I was contacted and told that even to release such an effort free of charge was not appropriate.
So, no more posts, and I won't be making the builder public.
Monday, August 31, 2009
Backgrounds
While the race choices in the Midkemia Character Builder are completely different, the concept is primarily the same. A race has special ability bonuses, racial traits, and most like a special racial power (typically and encounter power).
Similarly, while there are a restricted list of classes, they are still 100% the D&D 4.0 classes. The only difference is that some are not included as they don't fit the world of Midkemia.
But the Backgrounds section in the Midkemia Character Builder is much different than in the D&D Character Builder. The following are the differences:
1. Backgrounds are not optional. Well, that's not true. You could choose not to pick backgrounds, but you'd be losing the chance to customize your character.
2. Each character is to pick a Geographical, Occupational, Societal, and Player's Choice background.
3. While many backgrounds are available to all races and classes, there are a large amount that are race dependent, class dependent, or race and class dependent. For example - if your race is Keshian, you are able to choose the city of Kesh as your Geographical background and Dog Soldier as a Occupational. Similarly, if you choose Man of the Kingdom as your race, you can choose to be a Squire (Occupational) from Carse (Geographical) and a Kingdom Historian (Player's Choice).
4. Some background benefits are better than others. Therefore, a Background Point System has been put into the Midkemia Character Builder. A background 'costs' a certain number of points, and the total of your backgrounds must not exceed 10. So, you could choose 'Soldier' which grants proficiency with one Superior Weapon, but doing so uses up 6 points, leaving only 4 to spread amongst the other three backgrounds. Or you could go for a more balanced 3, 3, 2, 2 approach.
It should be noted that the background options that confer skill bonuses or grant class skills are accurately calculated on the Skill training area and the resulting character sheet. Also, some of the backgrounds that confer special bonuses are also reflected in the character calculations (Such as Overconfident, which imposes a -1 AC penalty, but grants +1 Will and Fortitude).
Below is a list of the backgrounds I've included. Within the builder, there is additional 'flavor' text for each background, but that wouldn't fit here. I would like feedback on the backgrounds, benefits, and costs. Additionally, I would love to hear new ideas for additional backgrounds to include prior to releasing the builder.
Similarly, while there are a restricted list of classes, they are still 100% the D&D 4.0 classes. The only difference is that some are not included as they don't fit the world of Midkemia.
But the Backgrounds section in the Midkemia Character Builder is much different than in the D&D Character Builder. The following are the differences:
1. Backgrounds are not optional. Well, that's not true. You could choose not to pick backgrounds, but you'd be losing the chance to customize your character.
2. Each character is to pick a Geographical, Occupational, Societal, and Player's Choice background.
3. While many backgrounds are available to all races and classes, there are a large amount that are race dependent, class dependent, or race and class dependent. For example - if your race is Keshian, you are able to choose the city of Kesh as your Geographical background and Dog Soldier as a Occupational. Similarly, if you choose Man of the Kingdom as your race, you can choose to be a Squire (Occupational) from Carse (Geographical) and a Kingdom Historian (Player's Choice).
4. Some background benefits are better than others. Therefore, a Background Point System has been put into the Midkemia Character Builder. A background 'costs' a certain number of points, and the total of your backgrounds must not exceed 10. So, you could choose 'Soldier' which grants proficiency with one Superior Weapon, but doing so uses up 6 points, leaving only 4 to spread amongst the other three backgrounds. Or you could go for a more balanced 3, 3, 2, 2 approach.
It should be noted that the background options that confer skill bonuses or grant class skills are accurately calculated on the Skill training area and the resulting character sheet. Also, some of the backgrounds that confer special bonuses are also reflected in the character calculations (Such as Overconfident, which imposes a -1 AC penalty, but grants +1 Will and Fortitude).
Below is a list of the backgrounds I've included. Within the builder, there is additional 'flavor' text for each background, but that wouldn't fit here. I would like feedback on the backgrounds, benefits, and costs. Additionally, I would love to hear new ideas for additional backgrounds to include prior to releasing the builder.
