You come from another world, whether you died and were reborn into this world as something else, brought to this new world through a summoners magic or simply waking up from sleep to find yourself here you find that you are a stranger in this fantasy world setting and have to either find a way back to your world or get used to life in this realm. You'll fortunately not have to go it alone as the gods take pity on your situation or it might have been their fault you're here to begin with and feel bad about your circumstances and allow you to retain your knowledge and experiences from your previous life and will bestow blessings upon you.
- Skill Proficiencies: In addition to the proficiencies granted by the race an class you choose, you are allowed any 3 proficiencies you wish.
- Tool Proficiencies: Along with any tools your class might provide proficiencies in, you a allowed to have two extra tool proficiencies of your choice.
- Languages: Along with common and whatever language spoken by the race you've become in this world, depending on your alignment you either speak Celestial or Infernal.
- Equipment: You start with your class equipment and 1d20's worth of gold.
The things in this world are new and strange to you and it can either amaze or leave you totally terrified, it often takes you a bit of fanangling to learn things which most in this world consider common sense and things most other people should know. With this in mind, you've become quite good at offering up explanations to why you don't know any better and are proficient in either Persuasion, Deception or intimidation.
When you make your character, the gods take pity on you and in order to help you survive in this new world grant you a gift. Roll a d4 and then choose a number of feats to start off with based upon that number. (Minimum of 1 feat)
Suggested Characteristics
- Choose two Personality traits
- choose one ideal
- choose one bond
- choose one flaw
All of the players choice
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Posted Dec 26, 2019When I do this I often `RP` a starting -dis in History, Local Religion, Nature, which at 2nd level turns into a -4.. etc.
But any Arcana roll having to do with `Location slipping` is at advantage.. period. (which might include working with such spells, if caster)
Jarl Archi' was asked Not to speak about where he came from, and how he got there, by the `keelboat` Captain who brought him,.. but occasionally asks people how many moons were in their home sky, before arriving in the campaign area.