Haunted Noble Wanderer Image

You are haunted by events from your past. They stay with you no matter what you do. You have known tremendous loss – far more than the average mortal. You were once from a great house that has now known ruination, or perhaps you are the last of your line. 

You wander through distant lands, no longer anchored. You become restless if you spend a fortnight in an area of significant, non-evil, humanoid habitation. 

People can see the loss and darkness within your eyes – and perhaps a touch of insanity – but know that you possess no inherent evil. 

Raised in nobility, you understand wealth, power and privilege.

 
Skill Proficiencies: Persuasion (noble), Survival (touch of insanity), Horsemanship (advantage on any skill checks involving horse riding and/or the handling of horses, +2 to skill checks involving the mounting and riding of unfamiliar animals)
Tool Proficiencies: one type of gaming set; calligrapher’s tools
Languages: one of your choice
Equipment: a signet ring bearing your family’s insignia; an amulet that you keep in your pocket, given to you by one of your parents; a set of traveler’s clothes; a compass, a purse with 10 GP.
 
Feature: Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

 
Suggested Characteristics

You are sullen and brooding but quick to action in the face of moral outrage. You do not like to be around the trappings of civilization but you will protect the most purely innocent against clear injustice.

 
Variant Feature: Wanderlust

You become uncomfortable spending anything close to a fortnight at a fixed, civilized location – unless there is combat aplenty to keep you occupied and free your mind from the idea of the trappings of home life. 

At the end of a combat-free fortnight at a fixed, non-evil humanoid location you can no longer lodge indoors in dwellings of habitation (homes, taverns, inns, etc.). You MUST spend every night outdoors, perhaps under a tent or in a cave, at least a mile or two away from wherever you have been spending your time. Temporarily lose 1 off your Constitution score (to a maximum penalty of -2) if you’re forced to spend more than a fortnight in a fixed, non-evil humanoid location, absent combat aplenty. Recover 1 Constitution for every 2 nights spent away from civilization, starting with the first, until your Constitution is fully recovered.

 

 
Haunted Noble Wanderer Image

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