Difference between revisions of "Character Backgrounds"

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Below you will find many of the selectable character backgrounds for your character in game. Each has benefits received from the training your character received when growing up in their original home location. Other character backgrounds may become available in the future.
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Below you will find many of the character backgrounds you are able to select for your character in game. Each has benefits received from the training your character received when growing up in their original home location. Other character backgrounds may become available in the future. Where it says 'Skills', these become the equivalent of class skills for your character.
  
==High Reaches, Tradesman==
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==Alchemist==
Like most others in High Reaches, you served your one year in the militia, then went straight into the workforce. While your chosen occupation might not be as glamorous as others, it is still a contribution to the city's well being and few would think any less of you for it.
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'''Feat:''' Brew Potion<br>
 +
'''Skills:'''  Knowledge Arcana, Knowledge Religion
  
Silver Palm (+2 to Appraise, Bluff and Diplomacy checks)<br>
+
==Archer==
Weapon Proficiency (simple weapons)<br>
+
'''Feat:''' Point Blank Shot<br>
Armor Proficiency (light)<br>
+
'''Skills:''' Athletics, Acrobatics
Cosmopolitan (Appraise, Diplomacy, Perception): All of the listed skills are considered class skills for the character, regardless of class choice.
+
  
==High Reaches, Field Force Recruit==
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==Craftsman==
Like most others in High Reaches, you served your one year in the militia. Unlike many others, you took a liking to the military lifestyle and decided to stay with it. You enlisted in the Field Force, and have taken on the duty of protecting High Reaches' borders - scouting the environs for enemies and protecting its farms and merchant caravans.
+
'''Feat:''' Expert Craftsman (x2 to stats for purposes of crafting)<br>
 +
'''Skills:''' Knowledge Engineering, Appraise
  
Blooded (+2 to Initiative and Spot checks)<br>
+
==Defender==
Weapon Proficiency (simple, martial weapons)<br>
+
'''Feat:''' Combat Expertise<br>
Armor Proficiency (light, medium)<br>
+
'''Skills:''' Knowledge History, Athletics
Shield Proficiency (light, heavy)<br>
+
Cosmopolitan (Parry): All of the listed skills are considered class skills for the character, regardless of class choice.
+
  
''NOTE: Please contact a DM for forum access to the Militia as a recruit!''
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==Duelist==
 +
'''Feat:''' Weapon Finesse<br>
 +
'''Skills:''' Acrobatics, Athletics
  
==High Reaches, City Force Recruit==
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==Enchanter==
Like most others in High Reaches, you served your one year in the militia. Unlike many others, you took a liking to the military lifestyle and decided to stay with it. You enlisted in the City Force, and have taken on the duty of protecting High Reaches' walls and its citizens, enforcing the law and keeping the peace.
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'''Feat:''' Craft Wondrous Item<br>
 +
'''Skills:'''  Knowledge Arcana, Knowledge Religion
  
Negotiator (+2 to Diplomacy and Bluff checks)<br>
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==Engineer ==
Weapon Proficiency (simple, martial weapons)<br>
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'''Feat:''' Builder's Ruin <br>
Armor Proficiency (light, medium)<br>
+
'''Skills:''' Knowledge Engineering, Sabotage
Shield Proficiency (light, heavy)<br>
+
Cosmopolitan (Parry, Sense Motive): All of the listed skills are considered class skills for the character, regardless of class choice.
+
  
''NOTE: Please contact a DM for forum access to the Militia as a recruit!''
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==Field Medic==
 +
'''Feat:''' Combat Healing<br>
 +
'''Skills:''' Perception, Healing
  
==High Reaches, Academic==
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==Healer==
Like most others in High Reaches, you served your one year in the militia. After your tour of duty, you decided to return to the Arcane University of High Reaches for more advanced studies. Even if you may not be an actual practitioner of the Arcane, the University provides opportunities in academia to all.
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'''Feat:''' Augment Healing<br>
 +
'''Skills:''' Knowledge Religion, Healing
  
Courteous Magocracy (+2 to Lore and Spellcraft checks)<br>
+
==Merchant==
Able Learner<br>
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'''Feats:''' Silver Palm<br>
Weapon Proficiency (simple weapons)<br>
+
'''Skills:''' Appraise, Bluff, Diplomacy, Intimidate, Knowledge Local, Sense Motive, Spellcraft
Armor Proficiency (light)<br>
+
Cosmopolitan (Linguistics, Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
  
