|
|
Unearthed Arcana
CHARACTER BACKGROUND
If you define background as "everything that happened to a character
before now," then you can use this character background variant to
actually generate a character. The system detailed below lets you build a
high-level character as if that character had started at 1st level,
undertaking adventures and earning experience points.
Before starting to use this system, you'll need to generate a set of
ability scores and decide on the character's race; the tables in this
section take care of the rest.
To finish generating the character, simply choose the type of adventuring
activity he undertook at each level, stopping when you have the character
level you want. For example, if you want a 9th-level character, use the
tables in this section nine times. You can roll percentile dice or choose
the result you like.
This variant is a quick way to bring a new character into an ongoing
campaign. You'll get a character who's had some life experiences and built
up a personal history. It's also a useful variant if you want to create
characters for a new campaign that starts with characters of higher than
1st level. This background variant works best in conjunction with the
event-based reputation variant and the contacts
variant; if you aren't using reputation and contacts, then ignore those
columns in the tables that follow.
As a general rule (if it matters, depending on how you use this variant),
each of these background selections is considered to take up 1d6 months of
game time. For example, if you create a dwarf character who begins
adventuring at age 48 (see Table: Random Starting
Ages) and you apply four background selections to the character, the
dwarfs age as a 4th-level character is 48 years + 4d6 months.
If you let the dice fall where they may with this variant, you'll get more
multiclass characters than you would in a standard campaign where PCs
start at 1st level or build their characters to a target level before the
campaign begins. Spellcasters in particular lose significant power if they
have more than a handful of nonspellcasting levels, so you'll want to
monitor the dice results closely.
Background Descriptions
Each of the tables in this section contains eight pieces of information.
Here's what the information means.
Activity: A word or phrase that summarizes what the character focused his attention
on, or learned the most about, during the time he spent advancing from one
level to the next.
Class: The class in which the character's most recent level was gained. Some of
the entries in this column are prestige classes or classes with alignment
restrictions. If you don't qualify for the class indicated, select one of
the other classes on the table instead.
Feats: The character chooses one of the given feats if he is at a level when he
ordinarily would gain a new feat (such as 1st, 3rd, or 6th) or when he
gains a bonus feat by virtue of his new class level (such as 5th level in
wizard). If the feat selection requires a choice because more than one
feat is mentioned, it's okay to wait until you're done determining the
character's entire background before making that choice. if the character
doesn't meet the prerequisite for a feat or already has the feat, take one
of the listed alternatives (if applicable) or a feat that appears
elsewhere on the table you're using. If the character has a feat that has
an improved or greater version (such as Weapon Focus, Spell Penetration,
Cleave, or Weapon Specialization), he can take the improved or greater
version of the feat whenever the basic version appears on the table. .
Skills: This column identifies three or more skills that the character must spend
skill points on at his new level. Start at the beginning of the list in an
entry, taking one rank in each skill listed, in the order the skills are
presented, until you're out of skill points. If you reach the end of the
list with skill points remaining, spend the rest however you like.
Gear: This column provides guidance for equipping the character, and it only
matters when you've finished creating the character's background. In
general, a character spends up to 30% of her wealth on the gear associated
with her most recent activity, up to 20% of her wealth on the gear for her
second most recent activity, and up to 10% on the gear for her third most
recent activity. Background choices made earlier than "third most recent"
don't affect the character's equipment. You can spend the character's
remaining wealth on anything you choose.
For example, you want to create a 5th-level wizard with a background
entirely in academic magic by rolling d% five times on the table below to
represent the five levels. At 3rd level, the d% result is 34, and the Gear
column gives "Wand/staff with abjuration spells." At 4th level the result
is 63 (Wand/staff with illusion spells), and at 5th level the result is 11
(Rod or staff).
A 5th-level character has wealth equal to 9,000 gp. The character can
spend 30% of this amount, or 2,700 gp, on a rod or staff — a staff of fire with
7 charges, for instance. She can spend 20%, or 1,800 gp, on a wand or
staff that holds an illusion spell, such as a wand of invisibility with 20
charges. She can spend up to 10%, or 900 gp, on a wand or staff that holds
an abjuration spell, such as a fully charged wand
of shield.
Contacts: This column applies only if you're using that variant and
the character would earn a new contact at this level.
Reputation (Rep): Similarly, this column applies only if you're using the reputation rules.
If a bonus appears in this column, add it to your Reputation score.
Recognition: With accomplishments come rewards, in the form of recognition by one's
peers or by others who may be impressed by a character's status. To
benefit from the reward (if any) identified in this column of a table
entry, the character must make a recognition check, which is 1d20 + any
modifiers that might apply, as indicated in a background description. Most
often, this modifier is the number of ranks the character has in a
relevant skill, which is a generally accurate measure of how much time the
character has spent honing that skill, which in turn is closely tied to
the character's level. (The more you have learned about the skills that
are most central to your success, the more likely it is that you will earn
recognition.)
This reward has no specific game effect, but the game master is free to
grant an ad hoc bonus of some sort when a famous or accomplished character
interacts with those who are impressed by the recognition that character
has earned.
ACADEMIC MAGIC BACKGROUND
Many adventurers come from tall towers of magic academies and colleges.
