Character Options (Tirr Supplement)

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[edit] Feats, Flaws, and Traits

All feats, flaws, and traits are expected to be taken with the character's personality and nature in mind. As powergaming cannot be counted upon to cease, however, the Dungeon Master must use discretion when allowing any character to take any of the following, as some can be more or less useful to one character than another (For example, a flaw that makes a character take Charisma-related skill penalties would really only be detrimental to the party spokesperson, and a character that does little talking should not be allowed to take it, or benefit with an extra bonus feat). Prevent gaming the system at all costs.

[edit] Additional Feats

The following feats are available in addition to those in the SRD set, as well as any allowed supplements:

Feat name Description Tirr Requirements
Able Learner Humans and Hobgoblins are capable of innate, cross-class talent.
  • Must be taken at first level
  • Must be Human or Hob-goblin
Ambidexterity You were born with the capacity to utilize both hands with ease.
  • Must be taken at first level
Adroit Aegis You've utilized armor for ages, but have determined no armor to be the best.
Craft Minor Arcana You can craft Minor Arcana for use by Tarot Mages
Craft Major Arcana You can craft Major Arcana for use by Tarot Mages
Leap Attack You leap upon your foes as you attack, letting gravity assist your weapon
Metaffinity Using Metamagic comes naturally to you.
Secret Art: Burning Falcon As a Monk or other disciplined warrior, you've developed or learned the secret art of the flames, striking with the power and speed of the Falcon. Strength 15, Stunning Fist
Secret Art: Crane Step As a Monk or other disciplined warrior, you've developed or learned the secret art of the wind, countering attacks with the grace and poise of the Crane. Wis 15, Stunning Fist
Secret Art: Venomous Fang As a Monk or other disciplined warrior, you've developed or learned the secret art of the toxic, disabling foes with the cunning and subtlety of a poisonous viper. Int 15, Stunning Fist
Secret Art: Rising Dragon As a Monk or other disciplined warrior, you've developed or learned the secret art of the lightning, surging through the sky with the fury and majesty of the Dragon. Dex 15, Stunning Fist
Secret Art: Stone Spear As a Monk or other disciplined warrior, you've developed or learned the secret art of the earth, piercing defenses with the force and resilience of the Stone. Con 15, Stunning Fist
Secret Art: Crouching Tiger As a Monk or other disciplined warrior, you've developed or learned the secret art of the wild, luring your opponents off-guard with the guile and instincts of the Tiger. Cha 15, Stunning Fist
Spell Archivist Learning from Wizards, you may keep a pocketbook of spells, able to trade known spells per day at a limited number.
  • Sorcerer or Bard
Superior Counterspell Furthering your understanding of counterspells, you can utilize more flexibility when responding to hostile spellcasters

[edit] Traits

The following official traits are allowed in character creation, and are subject to DM approval:

Abrasive
Absent Minded
Aggressive
Brawler
Cautious
Detached
Dishonest
Distinctive
Easygoing
Farsighted
Focused
Hard of Hearing
Hardy
Honest
Illiterate
Inattentive
Musclebound
Nearsighted
Nightsighted
Passionate
Plucky
Polite
Quick
Reckless
Relentless
Saddleborn
Skinny
Slippery
Slow
Specialized
Spellgifted
Stout
Suspicious
Torpid
Uncivilized

The following unofficial traits are also allowed, following the fulfilled requirements:

Flaw name Description Tirr Requirements
Big You're a size larger than most people of your race.
Little You're a size smaller than most people of your race.
Coinmage By paying a tithe at a temple of Vault each month, you are able to waive material components of most spells.
  • Must pay tithe at a temple of Vault each month, or the trait is removed.
  • Must have present a Material Components pouch to the altar when tithe is paid, for blessing.
Hel's Attention You've died and been raised many times, causing those attentive enough to notice a foul aura about you.
  • Gained via Rule 0 whenever pre-requisites are met.


[edit] Character Flaws

The following official flaws are allowed in character creation, and are subject to DM approval to prevent gaming the system.

Feeble
Frail
Inattentive
Meager Fortitude
Murky-Eyed
Noncombatant
Pathetic
Poor Reflexes
Shaky
Slow
Unreactive
Vulnerable
Weak Will

The following unofficial flaws are also allowed, following the fulfilled requirements:

Flaw name Description Tirr Requirements
Weatherfoul Through a lifetime of relatively calm weather, you've grown inexperienced to true storms.
  • Tirasus or Ashen Coast citizens
War-torn Your country has little love for another civilization. Likewise, so do you.
Zealot You cannot fathom how anyone could choose any other god but your own... and you're very vocal about it.
Less Arms Whether through medical issues or a past war, somehow, you've lost half of your arms, leaving you with limited capability.
No Arms In a surprisingly grim twist of fate, you've been left without any arms at all. The Great Mother truly pities you.
One Eye A true-to-life cyclops left without the use of one eye. You make due, but your perception is incredibly limited.
No Eyes You're blind, and not the type of blind that a cleric can heal. You have no eyes, and are cursed to be forever blind, barring extraordinary circumstances.
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