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Every hero has quirks, things that set them apart from others. Every hero starts
somewhere, and so, every hero has some kind of background. Their background guides them, be
it based on their heritage, status, or creed. Each hero has one background, which never changes.
Of course, then there are the little things that define a hero; flaws and merits that alter
little nuances of a character. Some are major, and some are minor, and heroes have some of both.
All heroes have at least one minor flaw/merit, and one major flaw/merit. Flaws and merits
always come in pairs, if you have a minor flaw, you gain a minor merit; and in turn if you have a
major merit, you have a major flaw.
Certain flaws or merits may lessen the impact of another flaw or merit, making a major
flaw a minor one. The zeitgeist does not simply grant heroes flaws and merits without
consideration, and some heroes simply cannot take advantage of flaws or merits.
Character traits are neutral, though most people have them. Traits all have benefits and
drawbacks, but they help define a character. Some traits also determine merits and flaws, and act
simply as a guide in choosing which flaws and merits one may wish to choose.
Background
Prerequisite: -
Description
Associated Skills: -
Suggested Language: -
Merit [Minor/Major]
Description
Benefit: -
Flaw [Minor/Major]
Description
Effect: -
Trait
Prerequisite: -
Description
Benefit: -
Drawback: -
Suggested Merits: -
Suggested Flaws: -
Backgrounds
Background
Prerequisite: -
Description
Associated Skills: -
Suggested Language: -
Racial
Outcast [Bladeling]
Prerequisite: You must be a Bladeling
You are an outcast among your kind. Why were you removed from Bane and Gruumsh’s
conflict? Do you still pay homage to Bane? Were you ever truly a part of Bane’s army?
Associated Skills: Athletics
Suggested Language: Astral
Birth
Background
Prerequisite: -
Description
Associated Skills: -
Suggested Language: -
Geography
Feywild
Prerequisite: Born or Raised in the Feywild
You grew up in the Feywild, which makes life in Rivengard a bit different. Was your family
living in a fey demesne? Did you live in a majestic city, or out in the strange natural portions of
the plane?
Associated Skills: Arcana, Nature
Suggested Language: Fey
Shadowborn
Prerequisite: Born or Raised in the Shadowfell
You grew up in the Shadowfell, and everything in Rivengard is bright and vibrant compared to
your home. How has the Pervasive Melancholy affected your view of the rest of the world? How
did you survive the dangers of your home? What do you think of death, living on its edge for so
long?
Associated Skills: Stealth
Suggested Language: Shadaran
Taronese
Prerequisite: Born or Raised in K’Taron (DM discretion)
You were born in the mysterious land of K’Taron. What made you leave the isolated lands? How
did you get to where the place you are now? How has culture shock affected you since leaving
your homelands?
Suggested Language: Taronese (Special Language)
Turathic
Prerequisite: Born or Raised around Bael’Turath
You are a refugee of Bael’Turath. How has the land’s turmoil affected your life? How have you
survived the dangers of the land? Do you fight, fear, utilize, or stand beside the devils that have
plagued your life?
Associated Skills: Arcana, Dungeoneering, Stealth
Suggested Language: Infernal, Turathic
Underdark
Prerequisite: Born or Raised in the Underdark
You once made your home in the Underdark of the world. How have you survived the many
dangers? Were you raised among a ‘civilized’ race, or hiding from the threats around every
corner? What finally led you to the surface?
Associated Skills: Dungeoneering, Stealth
Suggested Language: Drow, Underspeak
Occupation
Bodyguard
You are or were once a bodyguard. Are you still in the service of someone? Why are you
travelling now? What made you become a bodyguard (money, obligation, desire, love, family)?
Associated Skills: Athletics, Intimidate
Priest or Acolyte
You served as a priest or acolyte to a church and took all the vows involved. What caused you to
travel into the world, were you possibly excommunicated? Do you still follow the vows? Do you
intend to spread the word of your deity?