They find the adventurer's life much different than the cloistered life
they knew when they were learning the secrets of magic. But the lessons in
power such characters learned in the classroom serve them well wherever
their adventures take them.
Recognition in the academic world takes the form of academic degrees or
membership in honorary societies.
A character's ranks in Spellcraft provide a bonus on recognition checks
related to degrees, and his ranks in Knowledge (arcana) provide a bonus on
recognition checks related to societies.
Societies could be full-fledged secret cabals, or they could be honorary societies that rarely meet and don't
have agendas beyond their field of study.
Table: Academic Magic Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Know = Knowledge; Sp Focus = Spell Focus.
|
01-07
|
Item creation
|
Wizard
|
Any item creation
|
Spellcraft, Craft (any),
Concentration
|
Any magic item
|
Skill
|
+0
|
Society, DC 30
|
08-15
|
Metamagic
|
Sorcerer
or wizard
|
Any metamagic
|
Know (arcana),
Concentration, Spellcraft
|
Rod or staff
|
Influence
|
+0
|
Degree, DC 24
|
16-23
|
Spell research
|
Wizard
|
Spell Mastery
|
Spellcraft, Know (arcana),
Concentration
|
Extra spells in spellbook
|
Information
|
+½
|
Degree, DC 26
|
24-29
|
Training
|
Wizard
|
Leadership,
Persuasive
|
Spellcraft, Know (arcana),
Sense Motive
|
Wondrous item for
interaction/communication
|
Influence
|
+1
|
Society, DC 26
|
30-35
|
Abjuration
|
Wizard
|
Sp Focus (Abj)
|
Spellcraft, Concentration,
Know (the planes)
|
Wand/staff with
abjuration spells
|
Information
|
+0
|
Degree, DC 28
|
36-41
|
Conjuration
|
Wizard
|
Sp Focus (Conj)
|
Spellcraft, Concentration,
Know (the planes)
|
Wand/staff with
conjuration spells
|
Information
|
+0
|
Degree, DC 28
|
42-47
|
Divination
|
Wizard
|
Sp Focus (Dlv)
|
Spellcraft, Concentration,
Know (the planes)
|
Wand/staff with
divination spells
|
Information
|
+0
|
Degree, DC 28
|
48-53
|
Enchantment
|
Wizard
|
Sp Focus (Ench)
|
Spellcraft, Concentration,
Diplomacy
|
Wand/staff with
enchantment spells
|
Information
|
+0
|
Degree, DC 28
|
54-59
|
Evocation
|
Wizard
|
Sp Focus (Evoc)
|
Spellcraft, Concentration,
Know (arcana)
|
Wand/staff with
evocation spells
|
Information
|
+0
|
Degree, DC 28
|
60-65
|
Illusion
|
Wizard
|
Sp Focus (Illus)
|
Spellcraft, Concentration,
Perform (any)
|
Wand/staff with
illusion spells
|
Information
|
+0
|
Degree, DC 28
|
66-71
|
Necromancy
|
Cleric
or wizard
|
Sp Focus (Necro)
|
Spellcraft, Concentration,
Know (religion)
|
Wand/staff with
necromancy spells
|
Information
|
+0
|
Degree, DC 28
|
72-77
|
Transmutation
|
Wizard
|
Sp Focus (Trans)
|
Spellcraft, Concentration,
Know (arcana)
|
Wand/staff with
transmutation spells
|
Information
|
+0
|
Degree, DC 28
|
78-85
|
Creature studies
|
Wizard
|
Spell Penetration,
Improved Familiar
|
Know (nature), Know (arcana),
Know (the planes)
|
Wondrous item that
mimics monster ability
|
Influence
|
+½
|
Society, DC 26
|
86-94
|
Battle magic
|
Sorcerer
or wizard
|
Combat Casting,
Any metamagic
|
Concentration, Spellcraft,
Know (arcana)
|
Bracers of armor or
cloak of resistance
|
Information
|
+½
|
Society, DC 28
|
95-100
|
Divine magic
|
Cleric
|
Sp Focus (any)
|
Concentration,
Know (religion), Spellcraft
|
Prayer beads or
divine scrolls
|
Skill
|
+½
|
Society, DC 24
|
ARISTOCRATIC BACKGROUND
The noble court formed an important center of medieval life, where
knights, troubadours, and artisans experienced the scope of feudal life
(minus the peasants). Aristocratic adventures center on intrigue and
political maneuvering, but courts also feature ritualized combat such as
duels and jousts.
Recognition for characters with aristocratic backgrounds varies widely,
because noble courts have a highly stratified social structure. Actual
nobles can attain progressively greater noble titles, but other characters
who spend time in noble courts don't have that chance.
A character's familiarity with the ways of the noble court provides a
bonus on recognition checks; each time the aristocratic background is
selected for this character, the bonus increases by 1.
EXAMPLE ARITOCRATIC TITLES
The noble titles below are examples drawn from medieval Europe (Britain in
particular), so they're suitable for most sword-and-sorcery settings.
Other historical feudal and quasi-feudal cultures (such as Japan and
India) can also inspire noble titles for your game.
