Difference between revisions of "Character Backgrounds"
From Myths of Atalan Wiki
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''NOTE: Please contact a DM for forum access to the Temple as an initiate!'' | ''NOTE: Please contact a DM for forum access to the Temple as an initiate!'' | ||
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==Frontiersman== | ==Frontiersman== | ||
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Track<br> | Track<br> | ||
Cosmopolitan (Listen, Spot, Survival): All of the listed skills are considered class skills for the character, regardless of class choice. | Cosmopolitan (Listen, Spot, Survival): All of the listed skills are considered class skills for the character, regardless of class choice. | ||
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+ | ==Crimson Crusade Squire == | ||
+ | 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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+ | Negotiator (+2 to Diplomacy and Bluff checks)<br> | ||
+ | Weapon Proficiency (simple, martial weapons)<br> | ||
+ | Armor Proficiency (light, medium)<br> | ||
+ | Shield Proficiency (light, heavy)<br> | ||
+ | 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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==Torican Mariner== | ==Torican Mariner== | ||
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Cosmopolitan (Intimidate): All of the listed skills are considered class skills for the character, regardless of class choice. | Cosmopolitan (Intimidate): All of the listed skills are considered class skills for the character, regardless of class choice. | ||
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==Haerkglar Journeyman Craftsman== | ==Haerkglar Journeyman Craftsman== | ||
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Blooded<br> | Blooded<br> | ||
Cosmopolitan (Intimidate, Hide, Move Silently): All of the listed skills are considered class skills for the character, regardless of class choice. | Cosmopolitan (Intimidate, Hide, Move Silently): All of the listed skills are considered class skills for the character, regardless of class choice. | ||
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==Orcish Warrior== | ==Orcish Warrior== | ||
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Courteous Magocracy (+2 to Lore and Spellcraft checks)<br> | 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. | Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice. | ||
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==Kutaran Tuarghir== | ==Kutaran Tuarghir== | ||
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Able Learner<br> | Able Learner<br> | ||
Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice. | Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice. | ||
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==Halmorian Legionary Cohort== | ==Halmorian Legionary Cohort== |
Revision as of 06:59, 13 September 2018
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.
Contents
- 1 High Reaches, Tradesman
- 2 High Reaches, Field Force Recruit
- 3 High Reaches, City Force Recruit
- 4 High Reaches, Academic
- 5 High Reaches, Temple
- 6 Frontiersman
- 7 Crimson Crusade Squire
- 8 Torican Mariner
- 9 Torican Thug
- 10 Haerkglar Journeyman Craftsman
- 11 Haerkglar House of Prayer Novice
- 12 Haerkglar Warrior Recruit
- 13 Gnomish Technician
- 14 Gnomish Ephaesean
- 15 Gnomish Servotrooper Novice
- 16 Syl'vae Artisan
- 17 Syl'vae Naturalist
- 18 Vakh'na Recruit
- 19 Chorav Trader
- 20 Chorav Survivalist
- 21 Chorav Shadow
- 22 Orcish Warrior
- 23 Orcish Shaman
- 24 Orcish Keeper
- 25 Kutaran Tuarghir
- 26 Kutaran Shaman
- 27 Kutaran Bhirad
- 28 Halmorian Legionary Cohort
- 29 Halmorian Acolyte
- 30 Halmorian Merchant
- 31 Halmorian Tradesman
High Reaches, Tradesman
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.
Silver Palm (+2 to Appraise, Bluff and Diplomacy checks)
Weapon Proficiency (simple weapons)
Armor Proficiency (light)
Cosmopolitan (Profession [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
High Reaches, Field Force Recruit
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.
Blooded (+2 to Initiative and Spot checks)
Weapon Proficiency (simple, martial weapons)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy)
Cosmopolitan (Climb, Swim): 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!
High Reaches, City Force Recruit
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.
Negotiator (+2 to Diplomacy and Bluff checks)
Weapon Proficiency (simple, martial weapons)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy)
Cosmopolitan (Climb, 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!
High Reaches, Academic
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.
Courteous Magocracy (+2 to Lore and Spellcraft checks)
Able Learner
Weapon Proficiency (simple weapons)
Armor Proficiency (light)
Cosmopolitan (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!
High Reaches, Temple
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.
Strong Soul (+1 to Fortitude and Will saving throws, +1 to saving throws against death effects)
Iron Will (+2 to Will saving throws)
Weapon Proficiency (simple weapons)
Armor Proficiency (light)
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!
Frontiersman
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.