Associated Skills: Diplomacy, Religion
Suggested Language: Astral (Raven Queen – Thanatossi)
Society
Mercantile
Prerequisite: Raised among Merchants
You are the child or at least an ‘adoptee’ of a merchant. Did you spend most of your life
travelling? Were you taught to follow the trade of your ‘family’? How did you learn your
adventuring skills?
Associated Skills: Diplomacy, Streetwise
Merits
Affiliation [Minor]
You have a strong affiliation with a group.
Benefit: You have a group that is happy to help you and give you information. Every so often
you can call on their aid. This is up to DM discretion.
Allure [Minor]
You are attractive, there’s no doubt about it.
Benefit: You gain a +3 bonus to any check made to influence a creature that would be
reasonably attracted to you (based on race and gender).
Athletic [Minor]
You’ve always been able-bodied and agile.
Benefit: You gain a +2 bonus to Acrobatics and Athletics checks.
Awareness [Major]
You are very aware of the world around you, and rarely miss details.
Benefit: You can roll Insight and Perception checks twice and use either result.
Blindsight [Major]
Paired Flaw: You must have the Blind flaw.
Despite your blindness, your other senses have been honed to supernatural acuity.
Benefit: You gain blindsight 8.
Courageous [Minor]
You are extraordinarily courageous, able to withstand the greatest of fears.
Benefit: You gain a +2 bonus to your Will defense and a +2 bonus to saving throws against fear
effects.
Darksight [Minor]
Prerequisite: You must have Low-Light Vision.
Some magic or heritage of yours has allowed you to see without any light.
Benefit: You gain darkvision.
Diehard [Minor]
Even when you are put down, you don’t stay down easily.
Benefit: You gain a +1 bonus to death saving throws, and it takes four failed death saving
throws to kill you.
Dowser [Minor]
You have a gift for dowsing.
Benefit: You can use the Dowsing Rod (PP157) ritual, without having a ritual book or spending
any component cost. You must have a specially prepared dowsing rod, but otherwise, can use
this ritual whenever you wish. You may only benefit from the effects of Dowsing Rod one at a
time, and any new casting of the ritual in this way discharges the former use.
Imposing [Major]
You are an intimidating figure and even the most courageous are unnerved by you.
Benefit: You grant a -2 penalty to saving throws to end fear effects you cause, and any
numerical penalties granted by powers with the fear or rattling keyword are increased by 1.
You can also roll Intimidate checks twice and use either result.
Knowledgeable [Minor]
You are well versed in knowledge of all types.
Benefit: You gain a +2 bonus to all knowledge checks.
Master Alchemist [Minor]
You are a skilled alchemist.
Benefit: You can create alchemical items of up to 2 levels higher than you.
Perceptive [Minor]
You are able to sense danger around you, and usually catch details before most people.
Benefit: You gain Alertness (PHB193) as a bonus feat.
Polyglot [Minor]
You speak several languages, you’ve always been interested in linguistics.
Benefit: You gain an extra language, and anytime you take the Linguist (PHB198) feat, you
gain an extra language.
Reactive [Minor]
You have quick reflexes.
Benefit: You gain Improved Initiative (PHB198) as a bonus feat.
Sneaky [Minor]
You are very good at avoiding detection.
Benefit: You gain a +2 bonus to Stealth and Thievery checks.
Sturdy [Major]
Prerequisite: You must have a starting Strength or Constitution of at least 15.
You can more easily heft weight without being bogged down.
Benefit: You can wear heavy armor with no penalty to speed, and carry heavy loads with less
difficulty.
Survivor [Minor]
You keep yourself alive by whatever means suits you best.
Benefit: You may substitute any ability score for Constitution when determining your starting
hit points.
Swift [Major]
You are quick and agile, able to move with ease.
Benefit: You gain a +1 bonus to your base speed, can shift 1 extra square whenever a power
would allow you to shift.
Tinkerer [Minor]
You enjoy tinkering with objects and can make a quick fix for an object in a pinch.