Name | Benefit | Type | Cost | Race | Class |
A Real Charmer | +2 Diplomacy to opposite sex | PlayersChoice | 2 | - | - |
Amateur Cartographer | If presented with a map, you are able to use it to successfully navigate, even if you do not speak the language it is written in. | PlayersChoice | 1 | - | - |
Amateur Philosopher | You gain History and Insight to your skill list. | PlayersChoice | 2 | - | - |
Ambassador | +2 Diplomacy with any race but your own | Occupational | 2 | - | - |
Armengar | +2 Athletics, +1 Endurance | Geographical | 3 | Man of the Kingdom | - |
Armengar | +2 Athletics, +1 Endurance | Geographical | 3 | Hadati Hillman | - |
Artistic Eye | +5 Perception when studying statues, paintings, or anything other piece of art | PlayersChoice | 2 | - | - |
Ashunta | You gain proficiency with two handed club | Geographical | 4 | Keshian | - |
Barrel Ball Player | +1 Athletics, +1 Acrobatics | PlayersChoice | 2 | Man of the Kingdom | - |
Barrel Ball Player | +1 Athletics, +1 Acrobatics | PlayersChoice | 2 | Natalese | - |
Big Mouth | You add Bluff to your skill list and gain +2 to Bluff | PlayersChoice | 2 | - | - |
Bookee | You add Streetwise to you class skills and gain +2 to checks. | PlayersChoice | 2 | - | - |
Bounty Hunter | If tracking an individual, you gain +3 Streetwise, +3 Intimidate when gathering information about the individual and a +1 attack bonus when trying to subdue them. You can only apply this to a single individual and once you name the individual, you must capture or kill them before you can apply it to another. | Occupational | 4 | Man of the Kingdom | - |
Bounty Hunter | If tracking an individual, you gain +3 Streetwise, +3 Intimidate when gathering information about the individual and a +1 attack bonus when trying to subdue them. You can only apply this to a single individual and once you name the individual, you must capture or kill them before you can apply it to another. | Occupational | 4 | Hadati Hillman | - |
Bounty Hunter | If tracking an individual, you gain +3 Streetwise, +3 Intimidate when gathering information about the individual and a +1 attack bonus when trying to subdue them. You can only apply this to a single individual and once you name the individual, you must capture or kill them before you can apply it to another. | Occupational | 4 | Keshian | - |
Bounty Hunter | If tracking an individual, you gain +3 Streetwise, +3 Intimidate when gathering information about the individual and a +1 attack bonus when trying to subdue them. You can only apply this to a single individual and once you name the individual, you must capture or kill them before you can apply it to another. | Occupational | 4 | Glamredhel | - |
Bounty Hunter | If tracking an individual, you gain +3 Streetwise, +3 Intimidate when gathering information about the individual and a +1 attack bonus when trying to subdue them. You can only apply this to a single individual and once you name the individual, you must capture or kill them before you can apply it to another. | Occupational | 4 | Moredhel | - |
Bounty Hunter | If tracking an individual, you gain +3 Streetwise, +3 Intimidate when gathering information about the individual and a +1 attack bonus when trying to subdue them. You can only apply this to a single individual and once you name the individual, you must capture or kill them before you can apply it to another. | Occupational | 4 | Natalese | - |
Bounty Hunter | If tracking an individual, you gain +3 Streetwise, +3 Intimidate when gathering information about the individual and a +1 attack bonus when trying to subdue them. You can only apply this to a single individual and once you name the individual, you must capture or kill them before you can apply it to another. | Occupational | 4 | Quegans | - |