''NOTE: Please contact a DM for forum access to the University as a student!''
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==Sailor==
 +
'''Feat:''' Able learner<br>
 +
'''Skills:''' Swim, Survival
  
==High Reaches, Temple==
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==Scout==
Like most others in High Reaches, you served your one year in the militia. After your tour of duty, you found that your faith and the Temple of the Hymn called to you to return to the Temple. You have begun to serve along side other priests, priestesses, bards, warriors, and shamans as an initiate.
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'''Feat:''' Great Fortitude<br>
 +
'''Skills:''' K Nature, Stealth
  
Strong Soul (+1 to Fortitude and Will saving throws, +1 to saving throws against death effects)<br>
+
==Scribe==
Iron Will (+2 to Will saving throws)<br>
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'''Feat:''' Scribe Scroll<br>
Weapon Proficiency (simple weapons)<br>
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'''Skills:''' Knowledge Arcana, Knowledge Religion
Armor Proficiency (light)<br>
+
Cosmopolitan (Heal, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
  
''NOTE: Please contact a DM for forum access to the Temple as an initiate!''
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==Studied Caster==
 +
'''Feat:''' Spell Casting Prodigy<br>
 +
'''Skills:''' Spellcraft, Use magic device
  
 +
==Thief==
 +
'''Feat:''' Weapon Finesse<br>
 +
'''Skills:''' Knowledge Local, Hide
  
==Frontiersman==
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==Wandwright==
Either by birth or by choice, you lived in one of the many sparsely-populated settlements scattered around Eramere. Survival in your village required constant vigilance, both for food and against roving bands of bandits, monsters or worse. While this has left you unaware of some of the finer points of cityfolk life, some may consider this a good thing. And even then, you still pride yourself on your independence and self-reliance.
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'''Feat:''' Craft Wand<br>
 +
'''Skills:''' Knowledge Arcana, Knowledge Religion
  
Self Sufficient (+2 to Survival and Heal checks)<br>
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==Warmage==
Alertness (+2 to Listen and Spot checks)<br>
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'''Feat:''' Combat Casting<br>
Skill Focus [survival] (+3 to Survival checks)<br>
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'''Skills:''' Acrobatics, Athletics
Uninformed (-2 to Appraise, Gather Information, Knowledge and Lore checks)<br>
+
Track<br>
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Cosmopolitan (Listen, Spot, Survival): All of the listed skills are considered class skills for the character, regardless of class choice.
+
  
==Crimson Crusade Squire ==
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==Warrior==
While many others you grew up with in the smaller villages on the plains found their way amongst farmers, merchants, or thugs, you were inspired by the Knights of the Crimson Crusade. Once you were of age and finished your schooling, you signed up right away to become a squire and have been training there since.
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'''Feat:''' Power Attack<br>
 
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'''Skills:''' Knowledge History, Athletics
Negotiator (+2 to Diplomacy and Bluff checks)<br>
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Weapon Proficiency (simple, martial weapons)<br>
+
Armor Proficiency (light, medium)<br>
+
Shield Proficiency (light, heavy)<br>
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Cosmopolitan (Sense Motive, Diplomacy): All of the listed skills are considered class skills for the character, regardless of class choice.
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+
''NOTE: Please contact a DM for forum access to the Crimson Crusade as a squire!''
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+
 
