Monday, August 31, 2009

That's all folks...

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. 

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.

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
-