Brewer | You gain a +5 Diplomacy in any tavern that serves your ale. Create a name of your ale. Be sure to tell the DM the location of your brewery to determine if a tavern would stock your beer. | Occupational | 2 | Man of the Kingdom | - |
Brewer | You gain a +5 Diplomacy in any tavern that serves your ale. Create a name of your ale. Be sure to tell the DM the location of your brewery to determine if a tavern would stock your beer. | Occupational | 2 | Midkemian Dwarf | - |
Brewer | You gain a +5 Diplomacy in any tavern that serves your ale. Create a name of your ale. Be sure to tell the DM the location of your brewery to determine if a tavern would stock your beer. | Occupational | 2 | Keshian | - |
Brewer | You gain a +5 Diplomacy in any tavern that serves your ale. Create a name of your ale. Be sure to tell the DM the location of your brewery to determine if a tavern would stock your beer. | Occupational | 2 | Natalese | - |
Brewer | You gain a +5 Diplomacy in any tavern that serves your ale. Create a name of your ale. Be sure to tell the DM the location of your brewery to determine if a tavern would stock your beer. | Occupational | 2 | Quegans | - |
Caldara | +1 Perception, +1 Dungeoneering, +3 History on Dwarves | Geographical | 2 | Midkemian Dwarf | - |
Card Shark | +4 Bluff, +4 Streetwise, +4 Intimidate when playing cards | PlayersChoice | 2 | - | - |
Carse | +2 Endurance, +5 Streetwise when in Carse | Geographical | 2 | Man of the Kingdom | - |
Carse | +2 Endurance, +5 Streetwise when in Carse | Geographical | 2 | Keshian | - |
Carse | +2 Endurance, +5 Streetwise when in Carse | Geographical | 2 | Natalese | - |
Carse | +2 Endurance, +5 Streetwise when in Carse | Geographical | 2 | Quegans | - |
Commoner | You gain +2 Diplomacy with non-nobility, but a -2 Diplomacy with nobility | Societal | 2 | - | - |
Con man | You gain +2 Bluff and +2 Streetwise | Occupational | 3 | Man of the Kingdom | Rogue |
Con man | You gain +2 Bluff and +2 Streetwise | Occupational | 3 | Keshian | Rogue |
Con man | You gain +2 Bluff and +2 Streetwise | Occupational | 3 | Quegans | Rogue |
Con man | You gain +2 Bluff and +2 Streetwise | Occupational | 2 | Natalese | Rogue |
Court Magician | You gain +2 Insight and +2 Diplomacy | Occupational | 3 | - | Wizard |
Court Performer | You gain +1 Acrobatics, +2 Bluff, + 1 Insight | Occupational | 3 | - | Bard |
Criminal | Pick two cities in the Kingdom. In those cities, you are a wanted man and take a -5 penalty to Bluff if questioned about your identity. In any other city, you gain +3 Thievery and +2 Streetwise. | Occupational | 3 | Man of the Kingdom | - |
Criminal | Pick two cities in the Kingdom. In those cities, you are a wanted man and take a -5 penalty to Bluff if questioned about your identity. In any other city, you gain +3 Thievery and +2 Streetwise. | Occupational | 3 | Keshian | - |
Criminal | Pick two cities in the Kingdom. In those cities, you are a wanted man and take a -5 penalty to Bluff if questioned about your identity. In any other city, you gain +3 Thievery and +2 Streetwise. | Occupational | 3 | Natalese | - |
Criminal | Pick two cities in the Kingdom. In those cities, you are a wanted man and take a -5 penalty to Bluff if questioned about your identity. In any other city, you gain +3 Thievery and +2 Streetwise. | Occupational | 3 | Quegans | - |
Crydee | +2 Endurance, +5 Streetwise when in Crydee | Geographical | 2 | Man of the Kingdom | - |
Dirge | Any enemy within 5 squares of you that can hear you suffers a -2 penalty to their damager rolls while you are conscious. | Occupational | 4 | - | Bard |
