Ruins of Adventure
- Races: Any
- Sub-Classes: Any
- Ability Requirements: none
- Alignments: Non-Lawful
- Starting Cash: 3d6 gp
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Allowed Weapons: By class
- Allowed Armors: By class
- Non-weapon Slots: +1 slot
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Disguise, Endurance, Survival
- Required Proficiencies: none
- Recommended Proficiencies: Animal Lore, Appraising, Blacksmithing, Blind-Fighting, Crude Weaponsmithing, Direction Sense, Endurance, Fire-building, Fishing, Fungi Recognition, Herbalism, Hunting, Intimidation, Juggling, Leatherworking, Mining, Modern Languages, Mountaineering, Religion, Running, Set Snares, Stonemasonry, Weather Sense
- Forbidden Proficiencies: none
- Pick Pockets: —
- Open Locks: -5%
- Find/Remove Traps: —
- Move Silently: +10%
- Hide in Shadows: +10%
- Hear Noise: —
- Climb Walls: +5%
- Read Languages: -10%
Overview: The exile is a character who has been cast out of the community into which he was born. Exiles hold the wrong political beliefs, take up the wrong religion, and perform the wrong deeds. Such renegades who are not executed are exiled from their people on penalty of death, with the understanding that their former associates may later hunt them down, slay them, and return with their heads for a bounty. By the time other characters are ready to begin adventuring, the exile has been shunned and banished from his homeland. Forced to fend for himself, he becomes a self-reliant wanderer.
The exile has no permanent home, wandering from place to place in search of adventure and acceptance. However, the exile is a nomad by circumstance, not choice. His government or church may have become corrupt, his superiors may have betrayed their commitmenta, or he have may have been dismissed for political reasons. In any case, his disillusionment is complete. He now makes his own decisions.
Description: Exiles usually reject the styles of their former homeland. Clothing is drab, in black and dark shades. Metal surfaces are kept dull, and jewelry is dimmed by a light wash of dark dye or paint. If an exile carries a symbol of his former government or church, he defaces it with slashes or scratches to proclaim his independence. Many exiles faces or arms are marked with tattoos identifying them as criminal outcasts under sentence of death. Their clothing, armor, weapons, and other equipment are often in poor condition, scavenged from corpses or trash piles.
Role-Playing: An exile distrusts most formal institutions, including most governments and organized religions. He obeys the dictates of his conscience and his deity only, remaining skeptical of all self-proclaimed and elected authorities. Though he may be courteous and respectful, he no longer automatically follows the orders those holding positions of power.
Exiles are often moody, cynical, and bitter. An exile may feel his good name has been permanently tarnished, a condition he struggles to correct by volunteering for demanding, even dangerous, missions. He remains loyal to his comrades but resists close friendships. He crushes his enemies without remorse.
Many also carry deep hatred for those who banished them. An exile never stays in one place too long. An exile does anything to stay alive and regain some of his lost power. He could become an menial laborer, grave digger, miner, mason, or other mundane occupation, or he could work on his own as an assassin, thief, guide or adventurer. Few governments or churches trust exiles enough to hire them as mercenaries. Therefore, exiles perhaps more than any other characters, must rely on treasure and spoils to make a living. This assumes that agents of his former homeland do not kill him out of hand first.
- Exiles who have thieving skills receive an additional 15 discretionary points to distribute at 1st level, even if their class does not normally advance using discretionary points (note that all characters have access to the Climbing and Listening skills).
- By paying an additional 10% experience cost to increase in experience level, an Exile may Move Silently as a Ranger of the same level (if he does not already possess that ability).
- Whether they were exiled because of possessing strange powers, or the stress of exile has warped their minds, Exiles often possess psionic abilities. Each exile character starts with one randomly determined psionic wild talent.
- An exile is something of a hero to those that oppose his former homeland. When dealing with enemies of his former government or church, whether they are oppressed peasants, foreign governments, or criminals, he receives a +2 modifier to his reaction rolls. Additionally, he and his companions will be given food and shelter from all such NPCs whose modified reaction is Friendly.
- Exiles start play extremely poor. They receive only 3d6 gold pieces with which to purchase equipment.
- High-ranking NPCs are reluctant to associate too closely with an exile, fearing they might invite the wrath of the exile’s former government or church. Therefore, sensing the exile’s discomfort and distrust, all characters in positions of power suffer a –3 modifier to their reaction rolls.
- Officials of the exile’s original government or church consider him an embarrassment at best, a traitor at worst. An exile is constantly hunted and harassed by his former society, who may seek to punish, arrest, or even execute him.
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