Titles (Lowest to Highest)
Knight, Baronet, Baron or Baroness, Viscount or Viscountess, Count or
Countess, Marquess or Marchioness, Duke or Duchess, Grand Duke or Grand
Duchess, Prince or Princess, King or Queen, Emperor or Empress.
Sometimes counts are called earls, and marquesses are referred to as
marquises or margraves. Germanic culture refers to dukes as grafs and
baronets as ritters. Prince or princess can either be a noble title or it
can describe a familial relationship: son or daughter of the king or
queen.
Table: Aristocratic Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Know = Knowledge; Sp Focus = Spell Focus.
- Indicates a prestige class. Only available if the class is
allowed in the campaign.
|
01-07
|
Noble warlord
|
Fighter
or paladin
|
Leadership,
Weapon Focus
|
Intimidate, Diplomacy,
Know (nobility and royalty)
|
Armor
|
Influence
|
+1
|
Title, DC 22
|
08-14
|
Landed gentry
|
Bard
|
Leadership,
Skill Focus (Diplomacy)
|
Diplomacy, Sense Motive,
Know (history),
Know (nobility and royalty),
Perform
|
Wondrous item that
aids interaction
|
Influence
|
+1
|
Title, DC 22
|
15-21
|
Church potentate
|
Cleric
|
Leadership, Persuasive
|
Diplomacy,
Know (nobility and royalty),
Spellcraft
|
Rod or staff
|
Influence
|
+1
|
Title, DC 24
|
22-28
|
Dragon-blooded
|
Sorcerer
|
Leadership,
Sp Focus (Ench)
|
Diplomacy,
Know (nobility and royalty),
Concentration
|
Rod or staff
|
Influence
|
+1
|
Title, DC 24
|
29-39
|
Troubadour
|
Bard
|
Skill Focus (Perform),
Sp Focus (Ench)
|
Perform (any), Diplomacy,
Sense Motive,
Know (nobility and royalty),
Know (local)
|
Wondrous item that
charms or compels
|
Influence
|
+½
|
—
|
40-49
|
Court jester
|
Rogue
|
Acrobatic, Agile
|
Perform (any), Tumble, Jump,
Know (nobility and royalty),
Balance
|
Wondrous item that
aids movement
|
Influence
|
+½
|
—
|
50-59
|
Court arcanist
|
Wizard or
loremaster1
|
Sp Focus (Ench),
Sp Focus (Illus)
|
Know (nobility and royalty),
Know (arcana), Know (local),
Spellcraft, Concentration
|
Extra spells
in spellbook
|
Influence
|
+½
|
—
|
60-69
|
Religious advisor
|
Cleric
|
Negotiator,
Sp Focus (Dlv)
|
Know (religion),
Know (nobility and royalty),
Spellcraft
|
Item with
divination aura
|
Influence
|
+½
|
—
|
70-80
|
Chivalric knight
|
Paladin
|
Mounted Combat,
Ride-By Attack
|
Ride, Intimidate, Diplomacy
|
Armor
|
Influence
|
+½
|
Title, DC 24
|
81-90
|
Seneschal
|
Bard
|
Negotiator,
Investigator
|
Sense Motive, Diplomacy,
Intimidate,
Know (nobility and royalty),
Know (local)
|
Item with
divination aura
|
Influence
|
+½
|
—
|
91-100
|
Duelist
|
Fighter or
duelist1
|
Combat Expertise,
Improved Feint
|
Bluff, Perform (any),
Tumble, Sense Motive,
Know (nobility and royalty)
|
Weapon
|
Influence
|
+½
|
—
|
CROSS-CULTURAL BACKGROUND
This disparate set of background activities differs from the other
backgrounds because it represents time spent away from the character's
home culture. Unlike with the other backgrounds, there's no character
class attached to each activity — select whatever class you picked at the
previous level, or choose a class if this is your first background
selection. Your time with another culture affects your feat and skill
choices, and any contacts you gain during cross-cultural background
activities are probably members of that culture.
It's almost impossible to define what form recognition takes in this
background, because it depends heavily on the nature of the culture your
character is visiting. The exact nature of the recognition earned is up to
the game master — it could take the form of rank, title, society membership,
or decoration.
Each activity in this background is associated with a specific Knowledge
skill. A character's ranks in that skill provide a bonus on recognition
checks.
Table: Cross-Cultural Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Know = Knowledge; Sp Focus = Spell Focus; Gather Info = Gather
Information.
|
01-20
|
Primitive tribe
|
Any
|
Track, Self-Sufficient
|
Know (nature), Survival,
Diplomacy, Spot, Listen
|
Armor
|
Skill
|
+0
|
DC 28
|
21-50
|
Far-off culture
|
Any
|
Exotic Weapon Proficiency
|
Know (geography),
Speak Language, Diplomacy,
Sense Motive, Know (history)
|
Weapon
|
Information
|
+½
|
DC 26
|
51-60
|
Extraplanar
|
Any
|
Sp Focus (Abj),
Spell Penetration
|
Know (the planes),
Speak Language, Diplomacy,
Decipher Script, Spellcraft
|
Wondrous item that
provides protection
|
Influence
|
+½
|
DC 28
|
61-85
|
Racial minority
|
Any
|
Weapon Focus
(any racially favored weapon),
Improved Critical
(any racially favored weapon)
|
Know (local),
Speak Language, Diplomacy,
Sense Motive, Gather Info
|
Weapon
|
Influence
|
+½
|
DC 26
|
86-100
|
Refugee
|
Any
|
Endurance, Diehard
|
Know (geography),
Bluff, Gather Info,
Hide, Move Silently
|
Armor
|
Information
|
+0
|
DC 30
|
GOVERNMENT BACKGROUND
This set of background activities includes jobs performed for those who
work for a city, provincial, or national government — other than those in
the army or navy, who are covered under the military and maritime
backgrounds described below.