Dog Soldier | You gain proficiency with light shields. | Occupational | 5 | Keshian | Fighter |
Dorgin | +2 Athletics, +1 Dungeoneering | Geographical | 3 | Midkemian Dwarf | - |
Durbin | +2 Thievery, +1 Intimidate, +5 Streetwise when in Durbin | Geographical | 3 | Keshian | - |
Elvandar | Add Nature and History to your class skills | Geographical | 2 | Eledhel | - |
Elvandar | Add Nature and History to your class skills | Geographical | 2 | Moredhel | - |
Entertainer | You add Bluff and History to your class skills. | Occupational | 2 | - | - |
Ex-Slave | +1 attacks vs. Keshians and Quegians (races that allow slaves) | PlayersChoice | 3 | Man of the Kingdom | - |
Ex-Slave | +1 attacks vs. Keshians and Quegians (races that allow slaves) | PlayersChoice | 3 | Keshian | - |
Ex-Slave | +1 attacks vs. Keshians and Quegians (races that allow slaves) | PlayersChoice | 3 | Quegans | - |
Family Curse | You add Endurance and Nature to your skill list. | PlayersChoice | 2 | - | - |
Farmland | +1 Nature, +2 Endurance | Geographical | 2 | Man of the Kingdom | - |
Farmland | +1 Nature, +2 Endurance | Geographical | 2 | Natalese | - |
Farmland | +1 Nature, +2 Endurance | Geographical | 2 | Quegans | - |
Fletcher | When you buy arrows from any vendor, for every 50 normal arrows you puchase, 5 of them are +1 Arrows. This increases to +2 at level 11, and +3 at level 21. | Occupational | 4 | - | - |
Forest | +1 Nature, +1 Endurance, +1 Athletics | Geographical | 3 | - | - |
Freeport | +1 Thievery, +5 Diplomcay with pirates | Geographical | 3 | Keshian | - |
Freeport | +1 Thievery, +5 Diplomcay with pirates | Geographical | 3 | Man of the Kingdom | - |
Gambler | After each extended rest, roll a 1d4. A result of 1 grants you a +1 attack bonus until your next extended rest. A result of 2 grants you a +1 saving throw bonus until your next extended rest. A result of 3 inflicts a -1 penalty to attack rolls. A result of 4 has no effect. | PlayersChoice | 4 | - | - |
Good Bedside Manner | +1 Heal checks | PlayersChoice | 1 | - | - |
Great Education | You gain +2 History and +2 Insight | Societal | 3 | - | - |
Grey Towers | +1 Dungeoneering, +5 Dungeoneering/Perception checks when gold or gems are present | Geographical | 2 | Midkemian Dwarf | - |
Hills | +2 Athlethics | Geographical | 2 | - | - |
Horsetrader | 30% discount on purchasing horses | Occupational | 2 | Keshian | - |
Hunter | You gain +2 Nature. If you are ever tracking an animal type that you've seen before, you gain an additional +5 to Nature checks for tracking. | Occupational | 3 | - | - |
Huntsman | You gain +2 to Nature and you gain +2 Stealth when in forests or grasslands. | Occupational | 3 | Man of the Kingdom | Fighter |
Huntsman | You gain +2 to Nature and you gain +2 Stealth when in forests or grasslands. | Occupational | 3 | Man of the Kingdom | Ranger |
Inn Keeper | You gain +2 Insight and add Perception to your skill list. | Occupational | 3 | Man of the Kingdom | - |
Inn Keeper | You gain +2 Insight and add Perception to your skill list. | Occupational | 2 | Keshian | - |
Inn Keeper | You gain +2 Insight and add Perception to your skill list. | Occupational | 3 | Natalese | - |
Inn Keeper | You gain +2 Insight and add Perception to your skill list. | Occupational | 3 | Quegans | - |
Jeweler | You gain +5 History/Insight when attempting to identfiy a piece of jewlery. | Occupational | 2 | - | - |
Kesh | +1 Athletics, +2 Diplomacy while in the borders of the Empire of Great Kesh | Geographical | 2 | Keshian | - |
Kingdom Historian | +1 to History checks on anything to do with the history of the Kingdom of the Isles | PlayersChoice | 1 | Man of the Kingdom | - |
Krondor | +1 Diplomacy, +1 History, +3 Streetwise when in Krondor | Geographical | 2 | Man of the Kingdom | - |
