Clan Member: Tribesperson (Advanced) (TP)
Grim Hollow: Player's Guide p. 105 (Third Party)
- Proficiencies
- Survival
Traits
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.
Tribesperson
Life in a small tribe is, by definition, more close-knit than living within a city. Tribespeople work together daily and depend on one another to survive, treating each other as one step away from family. Making up the majority of the tribe, they work at all the necessary jobs to maintain their way of life, from gathering food, crafting weapons and tools, or governing disputes among tribe members.
- Skill Proficiency: Survival
- Additional Equipment: One tool kit of your choice and a waterskin.
Tribal Familiarity
By spending an hour in an area of natural wilderness and making a DC 10 Wisdom (Survival) check, you can identify signs of other humanoid activity in the area. You can determine the direction of any nearby settlements and if you are familiar with the area, you know what tribe or group they belong to and their general disposition towards outsiders.
Rank 1 - Tribal Member
You are a member of one of the tribes of Etharis. Given the dangers of the wilderness, your tasks keep you within the camp or village that your tribe calls home. Simple craft work and maintaining the tribal dwellings are the main tasks allotted to you, but should you prove yourself able and willing, the elders may see fit to grant you greater responsibilities.
Holdings:
- Food and lodging within the tribe, either in a modest home or in a communal dwelling.
- Tales from a traveler that outline a spot in the wilds with good hunting or other resources.
Progression: Gain permission from an elder to venture out into the wilds on your own.
Rank 2 - Hunter-Gatherer
The elders of your tribe have granted you permission to venture outside the boundaries of your settlement. As a hunter-gatherer, you are responsible not only for procuring food, but also dealing with minor threats to the tribe and exploring for new resources and possible locations for expansion.
Holdings:
- The tools to perform your duties, including basic hunting and fishing gear, materials, and aid from local craftsmen.
- The ability to recruit other tribe members to aid you in retrieving goods from the wild or helping to set up small camps outside your home territory.
Progression: Display excellent leadership and aid the tribe during a crisis.
Rank 3 - Elder
Elders oversee many of the day-to-day issues within a tribe and advise the chieftain on matters of importance. Your actions on behalf of the tribe and your good judgement have earned you a place among them. The words of an elder carry great weight within the tribe, and an elder has the power to decide minor matters unilaterally. When issues require greater consideration, a number of elders may consult on the matter before rendering a decision.
Holdings:
- Authority over the vast majority of tribe members.
- A fine dwelling and free access to tribal goods and services.
Progression: Serve the tribe wisely in times of trouble.
Rank 4 - Chieftain
By election, trial, or some other method, you have been selected as the leader of your tribe. At home in your tribe, others may advise you, but your word is law. Where multiple tribes band together, you speak for your people.
Holdings:
- Counsel from the elders, warlords, and spiritual leaders of your tribe.
- Final authority on all tribe decisions and disputes, and complete authority over all tribe members.
- The grandest house in the camp or village, which doubles as a meeting place for important meetings and visiting dignitaries.
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.