Backgrounds (3.5e Variant Rule)

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Backgrounds[edit]

These backgrounds are designed help to flesh out characters and give them some powers that grow with them. With the idea that this is who your character is before they become an adventurer. The rules are intended to start the players off at level 0 and they will Level up to 1 at 500 xp. Characters are proficient with any equipment they are listed as having. Characters start the game with 4 hit points plus their constitution modifier and no good saves. You can instead start the players off wherever you want as normal and just give them the bonuses. Each background will give the players an ability score bonus, a feat, 4 skill ranks they can place in one of the listed skills plus additional ones for a high intelligent score as normal (skills on the list always count as class skills and you can use them untrained), some starting equipment and a unique special ability. If you have a level adjustment, you can choose to buy it off before you hit level one. Add up the total xp it would take to reach the level equal to the level adjustment you have. For example if your level adjustment is a +2, you would pay 1500 xp to buy it off. Then you would reach level one once you gained an additional 500 xp. When you hit level one, you get all the regular things a charcter gits at first level. Such as a feat, full hot points and 4 times your regular skill points.

Castle[edit]

Assassin[edit]

You have been trained to infiltrate and kill high ranking officials. Though you may have escaped your upbringing, the training is there and you know how to strike with deadly accuracy.

Ability Score: +1 Dex

Skills: Bluff, Disable Device, Disguise, Escape Artist, Hide, Knowledge (Nobility and Royalty), Listen, Move Silently, Open Lock, Perform (any), Slight of Hand

Feat: chose only one. Quick Draw or rapid reload for crossbow sniper.

Equipment: Traveler's Clothes, Vial of Black Adder Venom, Disguise Kit, Thieves Tools, Grappling Hook and Hemp Rope, Dagger that lets you put a vial in it and a groove that lets the poison flow down it, 10 gp.

Special Ability: You have been trained to deliver poisons with your blade straight to vital areas of the body. Maximizing their effectiveness. You gain a Sneak Attack of 1d6. Any poison delivered with a sneak attack has it's fortitude dc increased by 2. You also are not at risk of poisoning yourself when dealing with poisons.

Courtier[edit]

Thou of little or no noble blood yourself, you have spent many hours in the courts of those who are. Whether as an advisor, friend to a noble, or maybe even "just" a beautiful wall flower, your presence at court is deeply sought after. You are probably even more familiar to the intrigues of the court than those in power.

Ability Score: +1 Cha

Skills: Bluff, Decipher Script, Disguise, Diplomacy, Forgery, Gather Information, Knowledge Nobility, Speak Language

Feat: Negotiator

Equipment: Courtier's Outfit, Dagger, Disguise Kit, 100 gp

Special Ability: You are aware of the plots that are common in court. Including potential for poisons. As such you have learned to deal with such. You are immune to poison, know if something is poisoned, and can use delay poison 1/day as an extraordinary ability.

Dancer[edit]

You have trained to perform dances from all over the world. Every motion of your body is made with exquisite grace and when you walk you seem to float just above the ground.

Ability Score: +1 Cha

Skills: Bluff, Diplomacy, Disguise, Jump, Perform Dance, Sleight of Hand, Tumble

Feat: Skill Focus (Perform Dance)

Equipment: Entertainer's Outfit and travelers clothes, dagger, scimitar (balanced for dancing as well as combat), 50 gp

Special Ability: There are two dance styles that translate very well to combat. The Snowflake Wardance, and the Dervish Dance. You know one at character creation and the other at level 10. You can perform a dance once a day, and once more every five levels. The dances cannot be preformed while wearing heavier than light armor, using a shield, or caring more than a light load. While dancing, they cannot use skills or abilities that involve concentration or require them to remain still, such as Move Silently, Hide, or Search. A dancer with the bardic music ability can, however, sing while they dance. A dancer cannot perform a dance while under the effect of a rage or frenzy ability. A dancer may only perform a dance while wielding a slashing weapon (they may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). Performing a dance is physically tiresome – when the dance ends, you become fatigued for the next 10 minutes. A dance lasts 1 round for every two ranks of Perform (dance) that the character has. If you know both dances, you can perform them both at the same time.