Laborer | You gain +1 Athletics and +2 Endurance. | Occupational | 3 | - | - |
Lake of the Sky | +2 Nature, +1 Athletics | Geographical | 3 | Hadati Hillman | - |
Lamut | +1 Diplomacy, +10% bonus when selling an item to a merchant | Geographical | 3 | Man of the Kingdom | - |
Lamut | +1 Diplomacy, +10% bonus when selling an item to a merchant | Geographical | 3 | Tsurani | - |
Land's End | +2 Nature, +2 Diplomacy | Geographical | 3 | Man of the Kingdom | - |
Locksmith | You can +3 to Thievery when trying to pick locks. | Occupational | 2 | - | - |
Margrave's Port | +2 Bluff, +2 Streetwise in port cities | Geographical | 3 | Natalese | - |
Member of a Thieves Guild | You gain +1 Thievery and +1 Streetwise. Additionally, when visiting a new city, you are able to quickly discern how to get in touch with the local thieves organization if you need information or other assistance. | PlayersChoice | 3 | - | Rogue |
Member of Local Traders Guild | +5% bonus on selling and buying items (special trading rules apply) | PlayersChoice | 3 | - | - |
Mercenary | You gain +2 to Intimidate checks. | Occupational | 2 | - | - |
Merchant | +10% bonus when buying or selling items (special trading rules apply) | Occupational | 3 | - | - |
Middle Class | +2 Insight vs. different socio-economic class | Societal | 2 | - | - |
Minor Noble | +2 Diplomacy with other nobility | Societal | 1 | - | - |
Moraelin | +2 Intimidate, +1 Endurance | Geographical | 3 | Moredhel | - |
Natal | Add Nature and Perception to your class skills | Geographical | 2 | Natalese | - |
Overconfident | You sacrifice -1 AC and gain +1 Will and +1 Fortitude | PlayersChoice | 6 | - | - |
Palace Guard | You gain +1 Insight and +2 Perception | Occupational | 3 | Man of the Kingdom | Fighter |
Palace Guard | You gain +1 Insight and +2 Perception | Occupational | 3 | Keshian | Fighter |
Palace Guard | You gain +1 Insight and +2 Perception | Occupational | 3 | Man of the Kingdom | Warlord |
Palace Guard | You gain +1 Insight and +2 Perception | Occupational | 3 | Keshian | Warlord |
Palanque | Add Endurance as a class skill, gain +2 Streetwise | Geographical | 3 | Quegans | - |
Political Junkie | You add Diplomacy and Streetwise to you class skills. You also gain +1 Diplomacy and +1 Streetwiase. | PlayersChoice | 3 | Keshian | - |
Poor | +2 Thievery, -2 Bluff vs. different socio-economic class | Societal | 2 | - | - |
Priest | You gain +1 Religion and +1 Arcana | Occupational | 2 | - | Cleric |
Priest | You gain +1 Religion and +1 Arcana | Occupational | 2 | - | Paladin |
Priest | You gain +1 Religion and +1 Arcana | Occupational | 2 | - | Invoker |
Professional Thief | When attempting to steal a known item from a location (not on a person's body), you gain +3 Stealth and +3 Thievery | Occupational | 3 | Man of the Kingdom | Rogue |
Professional Thief | When attempting to steal a known item from a location (not on a person's body), you gain +3 Stealth and +3 Thievery | Occupational | 3 | Keshian | Rogue |
Professional Thief | When attempting to steal a known item from a location (not on a person's body), you gain +3 Stealth and +3 Thievery | Occupational | 3 | Quegans | Rogue |
Professional Thief | When attempting to steal a known item from a location (not on a person's body), you gain +3 Stealth and +3 Thievery | Occupational | 3 | Natalese | Rogue |
Queg | +3 Diplomacy in Kingdom of Queg, can sponsor up to three people without fear of reprisal | Geographical | 2 | Quegans | - |
Resident of Stardock | You gain +2 resistence to any arcane attacks. | PlayersChoice | 4 | - | - |
Rich | +2 Intimidate, -2 Bluff vs. different socio-economic class | Societal | 2 | - | - |
