Clan Member: Raider (Advanced) (TP)
Grim Hollow: Player's Guide p. 103 (Third Party)
- Competencias
- Intimidation
Rasgos
Clan Member
The major kingdoms of Etharis are far from the only bastions of culture to stand against the current darkness. From the frozen north to the Gulf of Lions, numerous tribes have chosen to keep to their traditional lifestyle, living in harmony with the spirits of the wild. Where hunting and gathering aren't sufficient to support their population, many have turned to raiding the more "civilized" regions. This has garnered the tribes a reputation as barbarians and savages, but this ignores a rich history and a deep, abiding respect for nature. Clan members are generally more at home traveling through the wilds than their urban counterparts. Their close ties with nature and the spirits of the wild also gives them a unique perspective on many problems, and they are less quick to condemn things they are unfamiliar with. Those that leave the tribe often make good guides, trackers, and mercenaries.
- Skill Proficiency: Choose one from Athletics, History, Nature, Perception, Religion, or Survival.
- Languages: Choose one standard language.
- Tool Proficiency: Choose one tool proficiency.
- Equipment: Basic clothing, a basket, a hatchet, and 10gp.
Raider
You have been trained as a warrior with the specific aim of raiding other clans or settlements. Raiding parties must be able to move quickly, strike hard, and carry off enough goods to help support the tribe. The coordination to do all this requires intense training and forges a strong sense of comradery between raiders. Part of this comradery involves a strong sense of competition, each raider vying to perform daring acts or to carry back the best loot. The aftermath of a raid often involves raucous singing, drinking, and revelry, an adrenaline high buoyed by the plentiful food and drink obtained from the raided settlement.
- Skill Proficiency: Intimidation
- Additional Equipment: A tankard, a sack, a whetstone, and several torches.
Display of Strength
Upon spending an hour in a tavern, inn, or restaurant, and succeeding on a DC 10 Charisma (Intimidation) check, you can win the respect and friendship of a local ally through drinking, carousing, boasting, and various contests of strength and skill. This ally begins as friendly to you and can provide you with information about military organizations, the local guard, and any recent battles or combat that has occurred in the area.
Rank 1 - Shield Bearer
You are a junior warrior, serving as support for more senior members of the raiding party. Your tasks involve maintaining weapons and armor, tending to wounded warriors, and carrying loot from the raiding site. Should members of the raiding party be unable to fight, you may be called upon to take their place.
Holdings:
- Lodging with other warriors.
- An ailing mentor and knowledge of a particularly rich target for raiding.
Progression: Take the place of a missing raider and prove yourself in combat.
Rank 2 - Pillager
As a full member of the raiding party, you are trained to strike hard and fast, then escape with whatever loot you can find. Common tactics involve sowing confusion by setting fires or releasing livestock, or drawing the attention of the defenders to allow for easier plunder elsewhere. Your tribe depends on you as a main source of food and supplies, and your comrades depend on you to watch their backs in the chaos of a raid.
Holdings:
- A younger warrior assigned to maintain your equipment and carry your loot.
- Your pick of the goods seized on raids, in order of seniority.
Progression: Perform deeds of notable bravery and be promoted by a warlord or chieftain.
Rank 3 - Raid Leader
Through a number of raids you have proven yourself cunning, ruthless, and skilled at combat. As a raid leader you are tasked with not only gathering as much as you can from your targets, but ensuring that your warriors return alive. Your underlings look to you for the tactics to use during the raid, and you must reign in the more reckless raiders lest they go too far.
Holdings:
- A fine dwelling within the village, showcasing trophies from prior raids.
- Command over a raiding party and a voice at any war council.
- First pick of any goods seized during a raid.
Progression: Save a chieftain's life or defeat a sworn enemy of the tribe in single combat.
Rank 4 - Warlord
Your deeds are legendary. When you speak, chieftains listen, and you direct policy as much as raiding. More to the point, you are the one who decides where and when to raid and how the military might of the clan will be brought to bear.
Holdings
- Authority over at least three raiding parties within your tribe.
- Access to war councils and peace negotiations.
- The ability to requisition goods and recruit new raiders.
Profession Dice
Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:
Profession Die Table:
| Profession Rank | Profession Dice |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
Talents
Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.
Talent: Applied Leverage
When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.
Talent: Beast Whisperer
Whenever you make a Wisdom (Animal Handling) check to train or direct orders to a beast, you can add your Profession Die to the roll.
Talent: Biologist
Whenever you make an Intelligence (Nature) check to determine the properties of animals, you can add your Profession Die to the roll.
Talent: Botanist
Whenever you make an Intelligence (Nature) check to determine the properties of plants, you can add your Profession Die to the roll.
Talent: Calloused Hands
Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.
Talent: Camper
When you make a Wisdom (Survival) check to construct a temporary shelter, you may add your profession die to the roll.
Talent: Disciplinarian
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Talent: Drunkard
Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Talent: Gambler
Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Talent: Hard-Working
Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.
Talent: Local Historian
Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.
Talent: Looter
When you make an Intelligence (Investigation) roll to find hidden valuables, you may add your profession die to the roll.
Talent: Menacing Presence
Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Talent: Solidarity
When you make a Charisma (Persuasion) check and you are interacting with members of your background, you may add your profession die to the roll.
Talent: Temperature Tolerance
When you make a Constitution saving throw to avoid exhaustion due to extreme temperatures, you may add your profession die to the roll.
Talent: Tree Springer
When you make a Dexterity (Acrobatics) check to ascend, descend, or travel between trees, you may add your profession die to the roll.
Talent: Wayfarer
Whenever you make a Wisdom (Survival) check to find a path or avoid getting lost, you can add your Profession Die to the roll.