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Dr. Si's Curse of the Crimson Throne OOC- Alpha Group
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<blockquote data-quote="Dr Simon" data-source="post: 4762010" data-attributes="member: 21938"><p>Leif, thanks for the compliments. Here are a few possible traits from Legacy of Fire and Runelords Players Guides. None of the ones in Crimson Throne seemed to suit this character, although the background fluff can easily be altered.</p><p></p><p><strong>Blade of Mercy (Sarenrae)</strong>: You know that within the</p><p>heart of even the most hateful and cruel living creature</p><p>exists a sliver of shame and hope for redemption. You</p><p>have trained long on martial techniques to use bladed</p><p>weapons not to kill, but to subdue. When striking to</p><p>inflict nonlethal damage with any slashing weapon, you</p><p>do not take the normal –4 penalty on your attack roll, and</p><p>gain a +1 trait bonus to any nonlethal damage you inflict</p><p>with a slashing weapon.</p><p></p><p><strong>Cleansing the Twisted (Sarenrae)</strong>: You have studied well</p><p>the many religious texts that chronicle Sarenrae’s neverending</p><p>struggle against Rovagug and his monstrous</p><p>offspring. Your fighting style works particularly well</p><p>when you utilize slashing weapons against aberrations.</p><p>You gain a +1 trait bonus to slashing weapon damage</p><p>against all aberrations.</p><p></p><p><strong>Strength of the Sun (Sarenrae)</strong>: You take solace in the</p><p>purifying light of the sun. During the day, you gain a +1</p><p>trait bonus on all Charisma-based checks.</p><p></p><p><strong>Missionary</strong>: You’ve spent much of the last several years</p><p>serving your faith, and the conviction and dedication to</p><p>your church has impressed many. Perhaps you’ve donated</p><p>much of your personal wealth or time to serving the</p><p>church, or you’re the child of a powerful or well-loved</p><p>member of the church, an orphan raised by the church,</p><p>or a foundling with a strange birthmark that bears</p><p>more than a passing resemblance to your faith’s holy</p><p>symbol. The faith has long supported you, and you are</p><p>eager to repay the church in some way. You’ve been selected</p><p>for your dedication to the church and your strong social</p><p>graces—pick one of the following skills: Bluff, Diplomacy,</p><p>Intimidate, Knowledge (religion), Perform (any), or Sense</p><p>Motive. You gain a +1 trait bonus on checks using that</p><p>skill, and it is always considered a class skill for you.</p><p></p><p><strong>Country Born</strong>: You come from one of Varisia’s rural regions,</p><p>where you were raised in an environment of rustic tradition, honest work, and common sense. A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or</p><p>exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your willpower as well, granting a +1 bonus on Will saves.</p><p></p><p><strong>Lone Wolf</strong></p><p>Although you may have grown up in the city, you led a lonely childhood and were forced to fend for yourself. Whenever you are dying, your chance of stabilizing is 50%. Your vigorous health also grants you a +1 bonus on</p><p>Fortitude saves.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 4762010, member: 21938"] Leif, thanks for the compliments. Here are a few possible traits from Legacy of Fire and Runelords Players Guides. None of the ones in Crimson Throne seemed to suit this character, although the background fluff can easily be altered. [B]Blade of Mercy (Sarenrae)[/B]: You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. [B]Cleansing the Twisted (Sarenrae)[/B]: You have studied well the many religious texts that chronicle Sarenrae’s neverending struggle against Rovagug and his monstrous offspring. Your fighting style works particularly well when you utilize slashing weapons against aberrations. You gain a +1 trait bonus to slashing weapon damage against all aberrations. [B]Strength of the Sun (Sarenrae)[/B]: You take solace in the purifying light of the sun. During the day, you gain a +1 trait bonus on all Charisma-based checks. [B]Missionary[/B]: You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you. [B]Country Born[/B]: You come from one of Varisia’s rural regions, where you were raised in an environment of rustic tradition, honest work, and common sense. A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your willpower as well, granting a +1 bonus on Will saves. [B]Lone Wolf[/B] Although you may have grown up in the city, you led a lonely childhood and were forced to fend for yourself. Whenever you are dying, your chance of stabilizing is 50%. Your vigorous health also grants you a +1 bonus on Fortitude saves. [/QUOTE]
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