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==Torican Mariner==
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Life in Torica can be tough at the best of times, but you have eked out an honest living as a dockworker or ship's crewman. Years of labor under the Torican sun and at the mercy of Niomae's seas has left you weathered, but resilient. However, nowhere in Torica is safe from petty crime, and as a result you have taken some measures to protect yourself. But few outside Santina Bay can match your mastery of all things nautical.
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+
Lightning Reflexes (+2 to Reflex saving throws)<br>
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Nimble Fingers (+2 to Disable Device and Open Lock checks)<br>
+
Skill Focus [Swim, Use Rope, Knowledge Geography] (+3 to Swim and Use Rope checks)<br>
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Weapon Proficiency (simple weapons)<br>
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Cosmopolitan (Knowledge [Geography]): All of the listed skills are considered class skills for the character, regardless of class choice.
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+
==Torican Thug==
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You grew up in Torica, and fell in with one of the many bands of roving children that learned to fend for themselves among the rougher elements of the island. You may have studied at the Torican school at times, but you always knew who really had your back, and how to get what you wanted, when you wanted it. Little has changed now that you're an adult.
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+
Lightning Reflexes (+2 to Reflex saving throws)<br>
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Thug (+2 to Appraise, Intimidate and Initiative checks)<br>
+
Skill Focus [Open Lock] (+3 to Open Lock checks)<br>
+
Weapon Proficiency (simple)<br>
+
Armor Proficiency (light)<br>
+
Cosmopolitan (Intimidate): All of the listed skills are considered class skills for the character, regardless of class choice.
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+
==Lakoi Raider==
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Lakoi Raiders are often thought of as little more than pirates, famed for attacks on Halmorian vessels. You were taught the art of raiding and taken aboard a ship at a young age, never really calling a single port home. This rough life on the sea, however, has provided you with a unique set of skills that benefit you to this day.
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+
Skill Focus (Intimidate, Swim)<br>
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Thug (+2 to Appraise, Intimidate and Initiative checks)<br>
+
Weapon Proficiency (Simple, Martial)<br>
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Weapon Focus (Rapier)<br>
+
Armor Proficiency (Light)<br>
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Cosmopolitan (Intimidate, Survival): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Haerkglar Journeyman Craftsman==
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Through your training under your Master Craftsman, you have proven yourself reliable and hard working. Often given tasks of mild importance, you are now trusted to complete the task with little to no supervision, as well as beginning to work on finer crafts with the approval and watchful eye of your Master.
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Silver Palm (+2 to Appraise, Bluff and Diplomacy checks)<br>
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Cosmopolitan (Appraise, Diplomacy, Knowledge [Architecture]): All of the listed skills are considered class skills for the character, regardless of class choice.<br>
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Keen Senses: Characters with this feat may apply their full Search skill even when making a passive Search.
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==Haerkglar House of Prayer Novice==
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You have spent the last few years studying as a Novice in the House of Prayer. Assigned to members that required aid in specific tasks, you saw to it that any labor or errands were completed in a timely and efficient manner. Through service to others you have learned about your faith.
+
 
+
Iron Will (+2 to Will saving throws)<br>
+
Strong Soul (+1 bonus to Fort and Will saving throws)<br>
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Cosmopolitan (Heal, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Haerkglar Warrior Recruit==
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You have trained hard under the watchful eyes of the Haerkglar warriors. Whether you aim to become a Rwokskold, Hranfel, or simply a militia member, your foundation training will serve you well.
+
 
+
Weapon Proficiency (simple, martial weapons)<br>
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Armor Proficiency (light, medium)<br>
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Shield Proficiency (light, heavy)<br>
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Great Fortitude
+
 
+
 
+
==Gnomish Technician==
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You have studied under Gnomish craftsmen and engineseers alike in your apprenticeship, and are now ready to begin your journeyman years with a firm knowledge of technical basics.
+
 
+
Cosmopolitan (Appraise, Diplomacy): All of the listed skills are considered class skills for the character, regardless of class choice.<br>
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Improved Initiative<br>
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Negotiator<br>
+
Silver Palm (+2 to Appraise, Bluff and Diplomacy checks)
+
 
+
==Gnomish Ephaesean==
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You have spent years studying in the Ephaesean Academy in THIMBLE where both divine and arcane knowledge is taught, as well as a never ending sense of curiosity and thirst for knowledge.
+
 
+
Able Learner<br>
+
Strong Soul<br>
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Lightning Reflexes <br>
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Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Gnomish Servotrooper Novice==
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You have devoted your time to training within THIMBLE's security force, the Servo-Troops Mercenary Guild, and have developed both your skill in defense and innovation.
+
 
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Durability<br>
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Weapon Proficiency (simple, martial weapons)<br>
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Armor Proficiency (light, medium)<br>
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Shield Proficiency (light, heavy)
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+
 