You have learned the Dervish dance and can become a whirling dancer of death. While in this dervish dance, you can take a full attack action (for melee attacks only) and still move up to your speed. However, you must move a minimum of 5 feet between each attack when using this ability, and you cannot return to a square you just exited (though you may return to that square later during your full attack). You are subject to attacks of opportunity while dancing, but may tumble normally as part of the move. If you are prevented from completing your move, you are also prevented from finishing your full attack.

You have mastered the Snowflake Wardance, a mystical style of fighting that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you wield in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse).

Diplomat[edit]

Lords, Baron's and even Kings rely on you to gather information and try to sway other's to their benefit. Often a dangerous job, but one filled with excitement.

Ability Score: +1 Cha

Skills: Appraise, Bluff, Decipher Script, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge (history, local, nobility and royalty), Listen, Open Lock, Perform (Orator), Search, Sense Motive, Slight of Hand, Spot, Spellcraft, Use Magic Device

Feat: Negotiator

Equipment: Courtier's' Outfit, Travelers Outfit, Light Horse with Saddle and Saddlebags, Signet Ring, Dagger, 50 gp

Special Ability: You are sure of your abilities to read a room and persuade others to your way of thinking. You can always choose to take a 10 on Bluff, Diplomacy, Gather Information, Intimidate, Perform (Oration), and Sense Motive. You also get a +2 bonus on these skills.

Entertainer[edit]

You are a master entertainer, you rival even the bards abilities to amuse and excite.

Ability Score: +1 Cha

Skills: Balance, Climb, Diplomacy, Gather Information, Jump, Knowledge (Nobility and Royalty), Perform (Any), Slight of Hand, Tumble

Feat: Acrobatic

Equipment: Entertainer's Outfit, Travelers' Outfit, Masterwork Instrument, Juggling or magic props, 6 daggers balanced well for throwing and juggling (15ft range increment) 10 gp.

Special Ability: You can draw the attention of your audience as well as any bard. You can use the perform, slight of hand, or tumble skill to fascinate as a bard equal to your Hit Dice. Except their is no limit to how many times you can use it.

Jester[edit]

Most would consider you a simple fool, but your simple jokes and antics serve to lower people's guard. Helping to sway their opinions of you.

Ability Score: +1 Cha

Skills: Appraise, Bluff, Gather Information, Knowledge (History, Nobility and Royalty), Listen, Perform (any), Sense Motive, Slight of Hand, Speak Language, Tumble

Feat: Skill Focus (Perform Comedian)

Equipment: Entertainer's Outfit, Travelers Outfit, Juggling Props, 10 gp.

Special Ability: People take you for a fool and your jokes help disarm their reservations to your intent. You can use the Perform Comedian skill in place of diplomacy checks and you get a +5 bonus on them to do so.

Noble[edit]

You were born of noble blood, and though you probably won't be ruling any time soon, it still has it's privileges.

Ability Score: +1 Cha

Skills: Bluff, Diplomacy, Knowledge History, Knowledge Nobility, Speak Language

Feat: Leadership (Starting at level 0 with a 0 level servant with an appropriate background.) The cohort usually takes one of three forms. They may be a loyal servant who takes care of your needs, such as a butler. They may be a form of bodyguard, especially if the kingdom you were raised in is in conflict. Or they may be just a good friend or pet, a companion. In the case of a friend, there is a good chance they were assigned to be so at a young age, and though the bound is genuine, there is a clear power difference and they would also fall into the roll of servant to some extent. In the case of a pet, they would be some form of intelligent animal or magical beast.

Equipment: Noble's Outfit, Signet ring (You are important and people can tell by looking at you. They tend to offer you the very best, and expect you to be able to afford it. You can get invited to special occasions and see important people.), Your choice of a Light or Heavy Warhorse or a Warpony, Masterwork Elven Court Sword, 100 gp in jewelry, 150 gp.

