Character Options (Tirr Supplement)

From D&D Wiki

Jump to: navigation, search

Feats, Flaws, and Traits[edit]

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.

Additional Feats[edit]

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

Feat name Description Tirr Requirements
Obtain Special Mount You gain the ability to designate a special mount, similar to a Paladin

Regional Feats[edit]

Regional Feats
Name Prerequisite(s) Summary
Arcane Schooling Your race must have a Favored Class that is an arcane spellcaster; Must be from Tirasus or Godsreach You were given training at a young age in the mystical arcane arts.
Artist Must be from Kerrigan, Ashen Coast or Sol. You come from a land with an exotic culture, where dance and art thrive.
Axethrower Must be a human from Indus. Alternatively, must be an Orc, Half-Orc or a Kerani. Your people favor the axe, and have learned how to hurl such weapons to deadly effect.
Blooded Must be a dwarf from Kerrigan, or an Humans or Half-Elves from Volare or Silverfell. Alternatively, must be an Dragonkin, or a Half-Giant, or a Coug'r. You know what it means to fight for your life, and you understand the value of quick wits and quicker reactions when blades are bared and deadly spells are chanted.
Bullheaded Must be from Indus. Alternatively, must be a Drow, Fire Genasi, or Dragonkin The stubbornness and determination of your kind is legendary. You are exceptionally headstrong and difficult to sway from your intended course.
Cavalry Must be from Lionel Your people are known for their horses, and mounted combat is considered especially important and excelled in, within your country.
Church Education WIS 13 The clergy of your homeland has educated you from a young age.
Cosmopolitan Must be from Lionel, Silverfell, or Tirasus. Alternatively, must be a Kaori, Half-Giant, Half-Elf, or other Half-Blooded Race. You've been lied to more times than you can count, this history has made you intimately familiar with the deceit, guile, and double speak of city folk.
Dauntless Must be a Dwarf from Kerrigan or a member of any race from Lionel, the Ashen Coast or Sol. Alternatively, must be a Earth Genasi or Kaori. Your people have been put to the test generation after generation, and keep on persevering.
Daylight Adaptation Must be a Drow or Orc, or other race that has Light Sensitivity or Blindness. You've spent so many years on the surface, out of the dark, that you've become adapted to the light of the sun.
Educated Upbringing INT 17 You grew up in a community that valued your intelligence, and provided education to enhance it.
Forester Must be from Indus, Volare or Tirasus You grew up in a great forested area, and are knowledgeable in its secrets and ways.
Forgeheart Must be from the Ashen Coast Because you are inured to the hellish heat of your homeland, you are resistant to blasts of fire that would damage other creatures.
Furious Charge Must be from Indus, or Lionel. Alternatively, you must be an Orc or a Fire Genasi. Your people are known for their love of battle, and they rarely waste time in meeting a foe blade-to-blade. You know how to make the most of a charge.
Luck of Heroes Must be from Silverfell or Sol Your land is known for producing heroes. Through luck, determination, and resilience, you survive when no one expects you to make it through.
Magical Training INT 10 or CHA 10, and must be from Tirasus or Godsreach You come from a land where cantrips are taught to all who have the aptitude to learn magic. Every crafter and artisan, it seems, knows a minor spell or two.
Mercantile Background Must be part of a wealthy merchant family, and must be an active member of that family in good standing. You come from a wealthy family with numerous contacts in the trading coasts and craft guilds of Tirr's bustling cities. You can get a good deal on almost anything you buy or sell.
Militia STR 13, CON 13 You're a full-time militia member who has served in the guard in your homeland. Naturally, you've received weapons training.
Noble Birth Born into a Noble Family; Must be from Lionel, Tirasus, Indus, Ashen Coast or Godsreach. You were born with a silver spoon in your mouth, and raised from a young age to represent your family and your social caste.
Nomadic Trekker Must be an elf from Volare. Alternatively, must be a Kerani or Thri-Kreen. You are particularly efficient at overland movement across the great grasslands.
Saddleback Ride 4 Ranks. Alternatively, must be from Lionel You've spent endless hours learning how to handle a mount in a fight.
Silver Palm Must be from Kerrigan, Fairus, or Sol. Alternatively, must be a Kaori or a Water Genasi. You grew up in a culture based on haggling and the art of the deal.
Smooth Talk Must be from either Kerrigan or the Ashen Coast. Alternatively, must be a Halfling, Kaori or a Water Genasi. You grew up in a land where the people are accustomed to dealing with strangers without needing to draw their weapons to make their point. There are few problems that you can't talk your way out of.
Snake Blood Must be from Sol. The taint of the Yuan-ti or the Naga runs in your veins. No outward signs give away you heritage, but you are something more--or less--than those of your normal heritage.
Spellwise Must be from Tirasus or Godsreach. You were raised in a land where mighty wizards are common. Everyone in your homeland knows something about magic, and you have learned that things are sometimes not as they appear.
Stormheart Must not be from the Ashen Coast or Godsreach. The sea is in your blood. You are no stranger to seas chases and blood on the decks.
Street Smart Growing up in any community of small city or greater size. You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion.
Surefooted Must be a Coug'r or a Gnome. You were raised in an area where you fought often on steep slopes and treacherous surfaces.
Survivor Must be from Sol or the Ashen Coast. Alternatively, must be a Thri-Kreen. Your people thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.
Treetopper Must be an elf from Volare, or a Halfling from Tirasus. Alternatively, must be a Common Catfolk. Your people are at home in the trees and high places, daring falls that paralyze most other folk in abject terror.
Woodland Survivalist Must be from Volare, Indus, or Tirasus. Alternatively, must be Kerani. You have lived your life hunting among the trees, and have thus become rather capable.
Woodwise Must have grown up in deep woodland territory. You are trained in fighting in woodlands and know how to use the terrain to best advantage.