Benefit: You can use the Temporary Fix (MP2-152) Martial Practice. If you wish, you may use
it within 1 minute, with no healing surge cost, but if you do, the object is only fixed for 10
minutes, and cannot be repaired with this practice again without being completely repaired.
Tolerance [Minor]
You are very tolerant of poisons of any type.
Benefit: You gain a +5 bonus to saving throws against poison effects.
Tough [Minor]
Your thick-skinned and can last longer in combat.
Benefit: You gain Toughness (PHB201) as a bonus feat.
Tracker [Minor]
You are a skilled and capable tracker.
Benefit: You can use the Tracker’s Eye (MP2-152) Martial Practice. If you increase the time to
use the practice to 1 Hour, it does not cost you a healing surge to use.
Well-Trained [Major]
You have trained vigorously to become the best you can at what you do.
Benefit: You add 1 to your ability score modifier for any class features. You may also choose
any other class feature with a numerical benefit and add an extra +1 or die to that ability. How
exactly this works is up to DM discretion.
Bleeder [Minor]
You’re a bleeder, it’s hard for you to recover from bloody wounds.
Effect: You take a -5 penalty to saving throws against untyped ongoing damage.
Blind [Major]
Paired Merit: You must have the Blindsight merit.
You are blind.
Effect: You are blind.
Clumsy [Minor]
Your reactions and movements are bumbling and dull.
Effect: You have a -2 penalty to Acrobatics, Stealth, and Thievery checks.
Coward [Minor]
You are easily frightened.
Effect: You have a -2 penalty to defenses against fear effects and have a -3 penalty to saving
throws against fear effects.
Distracted [Minor]
You are very easily distracted.
Effect: You take a -2 penalty to Passive Perception and Insight and checks (including Arcana
checks made with the Sorcerous Vision feat or other similar effects), as well as Nature and
Dungeoneering checks to forage or notice things.
Frail [Major]
Prerequisite: Starting Constitution less than 15
You do not take hits well and fall in battle easily.
Effect: You have a -1 penalty to your Fortitude defense, lose 5 hit points each tier, and cannot
take the Toughness (PHB201) feat.
Illiterate [Minor]
You are illiterate, and have suffered in your learning because of it.
Effect: You are illiterate, and take a -2 penalty to two of the following skills: Arcana,
Dungeoneering, Heal, History, Nature, or Religion.
Inaction [Major]
You are slow to act, whether it is from fear, hesitation, or a desire to avoid conflict.
Effect: You have a -4 penalty to initiative and when you roll for initiative, you roll twice and
take the lowest result. You cannot take the Danger Sense (PHB202) or Improved Initiative
feats (PHB198).
Introvert [Minor]
You have a hard time speaking to others.
Effect: You have a -2 penalty to Bluff, Diplomacy, and Intimidate checks.
Merciful [Major]
You refuse to strike an enemy who is at your mercy.
Effect: You cannot make attacks against helpless or unconscious foes, and do not gain combat
advantage against prone enemies. You also cannot allow torture and are compelled to protect
anyone that is helpless. If you take any actions forbidden (or refuse to act accordingly) by this
flaw, the punishment is up to DM discretion.
Murky-Eyed [Minor]
Prerequisites: Low-Light Vision, Darkvision
You have never been able to see in the dark the way others of your race can.
Effect: You have normal vision. If you have Darkvision, you have Low-Light vision instead.
Mute [Major]
You can’t speak.
Effect: You cannot speak, though you can still read, write, and understand your known
languages. This also comes with an obvious penalty (circumstantially) to Bluff, Diplomacy,
and Intimidation checks.
Overprotective [Major]
You will defend someone to the end.
Effect: You choose one ally, if that ally is attacked by an enemy, you must make an attack
against that enemy (or at least one enemy that has attacked that ally) or take a -2 penalty to
your attack rolls, ability checks, and skill checks until the start of your next turn. If that ally is
dropped below 0 hit points, but still alive, you take the -2 penalty until the ally is conscious
again.
