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What To Do With Racial ASIs?
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<blockquote data-quote="CleverNickName" data-source="post: 8045020" data-attributes="member: 50987"><p>I made a half-hearted attempt to balance out ability score adjustments by Character Background. They're still pretty rough and could use a good deal of polish, but I like the overall vibe.</p><ul> <li data-xf-list-type="ul"><strong>Acolyte: </strong> having spent significant time among the priests and scholars at the temple, acolytes have a +2 to Wisdom and a +1 to Charisma.</li> <li data-xf-list-type="ul"><strong>Athlete: </strong>years of rigorous, physical training give athletes a +2 to either their Strength or Dexterity score, and a +1 to Constitution.</li> <li data-xf-list-type="ul"><strong>Charlatan: </strong> skilled negotiators, quick thinkers, and practiced liars, charlatans have a +2 to Charisma and a +1 to Intelligence.</li> <li data-xf-list-type="ul"><strong>Criminal: </strong> always alert to danger, and always quick to react to it, criminals have a +2 to Dexterity and a +1 to their choice of Intelligence or Wisdom.</li> <li data-xf-list-type="ul"><strong>Entertainer: </strong>years of special training and countless hours of rehearsal give the entertainer a +2 to Charisma and a +1 to Dexterity.</li> <li data-xf-list-type="ul"><strong>Folk Hero:</strong> whether they are blessed by the gods, or just lucky, folk heroes always seem to be in the right place at the right time. They have a +2 to Wisdom and a +1 to Constitution.</li> <li data-xf-list-type="ul"><strong>Gladiator:</strong> a unique blend of athlete, entertainer, and soldier, gladiators know how to thrill a crowd and handle themselves in combat. Gladiators have +2 to their choice of Strength or Constitution, and a +1 to Charisma.</li> <li data-xf-list-type="ul"><strong>Guild Artisan: </strong>artisans have spent years learning the tools and techniques to ply their craft. Guild artisans have a +2 to Intelligence and +1 to their choice of Wisdom or Charisma.</li> <li data-xf-list-type="ul"><strong>Guild Merchant:</strong> skilled at bartering, negotiation, and trade, adventurers with the merchant background have a +2 to Charisma and a +1 to Intelligence or Wisdom.</li> <li data-xf-list-type="ul"><strong>Hermit: </strong> hermits have learned to be self-sufficient through years of reflection and isolation. They have a +1 to Dexterity, Constitution, and Wisdom.</li> <li data-xf-list-type="ul"><strong>Knight/Noble:</strong> the noble classes enjoy many privileges that others lack, such as access to the best education, the largest families, and training in decorum. They have a +1 bonus to Intelligence, Wisdom, and Charisma.</li> <li data-xf-list-type="ul"><strong>Outlander: </strong> those who live on the fringes of civilization learn to be self-sufficient and hardy. Outlanders have a +2 bonus to Constitution, and a +1 bonus to Wisdom.</li> <li data-xf-list-type="ul"><strong>Sage: </strong> years of working in the field of academia has sharpened, strengthened, and expanded the mind of the sage. They gain a +2 bonus to Intelligence, and a +1 bonus to Wisdom.</li> <li data-xf-list-type="ul"><strong>Sailor: </strong> countless voyages on the high seas has strengthened the sailor's body against disease, and given them quick minds and reflexes. They have a +2 bonus to Constitution, and a +1 bonus to Dexterity or Intelligence.</li> <li data-xf-list-type="ul"><strong>Soldier: </strong>not everyone who can swing a sword is meant to be a soldier. Those who serve an army for a number of years gain strength and fortitude that others lack. Soldiers have a +2 bonus to their choice of Strength or Constitution, and a +1 bonus to Wisdom or Charisma.</li> <li data-xf-list-type="ul"><strong>Spy: </strong> living two lives at once is no small task, and requires years of practice and specialized training. Spies have a +2 bonus to Charisma, and a +1 bonus to Dexterity.