Special Ability: Hobby, you got to spend time perusing the livelihood of someone less fortunate than you as a way to broaden your horizon's, though you won't be as proficient as they would be. Pick another background, you gain two skill points from their skill list, two pieces of their equipment, and their bonus feat. Common choices are military service in the form of a cavalier or squire, diplomat, a courtier in a higher ranking nobles court, or some kind of craft or skill like artisan or dancer.

Squire[edit]

You are a lesser noble, or high ranking commoner, and have spent the last few years under the tutelage of a knight. A good portion of your time was spent maintaining the knight's horse and gear. But you also got a fair bit of combat training.

Ability Score: +1 Con

Skills: Craft (Armor, weapons), Diplomacy, Handle animal, Heal, Knowledge (Nobility, Royalty), Ride, Sense motive, Survival

Feat: Weapons focus (Longsword)

Equipment: Courtier's outfit, Traveler's outfit, Signet ring, Light steel shield, Scale mail, Longsword, light war horse, 50 gp.

Special Ability: You have learned to support your allies through tough times. Adjacent allies to you can choose to use your will save instead of their own or get a +2 bonus on theirs.

Urban[edit]

Acolyte[edit]

As an Acolyte, you are someone who was raised, or spent a significant amount of time growing up among the clergy of a deity. Working to support the temple in various chores and participating in the religious services were a part of your daily life.

Ability Score: +1 Wis

Skills: Concentration, Diplomacy, Heal, Knowledge Arcana and Knowledge Religion

Feat: Domain Devotion Feat for one of the deities domains

Equipment: Priestly vestment and travelers clothes, dagger, healers kit, holy symbol, 10 gp

Special Ability: You can stay at any temple dedicated to your deity, but will be expected to serve as the other clergy. You have the ability to cast two 0 level and one 1st level spell. At every 4th level you can learn a new spell. It can up one level higher than the highest level spell you know. These spells must come from the domain spells of your deity. Use your total Hit Dice as your caster level and your wisdom modifier as normal for a cleric. You can't learn a higher spell if you don't have a high enough wisdom score as per a normal cleric.

Alchemist[edit]

You are expert at mixing rare and dangerous ingredients to spectacular effect.

Ability Score: +1 Int

Skills: Appraise, Concentration, Craft (Alchemy), Knowledge (Arcana, the Planes), Slight of Hand, Spellcraft, Use Magic Device

Feat: Skill Focus Craft Alchemy

Equipment: Artisan's Outfit, Alchemist's Lab, Dagger, 25 gp.

Special Ability: You've always got a few reagents ready for use. You can use a free alchemical item once a day worth 25 gp or less. Every 3rd level you can add 10 gp to the value and every 4th level you can add an additional item. Because you are mixing these quickly, you don't have time to preserve these properly and they must be used immediately.

Archeologist[edit]

You have spent hours pouring over old tombs and dusty libraries learning about ancient civilizations. You have also been to a fair number of excavations.

Ability Score: +1 Int

Skills: Appraise, Balance, Climb, Decipher Script, Disable Device, Gather Information, Knowledge (Architecture and Engineering, Dungeoneering, Religion), Open Lock, Search, Speak Language, Use Magic Device, Use Rope.

Feat: Skill Focus (Search)

Equipment: Travelers Outfit, Chalk, Crowbar, Lamp and Oil, Magnifying Glass, Parchment Quill and Oil, Spade and Shovel, Thieves Tools, Dagger, 10 gp.

Special Ability: You have a magical relic you found on a previous dig. It has a slight magical aura, but you are sure it has secrets yet to be unlocked. It is worth 100 gp when you get it and adds an additional value of 100 gp x your Hit Dice at every level in magical enchantment. So at level one it is worth 200 gp, at level two it is worth 400, at level three it is worth 700, at level four it is worth 1,100 and so on. The item seems almost sentient, in the abilities that it gains. You don't have to add an ability at each level, but can save up the value and add a larger enchantment later.

