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Background: Difference between revisions

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|width="500pt"| +1 intimidate, +1 fortitude save, -1 bluff, -1 reflex save
|width="500pt"| +1 intimidate, +1 fortitude save, -1 bluff, -1 reflex save
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| Devout
| Gravy Troll
| +1 will save, +1 concentration, -1 fortitude save, -1 bluff
| +1 will save, +1 concentration, -1 fortitude save, -1 bluff
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Revision as of 00:42, 11 May 2012

Background of character can be selected on character creation in the Arelith Entry area, after selection of subrace and MoD options. Players may choose a background for new character or keep it without a background. Backgrounds have a small mechanical effect, allowing character's past to influence their skills, in a small way.

Not all background feats are available to all characters. For example, characters' class and abilities can be limiting the possibilities for selection of backgrounds.


All changes applied by background feats to abilities are hard-coded on character. They will be not considered "temporary" by game and therefore:

  • abilities will be counted for feat prerequisites
  • they will be not counted against limit of maximum 12 point temporary increase to ability


Mithreas:

"Stat bonuses are hard (coz there's a cap of +12 and base stats matter for feat reqs)
Skill bonuses are soft (because otherwise you'll have problems with levelling up)."


After selection of background are all changes applied to character and player is logged out and back in again.


Backgrounds

A new character can have one of the following backgrounds:

Background Effect
Bully +1 intimidate, +1 fortitude save, -1 bluff, -1 reflex save
Gravy Troll +1 will save, +1 concentration, -1 fortitude save, -1 bluff
Farmer +1 spot, +1 fortitude save, -1 appraise, -1 reflex save
Fearless +4 save vs. fear, -2 reflex save
Fisherman start with a fishin' pole (or fishin' pole jr. for small races)
Flirt +1 listen, +1 persuade, -2 intimidate
Gypsy +1 perform, +1 tumble, -1 concentration, -1 use magic device
Healer +2 heal, +1 lore, -1 STR
Hunter +1 move silently, +1 craft traps, -2 lore
Natural Leader +1 CHA, -1 CON, -1 reflex save, -1 fortitude save
Noble +1 art crafting, -2 concentration
Peasant +1 tailoring, -1 discipline
Scholar +1 lore, +1 concentration, -2 discipline
Soldier +1 discipline, +1 forging, -1 will save
Tattle-tale +1 lore, +1 bluff, -2 concentration
Tribal +1 fortitude saves, +1 taunt, -1 discipline, -1 will
Troublemaker +1 reflex save, +1 set traps, +1 pick pocket, -2 will save
Wanderer +1 appraise, +1 bluff, -1 will save
Wild child +1 tumble, +1 hide, +1 move silently, -2 bluff, -2 appraise
Wizard's apprentice +1 spellcraft, +1 lore, +1 alchemy skill, -1 spot, -1 fortitude save
Politician grants bonuses to social skills and penalties to combat skills (requires 11+ CHA)
Dauntless +5 HP (requires dwarf or halforc)
No background No effect