Phobia [Minor]
You are extremely afraid of something.
Effect: You must make a saving throw (with a -2 penalty) to move adjacent or remain adjacent
to whatever it is you fear. You cannot mark any creature towards which you have a phobia.
Slow [Major]
You’ve always been slow, maybe you have a slight limp or maybe you’re just slow.
Effect: You reduce your base speed by 1, -2 penalty to save against slow and immobilize
effects, and you have a -1 penalty to your Reflex defense; and you cannot take any feats that
increase your speed.
Sluggish [Minor]
Prerequisite: Starting Dexterity less than 15
Your reflexes are slow.
Effect: You have a -2 penalty to your Reflex defense.
Vulnerability [Major]
You are vulnerable to some kind of damage.
Effect: You gain vulnerability 5 to acid, cold, fire, lightning, necrotic, or psychic damage. This
vulnerability increases to 8 at 11th level, and 10 at 21st level.
Weak-Minded [Minor]
You are weak-willed.
Effect: You have a -2 penalty to your Will defense.
Traits
Brutish
You are gruff looking and most people are stand-offish with you.
Benefit: You gain a +2 bonus to Intimidate checks.
Drawback: You take a -2 penalty to Bluff and Diplomacy checks.
Suggested Merits: Diehard, Tough (minor); Great Build, Imposing (major)
Suggested Flaws: Clumsy, Illiterate (minor); Slow (major)
Child
Prerequisite: Age below or within the Puberty range for your race
You are clever and young, skilled but often underestimated.
Benefit: You gain a +2 bonus to Diplomacy checks and all Dexterity-based checks.
Drawback: You have a -2 penalty to all Strength and Intelligence-based checks.
Suggested Merits: Athletic, Reactive (minor); Silver Tongue, Swift (major)
Suggested Flaws: Coward, Phobia (minor); Slight Build (major)
Elderly
Prerequisite: Age in the Old range for your race
You are aged, but not necessarily beyond your ability to adventure.
Benefit: You gain a +2 bonus to History checks and all Wisdom-based checks (except
Perception).
Drawback: You have a -2 penalty to Strength, Dexterity, and Constitution-based checks.
Suggested Merits: Knowledgeable, Master Alchemist, Master Enchanter, Skill Focus (minor);
Well-Trained (major)
Suggested Flaws: Bleeder, Clumsy, Feeble, Murky-Eyed, Sluggish (minor); Dull Senses, Frail,
Slow (major)
Eunuch
Prerequisite: Male
You are unfettered by your ‘masculinity’, of course, this is not always unburdening.
Benefit: You gain a +2 bonus to Intelligence and Wisdom-based skill checks.
Drawback: You have a -2 penalty to Strength, Dexterity, and Constitution-based checks.
Suggested Merits: Knowledgeable, Strong Will (minor); Complex Mind, Mind Over Body,
Well-Trained (major)
Suggested Flaws: Feeble (minor); Frail, Inaction, Slight Build (major)
Kobold Quirk
Prerequisite: Kobold
You are an excitable kobold.
Effect: You are affected by the kobold victory chart.
Overcautious
You are very cautious, to the point of jumpy, though your judgment is compromised.
Benefit: You gain a +2 bonus to Initiative and Perception checks.
Drawback: You have a -2 penalty to Insight checks. You have a -1 penalty to melee attack rolls
and a -2 penalty to saving throws against fear effects while bloodied.
Suggested Merits: Sneaky (minor); Awareness, Sixth Sense (major)
Suggested Flaws: Coward, Phobia (minor); Inaction, Merciful (major)
Reckless
You are violent and aggressive, often ignoring danger for your own desire to charge ahead.
Benefit: You gain a +2 bonus to Initiative checks and damage rolls.
Drawback: You have a -1 penalty to all defenses.
Suggested Merits: Courageous, Diehard (minor); Swift (major)
Suggested Flaws: Clumsy (minor); Mania, Poor Defenses (major)