Athlete[edit]

You have grown up training to be an elite athlete. You have competed in front of thousands and have one several events. You may even have a following.

Ability Score: +1 Str

Skills: Balance, Climb, Handle Animal, Jump, Ride, Swim, Tumble

Feat: Endurance

Equipment: Courtier's outfit, Traveler's Outfit, dagger, 100 gp

Special Ability: You gain a competence bonus to checks made with the following skills equal to half Hit Dice: Balance, Climb, Jump, Swim and Tumble. You also apply this bonus to all grapple checks. This bonus is reduced by your armor check penalty.

Barkeep[edit]

You are a member of the staff at an inn or tavern. You've done all the jobs required to run such an establishment at least a few times. You've also learned to listen. Especially to things left unsaid.

Ability Score: +1 Cha

Skills: Appraise, Craft (Alchemy, Alcohol), Diplomacy, Gather information, Intimidate, Knowledge (Local), Listen, Perform (Oratory), Profession (Cook, Barkeep), Sense motive, Sleight of hand, Speak language

Feat: Brew potion

Equipment: Traveler's outfit, 5 bottles of wine, Average lock, Chest, 25 gp.

Special Ability: You gain Bardic Knowledge with your total bard level equal to your total HD. In addition, you get a +10 bonus to gather information checks.

Blacksmith[edit]

You have spent hours hammering hot metal into shape. The hours in the forge have in turn forged you.

Ability Score: +1 Str

Skills: Appraise, Craft (all metal), Intimidate, Open lock, Profession (Blacksmith)

Feat: Endurance

Equipment: Hammer, Masterwork blacksmith tools, Light hammer, Peasant's outfit, 50 gp

Special Ability: You have strong arms and shoulders from your hours swinging a hammer. You gain the Powerful build trait.

Brute[edit]

You're on the brute squad, or maybe the whole squad. You may have found work as a bouncer, bodyguard, enforcer or maybe just a simple thug.

Ability Score: +1 Str

Skills: Appraise, Gather information, Intimidate, Knowledge (Local), Hide, Listen, Move silently, Open lock, Search

Feat: Power attack

Equipment: Peasant's outfit, Manacles, Hempen rope, Thieves' tools, Club, Hide armor, 10 gp.

Special Ability: You add an additional +0.5 strength to damage on all your attacks.

Craftsman[edit]

You grew up as an apprentice to a skilled craftsman. This can be anything covered by the craft skill, or maybe you learned a couple of different trades.

Ability Score: +1 Int

Skills: Appraise, Craft, Diplomacy, Open Lock, Profession, Sense Motive, Speak language.

Feat: Skill Focus (one craft skill)

Equipment: Artisan Outfit and Travelers clothes, Dagger, Masterwork Artisan Tools, 100 gp

Special Ability: You are a member of a guild for whatever craft skill you put the skill focus in. Wherever you go people will recognize that you are at least competent in the trade. You also can get a loan from the guild to get you started with your own business (you are expected, but not required to spend the gold on this). Than loan is 500, or 1000 gp times your class level. You have 10 levels to pay it back and you get 10% interest per level. Once you have payed back a loan, you can get another one.

Gladiator[edit]

Weather by force or to win glory and riches, you have spent a large portion of your life in the gladiator ring. Though gladiator's seldom try to kill each other, you've had some close calls.

Ability Score: +1 Con

Skills: Escape Artist, Heal, Intimidate, Open Lock, Perform Orator, Sense Motive, Tumble

Feat: Diehard

Equipment: Traveler's Outfit, One Exotic Weapon 50 gp

Special Ability: You are used to cuts and scraps and can shrug them off. you get +1/- damage reduction (stacks with everything). This goes up to two at level 10.

Healer[edit]

You are the city's healer. People come to you with their sick and injured. And you have the skills to help them recover.