Most of the recognition associated with a government background comes in
the form of increases in rank (whether military or civilian in nature).
Each activity in this background is associated with a particular skill — the
one mentioned first in the entry's Skills column. A character's ranks in
that skill provide a bonus on recognition checks.
Table: Government Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Know = Knowledge; Gather Info = Gather Information.
|
01-12
|
Administrator
|
Bard or
rogue
|
Leadership,
Investigator
|
Know (local), Diplomacy, Intimidate,
Sense Motive, Know (history)
|
Item that
provides protection
|
Influence
|
+½
|
Rank, DC 26
|
13-25
|
Spy
|
Rogue
|
Stealthy,
Deceitful
|
Disguise, Gather Info, Hide,
Move Silently, Forgery
|
Item with
illusion aura
|
Information
|
+0
|
—
|
26-37
|
Diplomat
|
Bard
|
Negotiator,
Persuasive
|
Diplomacy, Sense Motive,
Bluff, Intimidate, Know (local)
|
Item that
aids interaction
|
Influence
|
+½
|
Rank, DC 28
|
38-50
|
City watch
|
Fighter
|
Alertness,
Power Attack
|
Know (local),
Sense Motive, Jump
|
Weapon
|
Influence
|
+½
|
Rank, DC 28
|
51-63
|
Arcane advisor
|
Wizard or
sorcerer
|
Any item creation
|
Know (arcana),
Spellcraft, Know (local)
|
Scrolls and spells
in spellbook
|
Information
|
+0
|
Society, DC 26
|
64-75
|
Honor guard
|
Fighter or
paladin
|
Combat Expertise,
Weapon Focus
|
Know (history),
Intimidate, Ride
|
Armor
|
Skill
|
+1
|
Rank, DC 26
|
76-88
|
Sheriff
|
Ranger
|
Alertness,
Weapon Focus
|
Know (local), Ride, Sense Motive,
Survival, Intimidate
|
Weapon
|
Influence
|
+½
|
Rank, DC 30
|
89-100
|
Theocrat
|
Cleric
|
Persuasive,
Investigator
|
Know (local), Spellcraft,
Know (religion)
|
Wand or staff
|
Influence
|
+½
|
Rank, DC 28
|
MARITIME BACKGROUND
Characters with maritime backgrounds indulge in the same passions as
everyone else — war, trade, and larceny — but they do it with a ship's deck
beneath their feet (unless they've been shipwrecked, which is one possible
activity in this background).
A character's time spent on the high seas provides a bonus on recognition
checks; each time the maritime background is selected for this character,
the bonus increases by 1.
EXAMPLE MARITIME RANKS
Every navy has its own system of ranks, and few ships are at exactly their
full complement of crew. The following system of ranks is a good starting
point for most campaigns.
Maritime Ranks (Lowest to Highest)
Ordinary hand, able hand, leading hand, petty officer, chief petty
officer, sublieutenant, lieutenant, lieutenant commander, commander,
captain, commodore, admiral, grand admiral.
Table: Maritime Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Prof = Profession; Sp Focus = Spell Focus; Know = Knowledge.
|
01-12
|
Pirate
|
Rogue
|
Dodge, Mobility
|
Balance, Jump, Tumble,
Bluff, Swim
|
Weapon
|
Information
|
+½
|
Rank, DC 22
|
13-24
|
Military navy
|
Fighter
|
Leadership,
Weapon Focus
|
Prof (sailor), Swim, Use Rope
|
Weapon
|
Influence
|
+½
|
Rank, DC 24
|
25-34
|
Sea trader
|
Rogue or bard
|
Negotiator,
Deft Hands
|
Appraise, Sense Motive,
Diplomacy, Swim, Prof (sailor)
|
Wondrous item that
aids interaction
|
Skill
|
+0
|
Rank, DC 26
|
35-44
|
Ship's marine
|
Fighter
|
Power Attack,
Improved Sunder
|
Swim, Climb, Jump
|
Light armor
|
Skill
|
+0
|
Rank, DC 26
|
45-52
|
Stowaway
|
Rogue
|
Stealthy,
Deceitful
|
Swim, Hide, Move Silently,
Disguise, Bluff
|
Item that
aids stealth
|
Influence
|
+0
|
—
|
53-62
|
Shipwrecked
|
Barbarian
|
Track,
Self-Sufficient
|
Swim, Survival, Craft (any),
Spot, Listen
|
Simple weapon or
hand-crafted item
|
Skill
|
+0
|
—
|
63-72
|
Deckhand
|
Rogue or fighter
|
Dodge,
Weapon Focus
|
Swim, Use Rope, Prof (sailor),
Climb, Jump
|
Weapon
|
Information
|
+0
|
Rank, DC 26
|
73-82
|
Navigator
|
Bard or wizard
|
Scribe Scroll,
Sp Focus (Trans)
|
Prof (sailor), Decipher Script,
Know (geography),
Spellcraft, Swim
|
Scrolls
|
Skill
|
+0
|
Rank, DC 24
|
83-90
|
Wind-bringer
|
Druid or sorcerer
|
Sp Focus (Trans),
Sp Focus (Conj)
|
Spellcraft, Concentration,
Know (geography),
Swim, Prof (sailor)
|
Item that affects
weather or wind
|
Information
|
+0
|
Rank, DC 24
|
91-100
|
Chaplain
|
Cleric
|
Any metamagic
|
Heal, Swim, Prof (sailor)
|
Item that
heals or cures
|
Information
|
+0
|
Rank, DC 24
|
MERCANTILE BACKGROUND
Characters with a mercantile background work in the organized business of
making money, buying low and selling high. While this characterization
describes most jobs in the modern world, in feudal and semifeudal
societies the average person has much less connection to commerce. The
typical peasant turns over his crops to the local feudal lord, keeping
enough to feed his family, and other family members make most of the
finished goods (clothes, furniture, and other necessities) they require
themselves. Accordingly, characters with the mercantile background are
much more common in cities and in societies where money is the most common
medium of exchange (rather than communal hunter-gatherer living or a
feudal relationship).
