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). |