Outlanders of Colabria
Trees and rivers make more sense to you than buildings and stones don’t they, Outlander? You have made the world beyond walls your home, or perhapse that world made you. You may not need society, but it wouldn’t be the same without you.
Starting Stat: Awareness +4
Starting Feature: NAME: DESCRIPTION.
Subclass Overview
There are four different kinds of Outlander you can be in our game system, they are as followed:
Hunter - ou have no need for the complacent comforts of the city-folk, do you Hunter? You take what you have and need from Sesmi yourself and live amongst the wilds in respectful harmony.
Barbarian - The wilderness calls to your blood for union, will you answer it, Barbarian? Raised in the wilds, you are especially strong and have an intimidating presence, but you protect your companions to the end.
Trapper - DESCRIPTION.
Herbalist - DESCRIPTION.
Being an Outlander in Colabria
In the Colabrian System, your class is also your character’s origin. That is to say it shapes what your character was before they met the party or began their great adventure. We encourage you to colaborate with you GM to figure out what exactly being a Outlander did to your characters backstory and how it shaped them into who they are in Session Zero of your game.
If you’re stuck for ideas or just want a nudge, here are a few ideas to help get those creative juices flowing!
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Hunters
ou have no need for the complacent comforts of the city-folk, do you Hunter? You take what you have and need from Sesmi yourself and live amongst the wilds in respectful harmony.
Starting Stat: Nimbleness +2
Starting Trait: Tracker Vision: From rabbit tracks to deer trails, you have adapted to see the smallest details when tracking your prey. When in a target in any non-city, town or villiage areas you have advantage on your rolls. This does not work inside buildings, even if those buildings are in the wilds.
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Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.
Antisocial Disposition
Most Outlanders live a life sheltered from more civilised society due to their very nature of being out in the wilds of the world. it wouldn’t be surprising then if they had some kind of quirk or way of doing or saying things that isn’t considered “normal” or “conventional”. You don’t have to have one of these, but it could help lean into new Role Play scenarios or fun character moments! If you want a couple ideas on what kind of things to do, here are a few options:
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Barbarians
The wilderness calls to your blood for union, will you answer it, Barbarian? Raised in the wilds, you are especially strong and have an intimidating presence, but you protect your companions to the end.
Starting Stat: Endurance +2
Starting Trait: NAME: …
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Antisocial Disposition
Most Outlanders live a life sheltered from more civilised society due to their very nature of being out in the wilds of the world. it wouldn’t be surprising then if they had some kind of quirk or way of doing or saying things that isn’t considered “normal” or “conventional”. You don’t have to have one of these, but it could help lean into new Role Play scenarios or fun character moments! If you want a couple ideas on what kind of things to do, here are a few options:
1 - …
2 - …
3 - …
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Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.
Trappers
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Starting Stat: Temperament +2
Starting Trait: NAME: …
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Antisocial Disposition
Most Outlanders live a life sheltered from more civilised society due to their very nature of being out in the wilds of the world. it wouldn’t be surprising then if they had some kind of quirk or way of doing or saying things that isn’t considered “normal” or “conventional”. You don’t have to have one of these, but it could help lean into new Role Play scenarios or fun character moments! If you want a couple ideas on what kind of things to do, here are a few options:
1 - …
2 - …
3 - …
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Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.
Herbalist
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Starting Stat: Insight +2
Starting Trait: NAME: …
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Antisocial Disposition
Most Outlanders live a life sheltered from more civilised society due to their very nature of being out in the wilds of the world. it wouldn’t be surprising then if they had some kind of quirk or way of doing or saying things that isn’t considered “normal” or “conventional”. You don’t have to have one of these, but it could help lean into new Role Play scenarios or fun character moments! If you want a couple ideas on what kind of things to do, here are a few options:
1 - …
2 - …
3 - …
-
Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.