The only recognition available in this background category is among
caravan guards and guild officials, both of whom can earn promotions to
higher ranks (as described for the military background, below). A caravan
guard applies his base attack bonus as a modifier on recognition checks,
while a guild official applies his ranks in Diplomacy.
EXAMPLE GUILD RANKS
The guilds in medieval European society usually had a simple set of ranks:
apprentice, journeyman, and master. Attaining higher rank meant spending
years on the job and passing some sort of examination, or in the case of
the master, creating a "master piece" that peers judged worthy. In a
system with only three ranks, the recognition check DC for advancing from
apprentice to journeyman is 26, and DC for advancing from journeyman to
master is 30.
If you want more frequent recognition (and thus more guild ranks), set the
recognition check DC at a constant value of 24 and split each rank into
three smaller ranks. Characters begin as apprentices in the third degree,
then ascend to second-degree apprentices and first-degree apprentices.
Then they become journeymen in the third degree.
Because the game is set in a fantasy world, you may wish to develop more
fanciful titles for the guilds you create, especially those that are part
of nonhuman or otherwise exotic cultures.
Table: Mercantile Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Gather Info = Gather Information; Know = Knowledge.
|
01-14
|
Caravan
guard
|
Fighter
|
Alertness,
Point Blank Shot
|
Ride, Spot, Listen
|
Armor
|
Information
|
+0
|
Rank, DC 24
|
15-27
|
Broker
|
Rogue
or bard
|
Investigator, Persuasive
|
Gather Info, Sense Motive,
Diplomacy, Know (local)
|
Wondrous item that
helps carry loads
|
Information
|
+½
|
—
|
28-40
|
Negotiator
|
Rogue
or bard
|
Negotiator,
Skill Focus (Diplomacy)
|
Diplomacy, Sense Motive,
Bluff, Intimidate, Know (local)
|
Wondrous item that
aids interaction
|
Influence
|
+½
|
—
|
41-53
|
Buyer
|
Rogue
or bard
|
Diligent,
Skill Focus (Appraise)
|
Appraise, Bluff, Sense Motive,
Craft (any), Diplomacy
|
Wondrous item with
divination aura
|
Influence
|
+0
|
—
|
54-69
|
Traveling
merchant
|
Rogue or
sorcerer
|
Dodge, Mobility
|
Diplomacy, Sense Motive,
Appraise, Bluff, Sleight of Hand
|
Wondrous item with
illusion aura
|
Information
|
+½
|
—
|
70-83
|
Magic-shop
owner
|
Wizard
|
Brew Potion,
Craft Magic Arms and Armor
|
Spellcraft, Know (arcana),
Craft (any)
|
Staff or wand
|
Skill
|
+½
|
—
|
84-100
|
Guild
official
|
Rogue
or cleric
|
Leadership, Persuasive
|
Craft (any, Diplomacy,
Sense Motive, Bluff,
Know (local)
|
Item that gives
morale effect
|
Influence
|
+1
|
Rank;
see text
|
MILITARY BACKGROUND
The activities associated with this background include broadly defined
military missions. The raid activity, for example, covers everything from
young Vikings on their first pillage to elite commandos striking behind
enemy lines. Except for all-out war, none of the activities implies
continuous assignment. Most soldiers spend much of their time training,
guarding, and hanging out in the barracks.
Military recognition takes two forms: decorations (medals, fancy uniforms,
tattoos, and the like) and rank (encompassing traditional military ranks
and sometimes noble or honorific titles). In each case, the recognition
check DC is modified by the character's base attack bonus. Rolling a
natural 20 on a recognition check gives the character a double promotion
or a more prestigious decoration.
EXAMPLE RANKS AND DECORATIONS
The following military ranks are typical of a national army in a fantasy
kingdom. Designing your own command structure and unique decorations is a
good way to make your game world seem more real.