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==Syl'vae Artisan==
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After many decades within Maer'Havel, you have grown to appreciate its beauty, and the wisdom and knowledge fostered within. It has taken years to be able to express such grace and eloquence in your own creations, whether they be art, music, poetry, song, or craftsmanship.
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+
Artist<br>
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Courteous Magocracy<br>
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Silver Palm (+2 to Appraise, Bluff and Diplomacy checks)<br>
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Cosmopolitan (Profession [all], Perform): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
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==Syl'vae Naturalist==
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Whether deep within the woods, or the hallowed halls of the Temple of the Season, you have always had a powerful connection to the Overseers and to nature around you.
+
 
+
Strong Soul<br>
+
Self Sufficient<br>
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Cosmopolitan (Heal, Spellcraft, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
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==Vakh'na Recruit==
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You have been preparing to enter the Vakh'na for quite some time, and have managed to attract the eye of one of the recruiters at last with your well-practiced skills honed with decades of practice. With their aid and training, you are now an official recruit.
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+
Armor Proficiency (light)<br>
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Trackless step<br>
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Self Sufficient<br>
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Blooded<br>
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+
''NOTE: Please contact a DM for forum access to the Vakh'na as a recruit!''
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+
 
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==Chorav Trader==
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Sharp of wit and tongue, you have worked hard to become a skilled trader among so many traveling Chorav. You know what to look for when scavenging, and how to display and price it best.
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+
Blooded<br>
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Silver Palm<br>
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Reputation (10% bonus on merchant prices)<br>
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Cosmopolitan (Appraise, Diplomacy, Knowledge [Local]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
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==Chorav Survivalist==
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You follow the one rule no Chorav can ever forget: survival. Traveling long hours under Scorsheth's sun with few sources of water or food have made you quite adept at adapting and finding ways to survive that few others would think of.
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Self Sufficient (+2 to Survival and Heal checks)<br>
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Alertness (+2 to Listen and Spot checks)<br>
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Skill Focus [survival] (+3 to Survival checks)<br>
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Uninformed (-2 to Knowledge and Lore checks)<br>
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Track
+
 
+
==Chorav Shadow==
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Swift, silent, and deadly, you have trained as one of those who blends in the shadows fulfilling Faergol's will. Protecting shrines, temples, and tombs from would-be robbers, you are well on your way to become either Death's Eyes, or Moza-Doak, or to follow your own path wherever it may lead.
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+
Nimble Fingers<br>
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Stealthy<br>
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Blooded<br>
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Cosmopolitan (Intimidate, Stealth): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Orcish Warrior==
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You have trained hard to learn to defend your people with the skills you could learn, and have spilled the blood of Ghrymzuqal and the walking dead alike.
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+
Weapon Proficiency (simple, martial weapons)<br>
+
Armor Proficiency (light, medium)<br>
+
Shield Proficiency (light, heavy)<br>
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Strong Soul
+
 
+
==Orcish Shaman==
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Studying under the elders, you have learned to tap into your own wisdom and the blessings of the Overseers. Onims guide your path, and of those that you guide in turn.
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+
Strong Soul<br>
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Iron Will<br>
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Cosmopolitan (Heal, Spellcraft, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Orcish Keeper==
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Guided by the onims and Lethe, you have come to Val'Mahkor to study the great archive, and defend it with all that you are.
+
 
+
Strong Soul<br>
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Courteous Magocracy (+2 to Lore and Spellcraft checks)<br>
+
Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
 
+
==Kutaran Tuarghir==
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Selected to represent your tribe, you have made the long journey to Eramere and Tir-Algiraas to lend your aid in battle against all who would threaten Kutarans abroad.
+
 
+
Weapon Proficiency (simple, martial weapons)<br>
+
Armor Proficiency (light, medium)<br>
+
Shield Proficiency (light, heavy)<br>
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Blooded<br>
+
Cosmopolitan (Perception, Sense Motive, Survival): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Kutaran Shaman==
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After studying with the elders and shamans in Kutara, you have come across the seas to Eramere to discover how to prevent the Omens seen at Tanraat-an. Armed with both traditions of old and the new discoveries being made in this new land, you aim to become a true Oracle and lead your people with your wisdom.
+
 
+
Strong Soul<br>
+
Iron Will<br>
+
Lucky<br>
+
Cosmopolitan (Heal, Knowledge [religion], Survival): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Kutaran Bhirad==
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Skilled in history, lore, and craftsmanship, you use each of your gifts each day to aid your people in their new home at Tir-Algiraas. The new land calls to your sense of curiosity and exploration, invoking a yearning to learn more stories to share.
+
 