Self Sufficient (+2 to Survival and Heal checks)
Alertness (+2 to Listen and Spot checks)
Skill Focus [survival] (+3 to Survival checks)
Uninformed (-2 to Appraise, Gather Information, Knowledge and Lore checks)
Track
Cosmopolitan (Listen, Spot, Survival): All of the listed skills are considered class skills for the character, regardless of class choice.
Crimson Crusade Squire
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.
Negotiator (+2 to Diplomacy and Bluff checks)
Weapon Proficiency (simple, martial weapons)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy)
Cosmopolitan (Sense Motive, Diplomacy): 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 Crimson Crusade as a squire!
Torican Mariner
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.
Lightning Reflexes (+2 to Reflex saving throws)
Nimble Fingers (+2 to Disable Device and Open Lock checks)
Skill Focus [Swim, Use Rope] (+3 to Swim and Use Rope checks)
Weapon Proficiency (simple weapons)
Cosmopolitan (Swim, Use Rope, Profession [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
Torican Thug
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.
Lightning Reflexes (+2 to Reflex saving throws)
Thug (+2 to Appraise, Intimidate and Initiative checks)
Skill Focus [Open Lock] (+3 to Open Lock checks)
Weapon Proficiency (simple)
Armor Proficiency (light)
Cosmopolitan (Intimidate): All of the listed skills are considered class skills for the character, regardless of class choice.
Haerkglar Journeyman Craftsman
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.
Silver Palm (+2 to Appraise, Bluff and Diplomacy checks)
Cosmopolitan (Profession [all], Craft Armor, Craft Weapon, Appraise): All of the listed skills are considered class skills for the character, regardless of class choice.
Haerkglar House of Prayer Novice
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)
Cosmopolitan (Heal, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
Haerkglar Warrior Recruit
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)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy)
Great Fortitude
Gnomish Technician
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 (Profession [all], Craft Alchemy): All of the listed skills are considered class skills for the character, regardless of class choice.
Improved Initiative
Negotiator
Gnomish Ephaesean
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
Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
Gnomish Servotrooper Novice
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.
Durability
Weapon Proficiency (simple, martial weapons)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy)
Syl'vae Artisan
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.
Artist
Courteous Magocracy
Cosmopolitan (Profession [all], Perform): All of the listed skills are considered class skills for the character, regardless of class choice.
Syl'vae Naturalist
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
Self Sufficient
Cosmopolitan (Heal, Spellcraft, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
Vakh'na Recruit
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.
Armor Proficiency (light)
Trackless step
Self Sufficient
Blooded
NOTE: Please contact a DM for forum access to the Vakh'na as a recruit!
Chorav Trader
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.
Blooded
Silver Palm
Cosmopolitan (Profession [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
Chorav Survivalist
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.
Self Sufficient (+2 to Survival and Heal checks)
Alertness (+2 to Listen and Spot checks)
Skill Focus [survival] (+3 to Survival checks)
Uninformed (-2 to Knowledge and Lore checks)
Track
Chorav Shadow
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.
Nimble Fingers
Stealthy
Blooded
Cosmopolitan (Intimidate, Hide, Move Silently): All of the listed skills are considered class skills for the character, regardless of class choice.
Orcish Warrior
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.
Weapon Proficiency (simple, martial weapons)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy)
Strong Soul
Orcish Shaman
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.
Strong Soul
Iron Will
Cosmopolitan (Heal, Spellcraft, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
Orcish Keeper
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
Courteous Magocracy (+2 to Lore and Spellcraft checks)
Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
Kutaran Tuarghir
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)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy)
Blooded
Cosmopolitan (Spot, Sense Motive): All of the listed skills are considered class skills for the character, regardless of class choice.
Kutaran Shaman
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
Iron Will
Lucky
Cosmopolitan (Heal, Knowledge [religion]): All of the listed skills are considered class skills for the character, regardless of class choice.
Kutaran Bhirad
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)
Courteous Magocracy (+2 to Lore and Spellcraft checks)
Able Learner
Cosmopolitan (Knowledge [all]): All of the listed skills are considered class skills for the character, regardless of class choice.
Halmorian Legionary Cohort
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)
Weapon Focus (spear)
Armor Proficiency (light, medium)
Shield Proficiency (light, heavy, tower)
Cosmopolitan (Knowledge [nobility])
Halmorian Acolyte
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
Strong Soul
Combat Healing
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
Negotiator
Skill Focus [Appraise]
Skill Affinities: Bluff and Diplomacy
Cosmopolitan (Appraise, Bluff, Diplomacy, Gather Information, 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
Self Sufficient
Great Fortitude
Cosmopolitan (Knowledge [architecture/engineering], Profession [all])