Profession Feats[edit]

Professional Feats
Name Prerequisite(s) Summary
Acrobat Perform 2 Ranks You are a professional acrobat.
Captain Profession (Sailor) or (Commander) 2 Ranks You are a Captain of Men, either on the Sea, or on Land.
Courtesan Bluff 2 ranks You are professional courtesan, who lures men with a smile.
Creator Craft 2 Ranks You are a professional inventor, artist, and craftsman.
Engineer Profession (Engineer) 2 Ranks A master mason who supplies architectural and engineering direction to the construction of all manner of structures.
Falconer Handle Animal 2 Ranks Falconry is a popular sport and status symbol among nobles.
Fortune Teller Perform 2 Ranks You are a Fortune Teller in your day job.
Guide Knowledge (Local) 2 Ranks You are a professional guide for your area.
Herbalist Knowledge (Nature) 2 Ranks You are a herbalist who gathers and sells herbs and plants.
Medic Profession (Healer) 2 Ranks You are a medicine-man who heals those in need.
Merchant Profession (Shopkeeper) 2 Ranks You are a professional merchant or shopkeepr
Performer Perform 2 Ranks You are a performer, putting on a show for a living.
Politicked Diplomacy 2 Ranks You are a member of the local bureaucracy, running the community with your words.
Priest Knowledge (Religion) 2 Ranks You are a member of the local clergy.
Professional Criminal Profession (Criminal) 2 Ranks You are a criminal who lives by unscrupulous means
Professor Knowledge 2 Ranks You are a professor, teaching all those who'll listen.
Sailor Profession 2 Ranks You are a sailor, earning your pay on the high seas.
Scholar Knowledge 2 Ranks You are a scholar, learning all there is to know.
Scribe Profession (Scribe) 2 Ranks You are a professional Scribe.
Storyteller Perform (Epic) 2 Ranks You tell stories, and expect to get paid.
Thespian Perform (Acting) 2 Ranks You are a trained actor.
Urchin Search 2 Ranks You grew up with little money, making you learn quickly how to make do with what you could find.
Woodsman Profession (Hunter) 2 Ranks You are a professional hunter and all-around woodsman

Roleplaying Feats[edit]