</li> <li data-xf-list-type="ul"><strong>Urchin: </strong> growing up on the streets is a challenge, and urchins learn quickly that the best way to stay alive is to be faster and smarter than the person next to you. Urchins have a +2 bonus to Dexterity and a +1 bonus to Wisdom.</li> </ul><p>Again, I'm not a game designer. This list isn't perfect, but I still like it better than racial adjustments.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8045020, member: 50987"] I made a half-hearted attempt to balance out ability score adjustments by Character Background. They're still pretty rough and could use a good deal of polish, but I like the overall vibe. [LIST] [*][B]Acolyte: [/B] having spent significant time among the priests and scholars at the temple, acolytes have a +2 to Wisdom and a +1 to Charisma. [*][B]Athlete: [/B]years of rigorous, physical training give athletes a +2 to either their Strength or Dexterity score, and a +1 to Constitution. [*][B]Charlatan: [/B] skilled negotiators, quick thinkers, and practiced liars, charlatans have a +2 to Charisma and a +1 to Intelligence. [*][B]Criminal: [/B] always alert to danger, and always quick to react to it, criminals have a +2 to Dexterity and a +1 to their choice of Intelligence or Wisdom. [*][B]Entertainer: [/B]years of special training and countless hours of rehearsal give the entertainer a +2 to Charisma and a +1 to Dexterity. [*][B]Folk Hero:[/B] whether they are blessed by the gods, or just lucky, folk heroes always seem to be in the right place at the right time. They have a +2 to Wisdom and a +1 to Constitution. [*][B]Gladiator:[/B] a unique blend of athlete, entertainer, and soldier, gladiators know how to thrill a crowd and handle themselves in combat. Gladiators have +2 to their choice of Strength or Constitution, and a +1 to Charisma. [*][B]Guild Artisan: [/B]artisans have spent years learning the tools and techniques to ply their craft. Guild artisans have a +2 to Intelligence and +1 to their choice of Wisdom or Charisma. [*][B]Guild Merchant:[/B] skilled at bartering, negotiation, and trade, adventurers with the merchant background have a +2 to Charisma and a +1 to Intelligence or Wisdom. [*][B]Hermit: [/B] hermits have learned to be self-sufficient through years of reflection and isolation. They have a +1 to Dexterity, Constitution, and Wisdom. [*][B]Knight/Noble:[/B] the noble classes enjoy many privileges that others lack, such as access to the best education, the largest families, and training in decorum. They have a +1 bonus to Intelligence, Wisdom, and Charisma. [*][B]Outlander: [/B] those who live on the fringes of civilization learn to be self-sufficient and hardy. Outlanders have a +2 bonus to Constitution, and a +1 bonus to Wisdom. [*][B]Sage: [/B] years of working in the field of academia has sharpened, strengthened, and expanded the mind of the sage. They gain a +2 bonus to Intelligence, and a +1 bonus to Wisdom. [*][B]Sailor: [/B] countless voyages on the high seas has strengthened the sailor's body against disease, and given them quick minds and reflexes. They have a +2 bonus to Constitution, and a +1 bonus to Dexterity or Intelligence. [*][B]Soldier: [/B]not everyone who can swing a sword is meant to be a soldier. Those who serve an army for a number of years gain strength and fortitude that others lack. Soldiers have a +2 bonus to their choice of Strength or Constitution, and a +1 bonus to Wisdom or Charisma. [*][B]Spy: [/B] living two lives at once is no small task, and requires years of practice and specialized training. Spies have a +2 bonus to Charisma, and a +1 bonus to Dexterity. [*][B]Urchin: [/B] growing up on the streets is a challenge, and urchins learn quickly that the best way to stay alive is to be faster and smarter than the person next to you. Urchins have a +2 bonus to Dexterity and a +1 bonus to Wisdom. [/LIST] Again, I'm not a game designer. This list isn't perfect, but I still like it better than racial adjustments. [/QUOTE]
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