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Cultural Experience of the Darkland Ranger

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

Steel Realms
Cultural Experience of the Darkland Ranger is UNIQUE to the rangers that patrol and prowl the Dark Lands of the Steel Realms – protecting the frontiers and rooting out the Orrish when they raid into the lands of light. Normally this is limited to the Half-Elves of the Duchy of N’lokrha.

Requirements: The character is required to take the background of Darkland Scout, and are a Ranger of the Steel Realms.

Opportunities: Those Rangers that pledge to Ezrilus as their Sworn & Pledged bond have a chance ( 2 on 2d6) of being Cold Moon Blooded.

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. 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 Dark Lands. Half-Elves in particular though seem immune to the flavor of 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 probe deeply into the Dark Lands and monitor the events of the Dark Lands 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.

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 the Sanity checks in the Dark Lands under the Curtain of Night are normal instead of at Disadvantage.


Personal Behaviors and 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 Dark Lands 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

The Darkland Ranger experience is a cultural experience only at 1st level AND a Ranger subclass when that is available to be taken. When making the Time in Service checks for the Darkland Scout, the character can only fail on a 1.

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.

Leather Armor, Medium Shield (light – wicker and hide).

Subclass Specific Benefits

  • Grants proficiency in and/or adds the indicated level(s) to…
    ADD the benefits of Darkland Scout background AGAIN. Performance +1 (+1 mimicking Orrish presence), Basic Medicine +1
  • Stalking activity in Dark Lands +1
  • Seen the Unspeakable: Uniquely, they gain their Proficiency Bonus on Sanity checks.
  • Equipment: Darkland Rangers start with no money.
    Disguise Kit > If the character spends a Long Rest cycle in Natural Habitat (and Dark Lands) they can either improvise their own Basic Disguise Kit or improve a full kit to Advanced at no cost.
  • @5th Umbral Presence: You gain Darkvision out to a range of 90 feet. If you already have Darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on Darkvision. While in darkness, you are invisible to any creature that relies on Darkvision to see you in that darkness.
  • @7th Dread Ambusher – Surprise attacks are always Boosted: If a Simple is indicated, it automatically becomes a Major result.

    Grants proficiency in and/or adds the indicated level(s) to…
    Basic Medicine +1, Speak Orrrisha +1, Lore: {Species} Orrish +1

  • @11th Predators Strike – You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

    Grants proficiency in and/or adds the indicated level(s) to…
    Speak Orrrisha +1, Lore: {Species} Orrish +1

  • @15th Shadowy Dodge – The shadows from the Dark Lands have become part of you; Whenever a creature makes an attack roll against you and has Advantage, you can use your reaction to negate it.

    Grants proficiency in and/or adds the indicated level(s) to…
    Speak Orrrisha +1, Lore: {Species} Orrish +1

iCore iCore™ Dark Lands Ranger Details

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

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Grollen Beast Master Ranger

Posted on April 9, 2016 in Character-Experience Steel-Realms

Steel Realms

Grollen combine their veneration of Ezrilus and Rastur in a special way as a Great Protector – their animal companion is always a large cat or hyena and requires a Character Trial. Characters want to to develop this class path give up their background selection for a custom background that must be taken, and then a trial that must happen when they take upon the mantle. See Ranger Steel Realms Archetype Characters.

Trial of the Grollen Beast Master

  1. Sanity check DC 5 to survival the feral living mentally unscathed.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Pine Tribes Characters in the Steel Realms

Posted on September 18, 2015 in Steel-Realms

Steel Realms

The Pine Tribes characters of the Steel Realms share a common culture and genetic stock from the Early History of the Pine Tribes, but there is no universal society or pure culture among all of them any more.

Approximately 1.75m – 2.1m tall, human, stocky, strong, hearty and healthy, independent minded. They are known for their adherence to traditions of the older ways and code of conduct _____.
@RP Impact:

Character Details/Options

BARBARIAN (any path)

The [contentblock id=playlink1] is the defacto starting point for characters and races of the Steel Realms. The Human Pine Tribe people of the Steel Realms correlate to the Human race of DnD. Pine Tribe culture requires different options. They are closely related to the Ilbarsi Tribes of the Eastern Heartlands.

Unwelcome:

Accepted

Welcomed:

The Pine Tribes are a loose set of people, with many sub-cultures that have spread over the realms, but share many cultural and social norms. As a “people” they are very diverse, but share a great distrust of “civilized” cultures and races, a draw to the archetypal spirit-deities of the Wyld Faith, and a language root.

Pine Tribes Totem Warrior

The tribes have the standard totems available to them, plus an additional one.

Boar Totem Spirit: While Raging, the boar grants you +5 on your Relentless Rage checks, and if you begin combat with a Dash action, any attempt to Parry or Dodge suffers Disadvantage and the attack gains the Pulverize effect regardless of the weapon used.

Boar Aspect: You gain the single mindedness and fierceness of the boar. You have Advantage on all Constitution checks automatically stay conscious on will alone for the first round after you are reduced to 0 HP.

Pine Tribes Spirit Warrior

Spirit Warriors are those who have pledged themselves to defend the natural places and spirits that dwell there. They despise the undead and animations as unnatural, and sometimes work with the civilized people who border their lands, and the High King’s Rangers in fighting them wherever they are fought. A Few legends exist where these warriors have become rangers themselves. these warriors leave the comfortable tribal life in favor of more remote places – places of powerful natural beauty and remoteness. Spirit warriors are calm, wiley, and helpful but relentless in combat against their hated foes. They are strong inspirations to the young, and many are quiet; experiencing long moments of stillness where they take in everything around them.

Requirements: The spirit Warrior class uses the Totem Warrior path (at 3rd level) as a baseline, with the a few important changes. The character must have Divine Aptitude and begins play with Piety of 1 and chooses their patron spirit-deity of the Wyld Faith – must keep the same totem animal through entire Barbarian path of development. Their background must be Outlander.
  • Brave: The character gains Advantage on checks against fear.
  • Calm: Loses the Rage ability of the barbarian is lost. Instead, the Reckless Attack is substituted (including uses and damage bonus); this ability triggers the Relentless and Persistent Rage abilities of 11th and 15th level.
  • Animistic: The Spirit Warrior gains Magical Initiate feat and may choose from the Druid or Cleric powers.
    > At 6th level they gain the use of Entangle 1/Long Rest as a Ritual – This special version is used for ambushes. Undead entangled in it take 4 damage per round as the vital forces of life tear apart animated dead and undead. This damage doubles at 12th level.
  • Exposure Outside: Skills Language: speak Mercat [Primitive] – bypasses Cultural Lag limitation.
  • Critical Observer: At 6th level, the character gains the Critical Observer trait.
  • Level-Headed: Codes of Conduct/Alignment of Malicious, Evil, or Chaos are prohibited; compulsions of Blood lust, Quick Tempered – or acting in any way like it – are prohibited.

Characters from the Hinterlands can attempt the Trial of Winter Walkers to be Winter Warriors as well.

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

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