friends, hearth and home. To suspect a friend is worse than to be betrayed by one. A Darkland Ranger never leaves an area without repaying a debt.

Bond

– My honor is my life.

Honoring the role of the ranger, and its message of first line defense is critical. Those who cannot see it are no friends of mine. Those who understand will be mutually protective in my path outside of Darkland Ranger and my life beyond it. I must strive to honor that memory and values that hold evil at bay.

Flaw

– I have no respect for those who cannot survive on their own as I did in the Darklands if they had to.

While defense of the homelands and innocents there is important, one cannot depend on a friend who is not, if needed, also self sufficient. That is an unequal bond.


i20™ Dark Lands Ranger Details

Druids Favor: DC 10 Charisma check; if successful, the character may leverage feature elements that use this. It is made once at the time of Character Inception, or it can be acquired through gaming experience.

Hardened Against the Dark Lands: -1hp permanently. If the character has Druid’s Favor, they may sacrifice an extra 1hp permanently and 1 Essence to gain the ability to hold the burrowing of the Heartseeker Flint weapons at bay through their teachings.

Seen the Unspeakable: Uniquely, they gain their Proficiency Bonus on Sanity checks.

iCore iCore™ Dark Lands Ranger Details

Realm's Aptitude Powers: Divine, Occult, and Psychic

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