Rillanon | +2 Diplomacy, +1 Insight | Geographical | 2 | Man of the Kingdom | - |
Sailor | +1 Acrobatics, +2 Diplomacy in port cities | Occupational | 2 | Man of the Kingdom | - |
Sailor | +1 Acrobatics, +2 Diplomacy in port cities | Occupational | 2 | Quegans | - |
Sailor | +1 Acrobatics, +2 Diplomacy in port cities | Occupational | 2 | Natalese | - |
Sailor | +1 Acrobatics, +2 Diplomacy in port cities | Occupational | 2 | Keshian | - |
Sargeant | +2 Intimidate to any humanoid who would be beneath your rank. Treat non-military personell as below your rank. Treat any noble as above your rank. | Occupational | 2 | Man of the Kingdom | Fighter |
Sargeant | +2 Intimidate to any humanoid who would be beneath your rank. Treat non-military personell as below your rank. Treat any noble as above your rank. | Occupational | 2 | Man of the Kingdom | Rogue |
Sargeant | +2 Intimidate to any humanoid who would be beneath your rank. Treat non-military personell as below your rank. Treat any noble as above your rank. | Occupational | 2 | Tsurani | Fighter |
Sargeant | +2 Intimidate to any humanoid who would be beneath your rank. Treat non-military personell as below your rank. Treat any noble as above your rank. | Occupational | 2 | Tsurani | Rogue |
Sarth | Add History to class skills, +2 History | Geographical | 3 | Man of the Kingdom | - |
Scholar | You gain +2 to History and add Insight to you class skills. | Occupational | 3 | Man of the Kingdom | - |
Scholar | You gain +2 to History and add Insight to you class skills. | Occupational | 3 | Eledhel | - |
Scholar | You gain +2 to History and add Insight to you class skills. | Occupational | 3 | Tsurani | - |
Scholar | You gain +2 to History and add Insight to you class skills. | Occupational | 3 | Midkemian Dwarf | - |
Scout | You gain +2 Nature and add Perception to your class skills. | Occupational | 3 | - | - |
Shing Lai | Add Bluff to class skills, +2 Bluff | Geographical | 2 | Keshian | - |
Ship Captain | You gain +2 Bluff, +2 Intimidate, +2 Diplomacy, +2 Perception, and +2 Athletics when aboard a ship you are the captain of. | Occupational | 3 | Man of the Kingdom | - |
Ship Captain | You gain +2 Bluff, +2 Intimidate, +2 Diplomacy, +2 Perception, and +2 Athletics when aboard a ship you are the captain of. | Occupational | 3 | Natalese | - |
Ship Captain | You gain +2 Bluff, +2 Intimidate, +2 Diplomacy, +2 Perception, and +2 Athletics when aboard a ship you are the captain of. | Occupational | 3 | Quegans | - |
Ship Captain | You gain +2 Bluff, +2 Intimidate, +2 Diplomacy, +2 Perception, and +2 Athletics when aboard a ship you are the captain of. | Occupational | 3 | Keshian | - |
Small Coastal Port | +3 Streetwise when in any port city, +1 Acrobatics | Geographical | 2 | Man of the Kingdom | - |
Small Coastal Port | +3 Streetwise when in any port city, +1 Acrobatics | Geographical | 2 | Keshian | - |
Small Coastal Port | +3 Streetwise when in any port city, +1 Acrobatics | Geographical | 2 | Natalese | - |
Small Coastal Port | +3 Streetwise when in any port city, +1 Acrobatics | Geographical | 2 | Quegans | - |
Soldier | Select a Superior Melee Weapon. You are now proficient with it. | Occupational | 6 | - | Fighter |
Soldier | Select a Superior Melee Weapon. You are now proficient with it. | Occupational | 6 | - | Rogue |
Soldier | Select a Superior Melee Weapon. You are now proficient with it. | Occupational | 6 | - | Ranger |
Soldier | Select a Superior Melee Weapon. You are now proficient with it. | Occupational | 6 | - | Warlord |
Soldier | Select a Superior Melee Weapon. You are now proficient with it. | Occupational | 6 | - | Barbarian |
Soldier | Select a Superior Melee Weapon. You are now proficient with it. | Occupational | 6 | - | Paladin |