Ability Score: +1 Wis

Skills: Appraise, Concentration, Craft (Alchemy) Diplomacy, Heal, Knowledge (Nature), Perform (any music), Profession Herbalist, Listen, Survival

Feat: Self-Sufficient

Equipment: Traveler's Outfit, Healer's Kit, Dagger, 10 gp

Special Ability: Your healing isn't as flashy as a cleric's, but it is just as potent. Once a day you can cast Cure Disease, Neutralize Poison and make a heal check that heals a number of hit points equal to your Hit Dice plus your Wisdom Modifier. These are extraordinary abilities gained from your knowledge of herbs and the body.

Mage[edit]

You apprenticed to a powerful wizard, and as such know a bit of the arcane arts yourself.

Ability Score: +1 Int

Skills: Concentration, Knowledge Arcana, Spellcraft, Use magic device

Feat: Scribe scroll

Equipment: Travelers' clothes, Quartertaff, Dagger, Spell Book, Spell Component Pouch 50 gp

Special Ability: You can cast two cantrips and one first level spell from the wizard's spell list. They must belong to the same school. Every 4th level you may add another spell. It can be one level higher than the highest level spell you know. You must have a high enough Intelligence score as normal for a wizard to learn a higher level spell.

Magistrate[edit]

You administer the law and make important decisions for a king, baron or lord.

Ability Score: +1 Int

Skills: Appraise, Decipher Script, Forgery, Gather Information, Knowledge (Arcana, History, Local, Nobility and Royalty), Listen, Profession (Judge, Lawyer), Sense Motive, Search, Speak Language, Spot

Feat: Investigator

Equipment: Cleric's Vestments, Travelers' Cloths, Inkpen Ink and Paper, Manacles, Signet Ring, Hourglass, Magnifying Glass, Merchant's Scale, Dagger, Spellbook, Spell Component Pouch 50 gp.

Special Ability: You've been given as small amount of magical training to assist in your work. You can cast two cantrips and one first level wizard or cleric spell. This spell must be a universal spell or one from the enchantment spell list. Every 4th level you may add another spell. It can be one level higher than the highest level spell you know. You must have an intelligent score high enough to learn the spell as normal. Use your Hit Dice as your caster level.

Monastic Tradition[edit]

You have spent your youth in a monastery, eating a simple but health diet and getting plenty of rigorous exercise.

Ability Score: +1 Dex

Skills: Balance, Climb, Concentration, Move silently, Perform (kata), Swim, Tumble

Feat: Weapon focus (staff)

Equipment: Monk outfit, Quarterstaff, 10 gp

Special Ability: Your healthy diet and exercise have made you more healthy than others. You get an additional +2 hit points per HD and when you create your charecter.

Merchant[edit]

You have traveled the world trading goods.

Ability Score: +1 Int

Skills: Appraise, Bluff, Diplomacy, Forgery, Gather information, Handel Animal, Knowledge (arcana, geography, local), Listen, Ride, Search, Sense Motive, Speak Language, Use magic device

Feat: Negotiator

Equipment: Donkey and Cart, bedroll, magnifying glass, merchant's scale, dagger, traveler's outfit, 50 gp

Special Ability: You get a +5 bonus on Knowledge local checks and it is always a trained skill no matter where you are. You also get an extra 5% profit on trade goods you've tradeded.

Orphan[edit]

Your parents died or couldn't afford to keep you. You were fortunate however to be placed in an orphanage. A few of these are nothing more than forced labor camps, but the vast majority are run by kind individuals trying to help. Many orphanages are attached to a temple or church.

Ability Score: +1 Con

Skills: Bluff, Climb, Craft (any), Escape Artist, Listen, Knowledge Local, Open Lock, Search, Sleight of hand, Spot

Feat: Underfoot Combat (You don't have to be small to use this feat.)

Equipment: Peasant's Clothes, 1 gp.

Special Ability: You have seen adults come and go in your life, and as such have learned to stick close to your fellow orphans. In combat, this translates to an ability to take advantage of distracted foes more easily. So long as another ally is ajacent to the opponent you are fighting, you receive a flanking bonus.

Street Urchin[edit]

You were raised on the streets and spent a lot of time getting into trouble. You usually managed to get out of it.