Ranks (Lowest to Highest)
Armsman, Sergeant, Sergeant Major, Lieutenant, Captain, Major, Colonel,
General.
Decorations
Three-Star Cluster (for valor), Ivy-Oak Medallion (for service to the
realm), Ribbon of Scarla (for bravery under fire), iron Gauntlet (for
unsurpassed heroism).
Table: Military Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Weapon Spec = Weapon Specialization; Prof = Profession; Know =
Knowledge.
- Indicates a prestige class. Only available if the class is
allowed in the campaign.
|
01-11
|
Raid
|
Barbarian or fighter
|
Weapon Focus,
Weapon Spec
|
Climb, Jump, Intimidate,
Search, Swim
|
Melee weapon
|
Information
|
+0
|
Decoration,
DC 20
|
12-19
|
Trainer
|
Fighter
|
Combat Expertise,
Improved Disarm
|
Intimidate, Diplomacy,
Know (local)
|
Wondrous item for
morale/interaction
|
Influence
|
+1
|
Rank, DC 22
|
20-27
|
Cavalry scout
|
Ranger
|
Mounted Combat,
Mounted Archery
|
Ride, Spot, Listen, Survival,
Search, Move Silently, Hide
|
Ranged weapon
|
Information
|
+0
|
Rank, DC 24
|
28-35
|
Heavy cavalry
|
Fighter or paladin
|
Mounted Combat,
Spirited Charge
|
Ride, Intimidate, Jump
|
Barding
|
Information
|
+½
|
Decoration or
rank, DC 24
|
36-44
|
Defense
|
Fighter or
dwarven defender1
|
Dodge, Mobility
|
Prof (siege engineer),
Climb, Jump
|
Armor or shield
|
Skill
|
+½
|
Rank, DC 22
|
45-52
|
Scout
|
Ranger or
arcane archer1
|
Alertness, Stealthy
|
Spot, Listen, Move Silently,
Hide, Survival
|
Wondrous item for
stealth, perception,
or communication
|
Information
|
+0
|
Rank, DC 24
|
53-63
|
Shock trooper
|
Fighter
|
Power Attack,
Improved Bull Rush
|
Climb, Intimidate, Jump
|
Armor or shield
|
Information
|
+½
|
Decoration,
DC 24
|
64-74
|
Siege
|
Fighter
|
Power Attack,
Improved Sunder
|
Climb, Jump,
Prof (siege engineer)
|
Melee weapon
|
Information
|
+½
|
Decoration,
DC 22
|
75-80
|
War
|
Fighter
|
Any fighter bonus feat
|
Climb, Intimidate, Jump
|
Melee weapon
|
Influence
|
+1
|
Rank, DC 20
|
81-86
|
Diplomacy
|
Fighter or paladin
|
Leadership,
Persuasive
|
Diplomacy, Sense Motive,
Know (nobility and royalty)
|
Wondrous item for
morale/interaction
|
Influence
|
+1
|
Rank, DC 24
|
87-94
|
Border patrol
|
Ranger
|
Point Blank Shot,
Far Shot
|
Survival, Spot, Listen,
Hide, Move Silently
|
Ranged weapon
|
Information
|
+0
|
Rank, DC 26
|
95-100
|
Herald
|
Bard or fighter
|
Negotiator,
Weapon Focus
|
Know (nobility and royalty),
Diplomacy, Know (local),
Sense Motive, Spot, Listen,
Know (history)
|
Armor or shield
|
Influence
|
+1
|
Rank, DC 24
|
RELIGIOUS BACKGROUND
Obviously, clerics dominate this background category. In a larger sense,
it represents all activities that have a strong religious element, and in
the generally pious societies that dominate most campaigns, that's a
pretty wide spread.
Recognition is by ascension in rank, with a character's ranks in Knowledge
(religion) providing a bonus on his recognition check.
EXAMPLE RELIGIOUS RANKS
The following ranks are loosely drawn from the Christian church as it
existed in the Middle Ages. Accordingly, they won't be appropriate for all
the fantasy religions in your game.
Religious Ranks (Highest to Lowest): acolyte, abbot, deacon, priest, high
priest, bishop, prelate, archbishop, patriarch, cardinal.
Table: Religious Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Sp Focus = Spell Focus; Know = Knowledge; Gather Info = Gather
Information.
- Indicates a prestige class. Only available if the class is
allowed in the campaign.
