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<blockquote data-quote="Sadrik" data-source="post: 2401519" data-attributes="member: 14506"><p>BACKGROUND KITS</p><p>Kits have a requirement in taking certain feats and have a penalty. The more benefits the kit has the more heavy the penalty and feat requirement will be.</p><p></p><p>Flavor:</p><p>The most important thing to a kit is its role-playing flavor. Do you want your character to be an acrobat? Is it how she made her trade before becoming an adventurer? What benefits does being an acrobat have. Are there any penalties? What about if you wanted to be a knight in the order of the shining shield? What benefits would you have? What about an order of the bow initiate? Each of these kits has a distinctive flavor that applies to the character when they take the kit, possibly giving insight into the organization they belong, the trade they follow or the culture they come from.</p><p></p><p>Set feats: </p><p>Characters must take a certain number of set feats to qualify for the kit. To maintain the kit they must also periodically take certain feats. They are written in a format like this: At 6th level or before an acrobat must take the dodge feat. A kit may have several of these requirements. At first level a kit will never have more than 1 required feat. If a character decides not to take a set feat they lose the benefits of the kit until they do take the feat.</p><p></p><p>Penalty: </p><p>Nothing comes for free and so the benefits of a kit come with the cost of a penalty. Generally, it is a skill check penalty on certain skills, access to certain spells is restricted, certain weapons cannot be used or certain weapons must be used, as well as magic item restrictions, feat restrictions and class skill restrictions. </p><p></p><p>Class Skills:</p><p>The kit is what provides the characters class skills. Generally, a kit has ten class skills. However some kits will have more than this and others will have fewer. This should be covered under benefit and penalty. </p><p></p><p>Benefit: </p><p>Gives the characters their main benefit and why they would want to take the kit. Some examples would be access to specific domains spells and powers as a divine caster, a specific bonus feat, additional class skills, etc. Below is a list of possible benefit options.</p><p></p><p>Cultural background benefit: Gives the character some bonuses on skills depending on their cultural background. For instance barbaric characters could have +2 to athletics skill checks (climb, swim, jump) and + 2 to survival checks while in their home terrain.</p><p>Advanced society background:</p><p>Barbaric background:</p><p>Feral background:</p><p>High society background: </p><p>Rural background:</p><p>Underground background:</p><p>Underworld background:</p><p>Urban background:</p><p></p><p>Organizational benefit: Gives the character bonuses while dealing with their organization and as they advance they will gain stature within the organization.</p><p>A government group: (such as military, senate, council, king’s advisor, administrator etc.)</p><p>A guild: (a merchant’s guild, a thief’s guild, a trade’s guild, a wizard’s guild etc.)</p><p>A religion: (a church, a philosophy, a cult etc.)</p><p>A school: (a duelist’s school, a martial arts school, a wizard school)</p><p>An order: (a knight’s order, a scholars circle, a mercenary group etc.)</p><p></p><p>Professional benefit: Gives the character bonuses while doing their specialized skill, trade or profession.</p><p>A trade: (sailor, armorer, laborer, candle maker, mason, miner and the list goes on forever)</p><p>A performer: (artist, juggler, acrobat, musician, orator, poet, writer etc.)</p><p></p><p>The generic kit: </p><p>Adventurer</p><p>Flavor:</p><p>Set Feats: none</p><p>Penalty: none</p><p>Benefit: none</p><p></p><p>A spread of the other classes as kits.</p><p>Arcane Trickster</p><p>Flavor:</p><p>Set Feats:</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Barbarian</p><p>Flavor:</p><p>Set Feats: 1st Rage</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Bard</p><p>Flavor:</p><p>Set Feats: 1st bardic music, obscure knowledge</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Cleric</p><p>Flavor:</p><p>Set Feats: 1st aligned aura</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Druid</p><p>Flavor:</p><p>Set Feats: 1st wild empathy,</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Eldritch Knight</p><p>Flavor:</p><p>Set Feats:</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Fighter</p><p>Flavor:</p><p>Set Feats:</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Monk</p><p>Flavor:</p><p>Set Feats: 1st improved unarmed strike</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Mystic Theurge</p><p>Flavor:</p><p>Set Feats: 1st aligned aura</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Paladin</p><p>Flavor:</p><p>Set Feats: 1st aligned aura (lawful, good)</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Priest</p><p>Flavor:</p><p>Set Feats: 1st aligned aura</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Ranger</p><p>Flavor:</p><p>Set Feats: 1st Track</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Rogue</p><p>Flavor:</p><p>Set Feats:</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Sorcerer</p><p>Flavor:</p><p>Set Feats:</p><p>Penalty:</p><p>Benefit:</p><p></p><p>Wizard</p><p>Flavor:</p><p>Set Feats: 1st Scribe scroll</p><p>Penalty:</p><p>Benefit:</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2401519, member: 14506"] BACKGROUND KITS Kits have a requirement in taking certain feats and have a penalty. The more benefits the kit has the more heavy the penalty and feat requirement will be. Flavor: The most important thing to a kit is its role-playing flavor. Do you want your character to be an acrobat? Is it how she made her trade before becoming an adventurer? What benefits does being an acrobat have. Are there any penalties? What about if you wanted to be a knight in the order of the shining shield? What benefits would you have? What about an order of the bow initiate? Each of these kits has a distinctive flavor that applies to the character when they take the kit, possibly giving insight into the organization they belong, the trade they follow or the culture they come from. Set feats: Characters must take a certain number of set feats to qualify for the kit. To maintain the kit they must also periodically take certain feats. They are written in a format like this: At 6th level or before an acrobat must take the dodge feat. A kit may have several of these requirements. At first level a kit will never have more than 1 required feat. If a character decides not to take a set feat they lose the benefits of the kit until they do take the feat. Penalty: Nothing comes for free and so the benefits of a kit come with the cost of a penalty. Generally, it is a skill check penalty on certain skills, access to certain spells is restricted, certain weapons cannot be used or certain weapons must be used, as well as magic item restrictions, feat restrictions and class skill restrictions. Class Skills: The kit is what provides the characters class skills. Generally, a kit has ten class skills. However some kits will have more than this and others will have fewer. This should be covered under benefit and penalty. Benefit: Gives the characters their main benefit and why they would want to take the kit. Some examples would be access to specific domains spells and powers as a divine caster, a specific bonus feat, additional class skills, etc. Below is a list of possible benefit options. Cultural background benefit: Gives the character some bonuses on skills depending on their cultural background. For instance barbaric characters could have +2 to athletics skill checks (climb, swim, jump) and + 2 to survival checks while in their home terrain. Advanced society background: Barbaric background: Feral background: High society background: Rural background: Underground background: Underworld background: Urban background: Organizational benefit: Gives the character bonuses while dealing with their organization and as they advance they will gain stature within the organization. A government group: (such as military, senate, council, king’s advisor, administrator etc.) A guild: (a merchant’s guild, a thief’s guild, a trade’s guild, a wizard’s guild etc.) A religion: (a church, a philosophy, a cult etc.) A school: (a duelist’s school, a martial arts school, a wizard school) An order: (a knight’s order, a scholars circle, a mercenary group etc.) Professional benefit: Gives the character bonuses while doing their specialized skill, trade or profession. A trade: (sailor, armorer, laborer, candle maker, mason, miner and the list goes on forever) A performer: (artist, juggler, acrobat, musician, orator, poet, writer etc.) The generic kit: Adventurer Flavor: Set Feats: none Penalty: none Benefit: none A spread of the other classes as kits. Arcane Trickster Flavor: Set Feats: Penalty: Benefit: Barbarian Flavor: Set Feats: 1st Rage Penalty: Benefit: Bard Flavor: Set Feats: 1st bardic music, obscure knowledge Penalty: Benefit: Cleric Flavor: Set Feats: 1st aligned aura Penalty: Benefit: Druid Flavor: Set Feats: 1st wild empathy, Penalty: Benefit: Eldritch Knight Flavor: Set Feats: Penalty: Benefit: Fighter Flavor: Set Feats: Penalty: Benefit: Monk Flavor: Set Feats: 1st improved unarmed strike Penalty: Benefit: Mystic Theurge Flavor: Set Feats: 1st aligned aura Penalty: Benefit: Paladin Flavor: Set Feats: 1st aligned aura (lawful, good) Penalty: Benefit: Priest Flavor: Set Feats: 1st aligned aura Penalty: Benefit: Ranger Flavor: Set Feats: 1st Track Penalty: Benefit: Rogue Flavor: Set Feats: Penalty: Benefit: Sorcerer Flavor: Set Feats: Penalty: Benefit: Wizard Flavor: Set Feats: 1st Scribe scroll Penalty: Benefit: [/QUOTE]
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