Ability Score: +1 Dex

Skills: Bluff, Climb, Disable Device, Disguise, Escape Artist, Listen, Knowledge Local, Open Lock, Search, Sleight of hand, Spot

Feat: Deft hands

Equipment: Peasant's Clothes, Thieves Tools 1 gp.

Special Ability: You can find traps like a Rogue and hide in plain sight in an Urban environment.

Thief[edit]

You have been trained by professionals to take what doesn't belong to you. You also know how to sell such ill gotten gains.

Ability Score: +1 Dex

Skills: Climb, Disable Device, Forgery, Gather Information, Hide, Knowledge Local, Knowledge Nobility and Royalty, Move Silently, Open Lock, Search, Use Rope

Feat: Nimble fingers

Equipment: Peasant's Clothes, Dagger, Masterwork Thieves Tools, 50 gp.

Special Ability: You are familiar with the black market; you can sell stolen goods with no repercussions and get 75% of their value. You can also buy mundane "used" goods at 75% cost.

Rural[edit]

Bandit[edit]

You rob from the rich... and lets be honest you probably keep it. Many a highway robber may start with good intentions, or at least think they do. But most are simple thieves. Occasionally there is a hero of the people, seeking justice for the downtrodden, and they are a rare breed.

Ability Score: +1 Dex

Skills: Bluff, Climb, Craft (trap), Disable device, Disguise, Escape artist, Gather information, Intimidate, Listen, Move silently, Open lock, Search, Spot

Feat: Precise shot

Equipment: Explorer's outfit, Disguise kit, Short bow, Dagger, 50 gp.

Special Ability: You have laid many traps for unwary travelers. and know how to hide yourself. You gain the Camouflage ability as the Ranger.

Beast Trainer[edit]

You have been training animals your whole life. Weather part of a family business, for the local nobility, or just as a hobby, you have grown close to the animals in your care and know how to handle them.

Ability Score: +1 Wis

Skills: Handle Animal, Knowledge (Nature, Nobility and Royalty), Ride, Use Rope

Feat: Animal Affinity

Equipment: Masterwork barding and care tools for your animal, travelers cloths, dagger, 50 gp.

Special Ability: You gain the Wild Cohort feat, except the animal also has the War Trained feat. If the animal dies, you can replace it with another one of the same type. You get a +5 circumstance bonus on handle animal and ride checks for your cohort. You also get a +5 bonus to appraise and knowledge nature checks regarding the animals type.

Farmer[edit]

The life of a farmer is simple, but honest. You have seen how your hard work today lets you reap rewards later.

Ability Score: +1 Wis

Skills: Craft (any), Handle animal, Heal, Knowledge (local and nature), Move Silently, Preform (any), Profession (Farmer), Ride, Survival, Use Rope.

Feat: Self-sufficient

Equipment: Commoner Clothes, Pitch Fork (same as a short spear, but it can't be thrown), Bedroll, 10 gp.

Special Ability: Hearth and Home. You have spent your days in fulfilling work tilling good earth and telling stories around the fireplace. As such you have learned the value of the simple things in life. You gain a bonus to Will saves equal to half your HD. As you have never been wealthy, you are familiar crafting and repairing simple household items, gaining a +4 bonus on such checks. Your simple demeanor also helps you to blend into a crowd. You get a +4 bonus on Bluff and Disguise checks to appear as someone unimportant and guards generally don't suspect you without good reason.

Fisherman[edit]

You grew up around water, catching fish to feed the locals.

Ability Score: +1 Wis

Skills: Balance, Craft (rigging), Knowledge (Geography, Nature), Profession (Sailing, Fishing), Swim, Use rope

Feat: Deft hands

Equipment: Peasant's outfit, Fishing hook, Fishing net, Hempen rope, Rowboat with 2 oars, Net, Trident, 10 gp.

Special Ability: Weapons focus with a Net and Trident. Can ready a net as a free action.

Herbalist[edit]

You wander the woods gathering herbs, as well as growing your own. Locals come to you for healing remedies.

