Hintergrundgeschichten Traits

Forum Forum Pathfinder Shackles & Skulls Hintergrundgeschichten Traits

Dieses Thema enthält 31 Antworten und 5 Teilnehmer. Es wurde zuletzt aktualisiert von  Mage vor 3 Jahre, 1 Monat.

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  • #7535

    Philipp
    Keymaster

    Hier könnt ihr für euren Held einen Hintergrund und Einstieg ins Abenteuer aussuchen als einen von zwei Traits (siehe auch http://files.meetup.com/4620922/Pathfinder%20RPG%20Character%20Traits.pdf)

    Touched by the Sea:
    You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
    You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

    Ship’s Surgeon:
    On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
    You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you
    unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon.
    Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

    Peg Leg:
    One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
    Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid—a tavern in Port Peril—was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks…

    Ilizmagorti Native:
    You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
    Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious- looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.

    Eye for Plunder:
    You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants and raided enough ships to have a feel for where the most valuable plunder is hidden. You gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood.
    You found yourself relatively well off when you got your share of your last voyage’s plunder, and decided to spend few of your hard-won coins at the Formidably Maid, a popular pirate tavern in Port Peril. Maybe the shine of your new wealth distracted you, however, because you never saw the miscreants who slipped something into your drink, knocking you out cold.

    Dockside Brawler:
    You grew up on the dangerous docks of one of the Shackles’ numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You’ve always preferred action to talk, anyway. You gain a +1 trait bonus on damage rolls with brass knuckles (Advanced Player’s Guide 176) and improvised weapons.
    While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious. Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances.

    Buccaneer’s Blood:
    One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).
    You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found 4 yourself beaten senseless and stuffed in a sack, carried
    off to who knows where.

    Besmara’s Blessing:
    You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks.
    In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
    You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all…

    Barroom Talespinner:
    You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself. You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.
    You went to a tavern called the Formidably Maid in Port Peril to earn a few coins with your tales of the sea. The patrons seemed pleased with your performance and bought you a few drinks. You had just remembered a tale of an unfortunate sailor who found himself press-ganged on a pirate ship after his drink was drugged when suddenly everything went black.

    Ancient Explorer:
    You are a student of the ancient history of Golarion, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.
    You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.

    #7586

    olli76
    Moderator

    Puh fürn Mönch sind die ja alle irgendwie ….naja nicht so passend…ich schau mal weiter

    #7587

    Ultra
    Moderator

    Die sind halt extra…

    #7588

    Philipp
    Keymaster

    Ich finde Dockside Brawler könnte gehen wenn man es modifiziert.

    Monk hat nicht automatisch etwas mit Religion zu tun in Pathfinder, so weit ich das sehe, ist das eher eine Lebenseinstellung / Ausrichtung.

    Du könntest durchaus in einem der vielen Häfen aufgewachsen sein und musstest dich durchboxen, in der Zeit hast du deinen Körper trainiert, einen Ehrenkodex aufgestellt (lawful müssen Monks sein) mit dem Ziel deinen Körper als Waffe zu sehen.

    Brass Knuckles passen daher gut ins Bild imho und der + damage ist nicht verkehrt. Improvised Weapons passen auch ins Szenario 😉 Wer kennt nicht die verwegenen Piraten, die mit Kerzenleuchtern auf dem Tavernentisch die Stadtgarde abwehren.

    (Simple)
    Light Melee Weapon
    Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
    Brass Knuckles 1 gp 1d2 1d3 x2 1 lb. B monk

     

    Editor’s Note

    This reflects the most recent version of the brass knuckles, which differs from the version in the Advanced Player’s

    *Monk: A monk weapon can be used by a monk to perform a flurry of blows

    Lawful Neutral

    A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

    Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

    Lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

    #7594

    Ultra
    Moderator

    Hmmm…

    Bin gerade mal wieder etwas am zweifeln, was den Char angeht.

    O8/15 healer cleric für maximale Heilleistung oder PG Druide für maximale utility?

    Cleric hat nichts außer die Heals, Druide hat alles außer die Heals…

    #7596

    Mage
    Moderator

    Wie? Healbot ist nicht cool?

    #7600

    Ultra
    Moderator

    Och, Healbot spielen ist gar nicht so schlimm, spiele eigentlich ganz gerne den Tankhealer.

    Allerdings brauch dann auch keiner was anderes erwarten, d.h. keine Skills, keine fancy Abilities, keine Utility und in den niederen Stufen meistens auch kein Damage.

    Der Char ist dann rein max. survivability und Heilung.

    #7602

    Stefan
    Moderator

    lass uns halt mal ohne Combat Healer testen 😀

    Reroll geht immer noch und für danach gibt’s Wands.

    #7604

    Philipp
    Keymaster

    Spot the healer!

    #7605

    Ultra
    Moderator

    Ezmode!

    Das Orakel mit dem Blitzistab…

    #7606

    Ultra
    Moderator

    Und im Bildvordergrund ist übrigens der sich selbst gimpende 2-Waffen-Krieger zu sehen. ^^

    #7611

    Stefan
    Moderator

    und den halbling sieht man auch

     

     

     

     

     

    Nicht!

     

    Stealth sei Dank!

    #7614

    Philipp
    Keymaster

    Sorry, der ist schon über Bord gespült worden.

    #7615

    Ultra
    Moderator

    Der Halbling hängt in seinem Käfig vom Krähennest, das ist zu weit oben und deshalb aus dem Bild. 😛

    #7624

    olli76
    Moderator

    Werde btw einen Druiden machen…Monk ist einfach zu schlecht und wir haben schon einen Waste of Space *runterschiel*

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