|
01-12
|
Temple
leader
|
Cleric
|
Leadership,
Sp Focus (Ench)
|
Diplomacy, Sense Motive,
Know (religion)
|
Item that employs
divine magic
|
Influence
|
+½
|
Rank, DC 26
|
13-24
|
Evangelist
|
Cleric
|
Negotiator,
Sp Focus (Conj)
|
Diplomacy, Know (religion),
Spellcraft
|
Item that
aids interaction
|
Influence
|
+1
|
Rank, DC 28
|
25-33
|
Sacred
librarian
|
Bard or cleric
|
Diligent,
Investigator
|
Gather Info, Know (religion),
Know (history), Spellcraft, Search
|
Item with
divination aura
|
Information
|
+0
|
Rank, DC 30
|
34-42
|
Keeper of
the dead
|
Cleric
|
Extra Turning,
Sp Focus (Necro)
|
Know (religion), Spellcraft,
Concentration
|
Item with
necromancy aura
|
Skill
|
+0
|
Rank, DC 30
|
43-51
|
Cultist
|
Cleric
|
Sp Focus (Conj),
Sp Focus (Necro)
|
Disguise, Concentration,
Spellcraft
|
Item that aids
disguise or secrecy
|
Information
|
+0
|
Rank, DC 26
|
52-64
|
Inquisitor
|
Cleric
|
Sp Focus (Dlv),
Investigator
|
Sense Motive, Intimidate,
Spellcraft
|
Item with
divination aura
|
Information
|
+½
|
Rank, DC 28
|
65-77
|
Exorcist
|
Cleric
|
Sp Focus (Abj),
Spell Penetration
|
Spellcraft, Concentration,
Know (the planes)
|
Item that affects
extraplanar creatures
|
Influence
|
+½
|
Rank, DC 30
|
78-88
|
Temple
guardian
|
Paladin, fighter,
or blackguard1
|
Power Attack,
Cleave
|
Know (religion),
Spot, Climb
|
Armor
|
Skill
|
+0
|
Rank, DC 28
|
89-100
|
Cloistered
|
Monk
|
Dodge, Mobility
|
Tumble, Jump, Balance,
Hide, Move Silently
|
Item that
provides protection
|
Skill
|
+0
|
Rank, DC 28
|
SKILLED BACKGROUND
This background is similar to the academic magic background, except that
it represents learning and instruction in subjects not related to magic.
Nevertheless, a spellcaster may well select this background if he is
interested in studying other topics.
Recognition for skilled background activities is similar to recognition in
an academic magic background: degrees and memberships in honorary
societies. (Athletes get trophies, functionally similar to military
decorations, instead.)
Each activity in this background is associated with a particular skill — the
one mentioned first in the entry's Skills column. A character's ranks in
that skill provide a bonus on recognition checks.
Table: Skilled Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Know = Knowledge; Prof = Profession.
|
01-16
|
Religious
scholar
|
Cleric
|
Scribe Scroll,
Diligent
|
Decipher Script,
Know (religion), Spellcraft
|
Robe or cloak
|
Information
|
+0
|
Degree or
society, DC 26
|
17-32
|
Music
theorist
|
Bard
|
Scribe Scroll,
Skill Focus (Perform)
|
Perform (any), Diplomacy, Sense Motive,
Decipher Script, Speak Language
|
Instrument
|
Information
|
+½
|
Degree or
society, DC 28
|
33-44
|
Barrister
|
Rogue
|
Persuasive,
Negotiator
|
Intimidate, Diplomacy, Sense Motive,
Bluff, Know (nobility and royalty)
|
Wondrous item that
protects against spells
|
Information
|
+0
|
Degree or
society, DC 26
|
45-60
|
Scribe
|
Wizard
|
Any metamagic
|
Decipher Script,
Speak Language, Know (arcana)
|
Extra spells
in spellbook
|
Information
|
+0
|
Degree or
society, DC 28
|
61-74
|
Naturalist
|
Druid
|
Track, Natural Spell
|
Know (nature), Prof (herbalist),
Handle Animal, Spellcraft, Concentration
|
Scrolls, wand, or staff
|
Information
|
+0
|
Degree or
society, DC 28
|
75-90
|
Scientist
|
Wizard
|
Any item creation
|
Know (architecture and engineering),
Craft (any), Spellcraft
|
Wondrous item that
moves by itself
|
Information
|
+0
|
Degree or
society, DC 26
|
91-100
|
Athlete
|
Monk or
ranger
|
Athletic, Dodge
|
Balance, Climb, Jump Tumble, Swim
|
Item that boosts
physical stats
|
Information
|
+1
|
Degree or
society, DC 26
|
UNDERWORLD BACKGROUND
The teeming cities of the game world provide opportunities for countless
adventures. The activities associated with this background represent
moneymaking efforts on the wrong side of the law. A character may operate
solo, as part of a small gang, or as part of a large thieves' guild or
organized crime family Some characters with underworld backgrounds use a
false name to attain the benefits of their reputation while avoiding
entanglements with law enforcement.
The underworld offers few chances for formal recognition (reflected by the
relatively high recognition check DCs in this background), although some
criminal syndicates have ranks and titles. The notion of underworld
recognition may not be appropriate for every setting.
Each activity in this background is associated with a particular skill — the
one mentioned first in the entry's Skills column. A character's ranks in
that skill provide a bonus on recognition checks.
Table: Underworld Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Gather Info = Gather Information; Know = Knowledge.