Ability Score: +1 Int

Skills: Appraise, Climb, Concentration, Craft (Alchemy), Diplomacy, Gather Information, Heal, Knowledge (Arcana, Dungeoneering, Local, Nature), Profession (Herbalist), Search, Survival

Feat: Brew Potion

Equipment: Traveler's Outfit, Healer's Kit, Dagger, 10 gp.

Special Ability: You carry a supply of herbs that you can use to whip up a potion at a moments notice. These potions must be used immediately to be effective. Once a day you can use a free potion. This potion must must duplicate a spell from the druid's spell list of level 2 or lower that heals the body in some way. Every fourth level you may use an additional potion and every 5th level you may increase the spell level by one.

Hunter[edit]

You sneak through the forest to hunt for meat for the village.

Ability Score: +1 Wis

Skills: Climb, Craft (Bow and Arrows), Climb, Gather Information, Hide, Jump, Knowledge (Local, Nature), Listen, Move Silently, Spot, Survival

Feat: Point Blank Shot

Equipment: Travelers' Outfit, Hide Armor, Hunting Bow and Quiver with 20 Arrows, (same as a short bow but the crit modifier is only x2), Dagger, 5 gp.

Special Ability: You are an expert at stalking your prey, but you have also learned to make difficult shots. Your ranged weapon checks ignore all but total cover.

Miner[edit]

Being a Miner is hard and dangerous work. But it needs to be done, and fate chose you.

Ability Score: +1 Str

Skills: Climb, Craft (Blacksmithing, Stonework), Escape artist, Knowledge (Dungeoneering, Geography), Profession (Miner), Use rope

Feat: Blind fight

Equipment: Peasant's outfit, Lantern and oil, Miner's pick, Heavy pick, 10 gp.

Special Ability: You know your way around the winding tunnels of a mine. You can't get lost underground. You also have Lowlight Vision 30ft (or the range is doubled if you already have it). You also gain a +4 to saves vs airborne poisons.

Sage[edit]

You have spent countless hours pouring over books, scrolls and tombs. Cataloging, cross referencing and copping information.

Ability Score: +1 Int

Skills: Decipher Script, Forgery, Gather information, Knowledge (any), Speak Language, Spellcraft, Use Magic Device.

Feat: Knowledge Devotion

Equipment: Scholar's Outfit, Dagger, Ink (1 oz vial) and Inkpen, Paper (10 Sheets), Map Case, 50 gp

Special Ability: You have spent countless hours studying obscure lore and secrets. You gain the Bardic Knowledge with your total HD replacing your Bard Level. You can also use Detect Magic and Identify as spell like abilities a total number of 3 + Int modifier times per day.

Shire Reeve[edit]

You may be the only source of law and order in your shire. Or if it is a large one you may be under a magistrate and work with others. Either way it is your job to make sure the laws are followed and the people are safe. It also falls to you to investigate any crimes in the area. The locals may think of you as a tyrant or a hero, depending on how you go about your role.

Ability Score: +1 Wis

Skills: Decipher script, Diplomacy, Disable device, Gather information, Handle animal, Intimidate, Knowledge (Local), Listen, Open lock, Ride, Search, Sense motive, Spot, Survival

Feat: Investigator

Equipment: Traveler's outfit, Looking glass (it is well used and you probably couldn't get much for it if you tried to sell it), Lamp and oil, Thieves tools, Signet ring, Manacles, Short bow, Quiver of arrows, Short sword, 10 gp.

Special Ability: Weather or not you work with others, you can always count on your faithful hound. You get a dog as an animal companion (as Druid).

Slave[edit]

You have spent your life being forced to do intense manual labor, but it didn't break you. And now that your're free, you are unbreakable.

Ability Score: +1 Str

Skills: Escape Artist, Profession (Farmer, Miner, ETC), Slight of Hand, Survival, Use rope

Feat: Iron will

Equipment: Peasant's Clothes, 25 Sp.

Special Ability: You are proficient with improvised weapons and immune to fatigue from exhaustion.