+
Silver Palm (+2 to Appraise, Bluff and Diplomacy checks)<br>
+
Courteous Magocracy (+2 to Lore and Spellcraft checks)<br>
+
Able Learner<br>
+
Cosmopolitan (Appraise, Diplomacy, Knowledge [all], Survival): All of the listed skills are considered class skills for the character, regardless of class choice.
+
 
+
==Halmorian Legionary Cohort==
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+
A member of the Legionary Cohort you have been trained in the basics of Legionary combat, in order to support the Legion in battle. Members of a Legionary cohort can apply to take a position in the Legion itself if they can manage to procure a sponsor.
+
 
+
Weapon Proficiency (simple, martial)<br>
+
Weapon Focus (spear)<br>
+
Armor Proficiency (light, medium)<br>
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Shield Proficiency (light, heavy, tower)<br>
+
Cosmopolitan (Knowledge [nobility])
+
 
+
==Halmorian Acolyte==
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+
You are part of the traditional Halmorian house of worship, the House of Concordant Cycles, and as such have the training expected of one of their Acolytes.
+
 
+
Iron Will<br>
+
Strong Soul<br>
+
Combat Healing<br>
+
Cosmopolitan (Heal, Knowledge [religion, nobility], Sense Motive)
+
 
+
==Halmorian Merchant==
+
 
+
Having been raised as part of the Merchant Class you are knowledgeable in all things Commerce, in addition you find that your tongue is quite skilled when it comes to convincing others.
+
 
+
Silver Palm<br>
+
Negotiator<br>
+
Skill Focus [Appraise]<br>
+
Skill Affinities: Bluff and Diplomacy<br>
+
Cosmopolitan (Appraise, Bluff, Diplomacy, Knowledge [nobility], Sense Motive)
+
 
+
==Halmorian Tradesman==
+
 
+
Born as part of the Working Class you find yourself readily able to take care of yourself and you've got an eye for just about anything that can make you a bit of coin.
+
 
+
Silver Palm<br>
+
Self Sufficient<br>
+
Great Fortitude<br>
+
Cosmopolitan (Appraise, Diplomacy, Knowledge [architecture/engineering])
+

Latest revision as of 10:43, 28 February 2021

Below you will find many of the character backgrounds you are able to select for your character in game. Each has benefits received from the training your character received when growing up in their original home location. Other character backgrounds may become available in the future. Where it says 'Skills', these become the equivalent of class skills for your character.

Alchemist

Feat: Brew Potion
Skills: Knowledge Arcana, Knowledge Religion

Archer

Feat: Point Blank Shot
Skills: Athletics, Acrobatics

Craftsman

Feat: Expert Craftsman (x2 to stats for purposes of crafting)
Skills: Knowledge Engineering, Appraise

Defender

Feat: Combat Expertise
Skills: Knowledge History, Athletics

Duelist

Feat: Weapon Finesse
Skills: Acrobatics, Athletics

Enchanter

Feat: Craft Wondrous Item
Skills: Knowledge Arcana, Knowledge Religion

Engineer

Feat: Builder's Ruin
Skills: Knowledge Engineering, Sabotage

Field Medic

Feat: Combat Healing
Skills: Perception, Healing

Healer

Feat: Augment Healing
Skills: Knowledge Religion, Healing

Merchant

Feats: Silver Palm
Skills: Appraise, Bluff, Diplomacy, Intimidate, Knowledge Local, Sense Motive, Spellcraft

Sailor

Feat: Able learner
Skills: Swim, Survival

Scout

Feat: Great Fortitude
Skills: K Nature, Stealth

Scribe

Feat: Scribe Scroll
Skills: Knowledge Arcana, Knowledge Religion

Studied Caster

Feat: Spell Casting Prodigy
Skills: Spellcraft, Use magic device

Thief

Feat: Weapon Finesse
Skills: Knowledge Local, Hide

Wandwright

Feat: Craft Wand
Skills: Knowledge Arcana, Knowledge Religion

Warmage

Feat: Combat Casting
Skills: Acrobatics, Athletics

Warrior

Feat: Power Attack
Skills: Knowledge History, Athletics

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