Character Backgrounds

Backgrounds

Adventurers come from a variety of backgrounds. One may have been a scion of a privileged family, while another may have worked in his hours of training after a day’s work on the family farm. Not all characters were raised the same way, and so not every character should have the exact same skills. This optional rule tries to account for the role a character’s background.

Each background costs a Character Point at the time of character creation, with the exception of Commoner. After paying this cost, the character gains access to the skills listed under the background, and a number of ranks to invest within them. The first number of skill points is for non-humans. The number in parenthesis is the number of skill ranks a human character gets to spend on background skills. Background skill points are purchased on a 1 point for 1 rank basis, but the character does not get the +3 bonus for it being a class skill. No more than one rank may be placed in any Background skill. Having a Background also gives the PC bonus hit points. These hit points are not modified by the character’s Constitution bonus or penalty. The character adds the bonus hit points to his HP total.

The background skills are not treated as class skills for any future level (unless you take a class that has that skill as a class skill later). An aristocrat fighter does not get Sense Motive as a class skill for his future fighter levels, even if he put ranks into this background skill.

Background skills are taken and assigned before the character’s class skills are assigned. A 1st level character cannot exceed the normal skill rank maximums for his character level.
A character does not get to add his Int modifier to the number of skill points he receives from his background.

Backgrounds can only be selected at 1st level, and no character may ever have more than one background.

ARISTOCRAT
Aristocrats were raised in wealthy families. Their parents were usually influential people and members of the nobility, though some wealthy merchant families could also be considered aristocrats.
Ability: An aristocrat has a bonus 350 decar to spend at character creation, and can purchase magical items.
Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Swim (Str), and Survival (Wis).
Skill Ranks: 6 (7)
CP Cost: 1
Bonus Hit Points: 8

COMMONER
Commoners are from normal peasant or middle class families. They are the children of the shop keepers, farmers, and laborers of the world.
Ability: Commoners have no unique advantages, aside from not costing a Character Point.
Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Swim (Str), and Use Rope (Dex).
Skill Ranks: 4 (5)
CP Cost: 0
Bonus Hit Points: 4

EXPERT
Experts were raised to be skilled craftsmen, professionals, or scholars.
Ability: Gain Skill Focus in any one skill of their choice.
Skills: Experts choose any skills to be their background skills.
Skill Ranks: 6 (7)
CP Cost: 1
Bonus Hit Points: 6

SURVIVOR
Survivors have spent most of their lives in the wild places of the world, either by choice or by necessity.
Ability: Survivors gain Toughness as a bonus feat.
Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature), Perception (Wis), Profession (Wis), Ride (Dex), Stealth, Survival (Wis), and Swim (Str).
Skill Ranks: 5 (6)
CP Cost: 1
Bonus Hit Points: 8

WARRIOR
Warriors grew up strong. They trained in the militia, served as squires, or lived by their strength on the streets.
Ability: A warrior gains a bonus feat from the list of Fighter bonus feats.
Skills: Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Swim (Str), Stealth (Dex), and Survival (Wis).
Skill Ranks: 4 (5)
CP Cost: 1
Bonus Hit Points: 8

WANDERER
Wanderers have traveled extensively in their youth or have been exposed to a variety of different cultures.
Ability: A wanderer gains a +1 bonus to Knowledge (Geography) and Knowledge (Local). In addition, they may learn any language as 1st level characters (wanderers are not limited to their racial bonus language list as they have been exposed to many different people and languages in their travels.)
Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (Local), (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), and Survival (Wis).
Skill Ranks: 5 (6)
CP Cost: 1
Bonus Hit Points: 6

Character Backgrounds

Edge of Darkness: The Broken Circle Lord_Telarus