Roleplaying Feats
Name Prerequisite(s) Summary
Follower of Alcyone Must be Lawful Neutral, Lawful Good, Lawful Evil or Neutral; Must worship Alcyone You worship Alcyone, the Goddess of the Fey; Your fervor has given you insight into the ways of the Fey.
Follower of Bahamut Must be Lawful Good, Lawful Neutral, or Neutral Good; Must worship Bahamut You worship Bahamut, the God-King of Dragons; Your fervor gives you proficiency with Bahamut's chosen weapons.
Follower of Balthazar Must be Lawful Good, Neutral Good, or Lawful Neutral; Must worship Balthazar You follow Balthazar, the God of the Righteous Crusade; Your fervor allows you to smite foes.
Follower of Bestia Must be Chaotic Neutral, Chaotic Evil, Chaotic Good or Neutral; Must worship Bestia You worship Bestia, the Goddess of Beasts and the Hunt; Your fervor has made you self-sufficient.
Follower of Bycore Must be Chaotic Neutral, Chaotic Good, Chaotic Evil, or Neutral; Must worship Bycore You worship Bycore, the God of Journeys; Your fervor makes you able to understand others, no matter their language.
Follower of Dices Must be Chaotic Neutral, Chaotic Good, Chaotic Evil, or Neutral; Must worship Dices You worship Dices, the God of Chance; Your fervor allows you to see the infinite possibilities of any action, and possibly make them a reality.
Follower of Era Must be Chaotic Good, Neutral Good, or Chaotic Neutral; Must worship Era You worship Era, the Goddess of Sexual Love; Your fervor makes you more fascinating to members of the opposite sex.
Follower of Fate Must be Neutral; Must worship Fate You worship Fate, the Goddess of the Time and Destiny; Your fervor leads to exceptional knowledge of past events.
Follower of Feylgara Must be Neutral Evil, Chaotic Evil, Lawful Evil or Neutral; Must worship Feylgara You worship Feylgara, the Goddess of Stone and Sleep; Your fervor has made you strangely sensitive, and a light sleeper.
Follower of Fir Must be Neutral Evil, Chaotic Evil, Lawful Evil, or Neutral; Must worship Fir You worship Fir, the God of Spite; Your fervor has made you more resistant to most effects.
Follower of Gahss Must be Lawful Neutral, Lawful Evil, or Neutral Evil; Must worship Gahss You worship Gahss, the God of War; Your fervor has made you a fearsome foe to behold.
Follower of Hel Must worship Hel You worship Hel, the Goddess of Death and the practitioner of the great sleep; Your fervor allows you to detect disturbances in the aura of living and un-living subjects
Follower of Helios Majora Must be Lawful Evil, Lawful Neutral, Lawful Good, or Neutral; Must worship Helios Majora You worship Helios Majora, the Goddess of the Sun; Your fervor lights your way through darkness.
Follower of Helios Minoris Must be Chaotic Evil, Chaotic Neutral, Chaotic Good, or Neutral; Must worship Helios Minoris You worship Helios Minoris, the God of the Second Star; Your fervor gives you youthful appeal.
Follower of Isis Must be Neutral Good, Chaotic Good, Lawful Good, or Neutral; Must worship Isis You worship Isis, the Goddess of Refuge; Your fervor has made you able to summon shelter, and the means to defend it.
Follower of Jubila Must be Chaotic Neutral, Chaotic Good, or Neutral Good; Must worship Jubila You worship Jubila, the Goddess of Revelry; Your fervor makes performance come naturally to you.
Follower of Lunar Must be Lawful Evil, Lawful Neutral, Lawful Good, or Neutral; Must worship Lunar You worship Lunar, the God of the Moon; Your fervor has led to you being able to see clearly in moonlight.
Follower of Macha Must be Chaotic Evil, Chaotic Neutral, or Neutral Evil; Must worship Macha You worship Macha, the Goddess of Corruption; Your fervor has made you able to see in the dark, but shun the light.
Follower of Mana Must be Neutral Good, Chaotic Neutral, Lawful Neutral, or Neutral; Must worship Mana You worship Mana, the Goddess of Knowledge; Your fervor has made you a veritable scholar, with the ability to read magical writings.
Follower of Mara Must be Lawful Good, Neutral Good, Chaotic Good, or Neutral; Must worship Mara You worship Mara, the Goddess of Community; Your fervor has made you knowledgeable regarding the people around you.
Follower of Mephistopheles Must be Lawful Evil, Lawful Neutral, or Neutral Evil; Must worship Mephistopheles You worship Mephistopheles, the God of the Pacts and Scoundrels; Your fervor leads you to develop quite the silver tongue.
Follower of Munsa Must be Chaotic Neutral, Chaotic Good, Chaotic Evil or Neutral; Must worship Munsa You worship Munsa, the Goddess of Storms; Your fervor has given you the will to persevere through anything.
Follower of Serberus Must be Chaotic Evil, Chaotic Neutral, or Neutral Evil; Must worship Serberus You worship Serberus, the God of the Chaos and Destruction; Your fervor grants you great strength and rage.
Follower of Somata Must be Chaotic Neutral, Chaotic Good, Chaotic Evil, or Neutral; Must worship Somata You worship Somata, the God of the Wind; Your fervor has given you fleet of foot.
Follower of Tiamat Must be Chaotic Evil, Chaotic Neutral, or Neutral Evil; Must worship Tiamat You worship Tiamat, the Abyssal Goddess of Dragons; Your fervor has made you skilled at hunting Tiamat's enemies.
Follower of Tirros Must be Lawful Good, Lawful Evil, or Neutral; Must worship Tirros You worship Tirros, the God of Territory; Your fervor has made you capable of creating and seeing Arcane Marks at will. Furthermore, they can determine the proper and rightful owner of any object or structure that isn't protected against scrying.
Follower of Undine Must be Chaotic Good, Chaotic Neutral, or Neutral Good; Must worship Undine You worship Undine, the Goddess of the Ocean; Your fervor has made you no stranger to the water.
Follower of Vanguard Must be Lawful Neutral, Lawful Good, Lawful Evil, or Neutral; Must worship Vanguard You worship Vanguard, the God of Oaths; Your fervor makes you able to discern lies.
Follower of Vault Must be Lawful Neutral, Lawful Good, Lawful Evil, or Neutral; Must worship Vault You worship Vault, the God of Wealth; Your fervor gives you insight on matters of artisanry, trade, and business.
Follower of Vok Must be Lawful Evil, Lawful Neutral, or Neutral Evil; Must worship Vok You worship Vok, the God of Fire and Forge; Your fervor fuels your forge, and drives your need to create.
Follower of the Great Mother Must be Lawful Good, Neutral Good, Chaotic Good, or Neutral; Must worship the Great Mother You follow the Great Mother, the Goddess of the Compassion; Your fervor allows you to heal and calm others.

