Sunday, April 14, 2013

Background Subclass


Planeswalker:

Usually earned through lives of awful power or great goodness, very few beings in the multiverse are born with ‘the spark’. Many of these rare few live their lives completely oblivious to the hidden powers they possess, until one day, usually in times of immense stress, they accidently step through space to other worlds and planes. You are one of these special individuals.

Having never plane stepped before, your first step to Zendikar came as a great surprise to you. All around you are lands and creatures that fascinate you in their beauty and frighten you in their brutality. You quickly stand out from other humanoids, and while some quickly offer you their assistance, others appear to wish you harm. It is apparent that you are not the first creature to have planeswalked to this strange world.

Planeswalkers are the only background subclass allowed to be a race not native to Zendikar. They may also worship Deities from their original world, using their spark to channel their god’s energy to this plane.

Planeswalkers also receive a +3 Knowledge(Planes), +3 Knowledge(Arcana).

Planeswalkers have a given feat called Planes Spark.

The player will need to choose a plane or world that their adventurer stepped from as well as the event on their home planet that caused them to step.

All Planeswalkers may start the game having purchased their gear from their home plane or world.

Adventurer:

You were born on Zendikar and grew up your whole life in immense anticipation for when you could venture out on your own into the untamed world. You seek for glory, treasure, and the challenge that every new day brings. You wish to cut out a name for yourself from the dense tangle of woods and growth of the forests bellow to the towering hedron that float above. The world is yours to claim.

Adventurers tend to watch out for each other. You will find friends among almost any of the Kor and humans that you run into on your journeys. With care, goblins and Tajuru Elves will also come to your aid… for a price of course.

Adventurers also have many humanoids that they have learned to avoid on their journeys. The Guul Draz Vampires always enjoy company, but they make very poor hosts, often devouring their guests themselves or taking bets as their nulls tear the adventurers apart. The Jorga elves are no friends to adventurers and have been known shoot on sight. The merfolk, though not hostile to adventurers, see adventurers as a hindrance to the pursuit of knowledge, often bringing back priceless artifacts broken due to lack of care.

Adventurers must select one of the following continents as their place of birth: Akoum, Bala Ged, Guul Draz, Murasa, Ondu, Sejiri, and Tazeem.

Adventurers receive +3 to Knowledge(Dungeoneering), +3 to Knowledge(Nature) when rolling knowledge checks in or pertaining to their continent of birth.

Adventurers receive a +3 in Profession(Guide), Profession(Trapper), or Profession(Miner)

All Adventurers start the game with a free 50 foot Silk Rope.

Ruin Sages:

You grew up on Zendikar different from the other children. Rather than hunting and foraging like the others your age, you remained with the village shaman, the town priests, or the wise ruin priest, Anowon. You learned the language and the history of the ancients. This study has left you with a thirst for more knowledge and a hunger to find out even more of the ancient’s great secrets. Not all ruin sages are spellcasters. Many great sages could match any warrior with their knowledge of swordplay.

You will always find welcome among the Merfolk. Your special insight and knowledge opens many doors that would be closed to other adventurers. Even the gates of the vampire city of Malikar would open to you in exchange for your knowledge and association. Many nobles take pride in having their halls graced by a Ruin Sage. They are viewed as a symbol of history and a token of wisdom. Be careful though, demons have much use for ancient knowledge and will pursue your insights.

You will not find much welcome among the Kor however. Their culture resists settlement, and you are a symbol of the old empire which led to the creation of the world’s chaos and the withdrawal of the three great gods: Kamsa, Mangeni, and Talib. Many adventurers do not trust Ruin Sages. More superstitious adventurers, especially elves, see the pursuits of ancient knowledge as witchcraft and displeasing to nature.

Adventurers receive a +3 to Knowledge(Religion), +3 to Knowledge(History) when rolling knowledge checks pertaining to the Ancients.

Ruin Sages receive a +3 in Profession(Librarian), Profession(Scribe), or Profession(Translator)

All Ruin Sages begin the game with a free Pathway Stone. 

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