- Indicates a prestige class. Only available if the class is
allowed in the campaign.
|
01-12
|
Street crime
|
Rogue
|
Deft Hands,
Dodge
|
Escape Artist, Tumble,
Sleight of Hand, Move Silently,
Hide
|
Wondrous item
that aids movement
|
Information
|
+0
|
Rank, DC 32
|
13-23
|
Protection racket
|
Rogue
|
Combat Expertise,
Improved Feint
|
Intimidate, Sense Motive,
Bluff, Diplomacy, Search
|
Weapon
|
Influence
|
+½
|
Rank, DC 30
|
24-32
|
Gambling
|
Rogue
|
Negotiator,
Persuasive
|
Bluff, Sense Motive, Intimidate,
Gather Info, Forgery
|
Magic item based on
gem or jewelry
|
Influence
|
+1
|
Rank, DC 30
|
33-44
|
Assassination
|
Rogue or
assassin1
|
Improved Critical,
Stealthy
|
Hide, Move Silently,
Tumble, Climb, Jump
|
Weapon
|
Skill
|
+1
|
Rank, DC 30
|
45-57
|
Burglary
|
Rogue or
assassin1
|
Nimble Fingers,
Acrobatic
|
Climb, Open Lock, Hide,
Move Silently, Search, Balance
|
Wondrous item
that aids stealth
|
Skill
|
+0
|
Rank, DC 30
|
58-70
|
Robbery
|
Rogue
|
Weapon Finesse,
Quick Draw
|
Intimidate, Disguise,
Bluff, Use Rope, Hide
|
Weapon
|
Information
|
+½
|
Rank, DC 28
|
71-81
|
Con games
|
Rogue
or bard
|
Deceitful,
Persuasive
|
Bluff, Sense Motive,
Diplomacy, Forgery, Disguise
|
Wondrous item
that creates illusion
|
Influence
|
+1f2
|
Rank, DC 28
|
82-90
|
Fence
|
Rogue
|
Diligent,
Negotiator
|
Appraise, Sense Motive, Bluff,
Know (local), Gather Info
|
Any
|
Influence
|
+1
|
Rank, DC 30
|
91-100
|
Street fighting
|
Fighter
or rogue
|
Quick Draw,
Combat Reflexes
|
Intimidate, Sleight of Hand,
Bluff, Tumble, Spot
|
Armor
|
Skill
|
+0
|
Rank, DC 32
|
WILDERNESS BACKGROUND
This background is a feature of characters who spend most of their time in
the forbidding wilds, far from the comforts of civilization. Because such
a character often leads a solitary existences, there's almost no
opportunity for recognition. Only a character who undertakes the
hunter-gatherer activity has a chance to attain a higher rank (that of
chieftain, and it's only attainable once), with ranks in Survival
providing a bonus on the recognition check.
Table: Wilderness Background Activities
d%
|
Activity
|
Class
|
Feats
|
Skills
|
Gear
|
Contacts
|
Rep
|
Recognition
|
Sp Focus = Spell Focus; Know = Knowledge.
- Indicates a prestige class. Only available if the class is
allowed in the campaign.
|
01-12
|
Hunter-gatherer
|
Barbarian
|
Track,
Self-Sufficient
|
Survival, Spot, Listen,
Climb, Swim
|
Weapon
|
Skill
|
+0
|
Chieftain,
DC 28
|
13-25
|
Nature guardian
|
Druid
|
Natural Spell,
Combat Casting
|
Concentration, Spot,
Survival, Spellcraft,
Know (nature)
|
Armor
|
Information
|
+½
|
—
|
26-36
|
Game hunter
|
Ranger
|
Weapon Focus,
Improved Critical
|
Survival, Spot, Listen,
Hide, Move Silently
|
Weapon
|
Skill
|
+0
|
—
|
37-47
|
Explorer
|
Ranger or
horizon walker1
|
Alertness,
Endurance
|
Survival, Know (nature),
Spot, Listen,
Know (geography)
|
Wondrous item
that aids movement
|
Information
|
+1
|
—
|
48-56
|
Hermit
|
Druid or
sorcerer
|
Sp Focus (Illus),
Sp Focus (Ench)
|
Survival, Concentration,
Spellcraft
|
Staff or wand
|
Skill
|
+0
|
—
|
56-66
|
Wandering minstrel
|
Bard
|
Alertness,
Endurance
|
Perform, Survival,
Know (geography),
Know (nature), Spot
|
Weapon
|
Influence
|
+½
|
—
|
67-79
|
Nature worshiper
|
Druid
|
Sp Focus (Trans),
Sp Focus (Conj)
|
Know (nature),
Know (religion), Survival,
Spellcraft, Concentration
|
Staff or wand
|
Information
|
+0
|
—
|
80-90
|
Highwayman
|
Rogue
|
Combat Expertise,
Improved Disarm
|
Survival, Intimidate,
Hide, Move Silently, Bluff
|
Armor
|
Information
|
+½
|
—
|
91-100
|
"I walk the earth."
|
Barbarian
or monk
|
Endurance,
Combat Reflexes
|
Survival, Climb, Hide,
Move Silently, Swim
|
Wondrous item
that protects
|
—
|
+0
|
—
|
Customizing Backgrounds
Background selections are like prestige classes: They function best when
the game master integrates them tightly into the campaign world. You have
a lot of room to modify the background activities described in this
section to suit the needs of your campaign and inject the rules with the
flavor of your game world. For example, perhaps the city-state of Harleph
has elite flail-wielding commandos called the Crimson Guard. The shock
trooper activity in the military background could offer a decoration
called the Red Braid in the Recognition column, a dire flail in the Gear
column, and a +1 in the Reputation column (they are elite, after all).
|