Soothsayer | You add Bluff to your class skills and gain +2 Bluff. | Occupational | 3 | - | Sorcerer |
Soothsayer | You add Bluff to your class skills and gain +2 Bluff. | Occupational | 3 | - | Shaman |
Soothsayer | You add Bluff to your class skills and gain +2 Bluff. | Occupational | 3 | - | Invoker |
Spellweaver | +2 Arcana, +3 History of Elven Magic | Occupational | 3 | Eledhel | Sorcerer |
Spellweaver | +2 Arcana, +3 History of Elven Magic | Occupational | 3 | Eledhel | Wizard |
Squire | You gain +1 to Athletics, +1 to Diplomacy, and +1 to Endurance | Occupational | 3 | Man of the Kingdom | Fighter |
Squire | You gain +1 to Athletics, +1 to Diplomacy, and +1 to Endurance | Occupational | 3 | Man of the Kingdom | Rogue |
Squire | You gain +1 to Athletics, +1 to Diplomacy, and +1 to Endurance | Occupational | 3 | Man of the Kingdom | Ranger |
Squire | You gain +1 to Athletics, +1 to Diplomacy, and +1 to Endurance | Occupational | 3 | Man of the Kingdom | Warlord |
Stone Mountain | +2 to all skill checks when in mountains | Geographical | 2 | Midkemian Dwarf | - |
Stronghearted | The higher of your Wisdom or Charisma score is used instead of your Constitution score to determine starting hitpoints | PlayersChoice | 3 | - | - |
Student of Magic | You gain +1 Arcana and +1 History | Occupational | 2 | - | Wizard |
Student of Magic | You gain +1 Arcana and +1 History | Occupational | 2 | - | Sorcerer |
Student of the Body | You use your starting Intelligence score to determine your hitpoints instead of your Constitution score. You also add Endurance and Athletics to your skill list. | PlayersChoice | 6 | - | - |
Suit of Armor | You gain +1 AC, but sacrifice -1 Will and -1 Reflex | PlayersChoice | 6 | - | - |
Swimmer | You gain +5 to Athletics checks when swimming. | PlayersChoice | 1 | - | - |
Swordmaster | You gain proficiency with longswords and bastard swords. | Occupational | 6 | Man of the Kingdom | Fighter |
Swordmaster | You gain proficiency with longswords and bastard swords. | Occupational | 6 | Man of the Kingdom | Warlord |
Swordmaster | You gain proficiency with longswords and bastard swords. | Occupational | 6 | Man of the Kingdom | Paladin |
Swordmaster | You gain proficiency with longswords and bastard swords. | Occupational | 6 | Tsurani | Fighter |
Swordmaster | You gain proficiency with longswords and bastard swords. | Occupational | 6 | Tsurani | Warlord |
Teller of Tale Tales | +2 Bluff vs. characters that speak a language you do. | PlayersChoice | 2 | - | - |
Trained Assassin | You gain +2 damage bonus to any attack that does Sneak Attack bonus. | PlayersChoice | 3 | - | Rogue |
Traveling Minstrel | You add Endurance to your class skills and get +3 Endurance | Occupational | 4 | - | Bard |
Troubadour | Any ally within 5 squares of you that can hear you gain a +2 bonus to damage rolls. | Occupational | 4 | - | Bard |
Trueblood | +2 Diplomacy with other Keshians, +3 Intimidate vs. Non-Trueblood Keshians | Societal | 3 | Keshian | - |
Veteran of the Riftwar | You gain an additional 2 healing surges per day. | PlayersChoice | 6 | - | - |
Wanderer | +3 Streetwise | Geographical | 3 | - | - |
Well Connected | You genearally know 1 person in every decent sized city you visit in your region. With this person involved in your action, you can gain +3 to Streetwise checks. | Societal | 3 | - | - |
Yabon | +1 Nature, +1 to attacks vs. Moredhel | Geographical | 2 | Man of the Kingdom | - |
Yabon | +1 Nature, +1 to attacks vs. Moredhel | Geographical | 2 | Hadati Hillman | - |
Yabon | +1 Nature, +1 to attacks vs. Moredhel | Geographical | 2 | Moredhel | - |
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