Traits[edit]

You can take character traits from Unearthed Arcana subject to DM approval.

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.
Hel's Attention You've died and been raised many times, causing those attentive enough to notice a foul aura about you. Must have died more than three times.
Wealthy Family You're born into a wealthy family, perhaps a merchant or even minor noble's. You gain a bonus to your initial finances.

Character Flaws[edit]

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.
Unlucky You can never count on luck to help you out.
  • Cannot be a follower of Dices
Phobia You have a fear that grips you, irrationally.
Amputee Somehow, you lost a limb, or perhaps it was never there to begin with.
  • Character Creation
Blind You don't enjoy the sights. These kind of jokes probably make you roll your eyes.
  • Must have eyes
Unusually Formed Body Your body isn't standard. Of course, this means 1 size does not fit you.
  • Character Creation
Asthmatic You suffer from asthma, and therefore are unable to perform strenuous activities for a long time.
Hunted You've gotten your name out there in the worst way, and have people chasing you.
Incompetent No-one can count on you for anything.
Clumsiness You have terrible coordination between your eyes and limbs.
Cold-Blooded You where raised in the arctic an cannot tolerate heat.
  • Character Creation
  • Must be from an artic region or other thematically appropriate locale
Coward You are susceptible to fear.
  • Must not be immune to fear
Deaf You cannot hear.
  • Must have ears
Deep Scar You have suffered a deep wound somewhere on your body that prohibits you from partaking in greatly strenuous activities.
Ditzy You demonstrate a measure of airheadedness that can make even saints lose patience.
Dyslexia Although you learned to read and write, reading can be difficult, and writing is commonly misspelled. This has affected you throughout your life.
  • You must be literate
Fear of Magic You find magic incredibly frightening.
Fearless Your courage and overconfidence are extreme to the point of foolhardiness.
Haemophilia Your blood does not form clots normally.
  • Must have a constitution score
Brittle Bones You can feel things in your bones, and not in a good way.
Hot-Blooded You were raised in a hot, tropical region and cannot tolerate cold.
  • Character Creation
  • Must be from an desert or tropical region or other thematically appropriate locale
Hypochondriasis You are constantly worried of becoming sick and every bodily function is heavily scrutinized.
Impatient You find it simply unbearable to wait any longer than necessary.
Informal Training Though you learned the basics of fighting, you lack the skill and flexibility to apply your techniques properly in battle. When faced with a situation you didn't train for, you don't know what to do.
Unready You are never ready for combat.
Urbanite While you may have travelled extensively at some point in your life, you always feel more at home in a large town or city. Wilderness life simply isn't for you.
Mute You cannot speak.
Petit Mal Seizures You have a neurological disorder than can be quite the interruption.
Terrible Tumbler Kids roll down hills gracefully; you flail like a dying fish.



Back to Main Page3.5e HomebrewCampaign SettingsTirr Campaign Setting

Personal tools
Home of user-generated,
homebrew, pages!
d20M
pathfinder
admin area
Terms and Conditions for Non-Human Visitors