Wilds[edit]

Hermit[edit]

For whatever reason, you prefer to live a life in solitary meditation. gaining a deeper understanding of the spiritual realm in the processes.

Ability Score: +1 Wis

Skills: Climb, Concentration, Handle Animal, Heal, Knowledge (Arcana and Nature), Listen, Sense Motive, Speak Druidic, Spot, Survival, Swim

Feat: Great Fortitude

Equipment: Peasant's Outfit, Quarterstaff, Sling, 10 gp.

Special Ability: You can cast two orisons and one first level spell from the Druid's spell list. At every 4th level you can learn a new one. It can be up to one level higher that the highest spell you know. You must have a high enough Wisdom score to be able to cast spells of a higher level as normal for a Druid. Your caster level is equal to your HD. You have the same armor restrictions a druid does.

Nomad[edit]

You and your clan follow the herds and weather to sustain a simple, but rich life.

Ability Score: +1 Con

Skills: Climb, Handle animal, Heal, Hide, Jump, Knowledge (Nature), Listen, Move silently, Ride, Spot, Survival, Use rope

Feat: Self sufficient

Equipment: Bedroll, Fishing hook, 10 days of trail rations, Hempen rope, Tent, Waterskin, Explorer's outfit, Sling, Dagger, 5 gp.

Special Ability: You know how to get the necessities of life from the land. You don't need to make skill checks to get supplies or craft basic equipment in the wild.

Oracle[edit]

The destinies of the world swirl around you, and often you can make out the details. The greater the world events, the more powerful the ripples. Some ripples are so powerful as to travel back in time. But is the event that caused the ripple fixed? No one can be sure.

Ability Score: +1 Cha

Skills: Concentation, Gather Information, Listen, Search, Sense Motive, Spellcraft, Spot, Use Magic Device

Feat: Lightning Reflexes

Equipment: Traveler's Outfit, Dagger, 25 gp.

Special Ability: You can see a split second into the future, and sometimes much further. Though visions only show a possible future and such omens shouldn't be relied upon. You gain the Evasion class feature, but you can use it in any armor. You also always get to act during a surprise round. The DM may also give you a hint of a future event.

Sailor[edit]

You make your living in a majestic, or maybe less so, ship. Sailing to far off realms and risking the depths of the sea.

Ability Score: +1 Dex

Skills: Balance, Climb, Knowledge Geography, Perform (any), Profession (Sailing), Slight of Hand, Speak Language, Spot, Swim, Use rope

Feat: Deft Hands

Equipment: Traveler's Outfit, Fishing Pole and Net, Net, Harpoon, Rope, 25 gp.

Special Ability: You are well traveled, you can always find north using the sun or stars and get a +5 bonus to Knowledge local at any port town/city. You also have a swim speed of 10.

Shepherd[edit]

You spend your days watching over your flock, and your nights under the stars.

Ability Score: +1 Wis

Skills: Handle animal, Heal, Knowledge (Local, Nature), Listen, Perform (any), Ride, Spot, Survival, Use rope.

Feat: Animal affinity

Equipment: Bedroll, Peasant's outfit, Shepherd's crook (Same stats as Quarterstaff but it has to be used with two hands and you can make trip attacks with it), Sling with 20 bullets, 5 sheep, 5 gp.

Special Ability: Watching sheep can be incredibly dull, unless a predator is near by. As such you have spent countless hours slinging stones. You can make attacks with a sling as ranged touch attacks.

Witch[edit]

Many look on you with superstition, but everyone knows you can cure what ails them.

Ability Score: +1 Wis

Skills: Concentration, Craft (Alchemy), Escape artist, Handle animal, Heal, Knowledge (Arcana, Nature, Religion), Profession (Herbalist), Sense motive, Spellcraft, Survival, Use magic device

Feat: Obtain Familiar

Equipment: Peasant's outfit, 5 first level potions, Iron pot, Dagger, 10 gp.

Special Ability: You can cast two cantrips and one first level spell from the Witch spell list (an alternate class feature of the sorcerer). At every 4th level you can learn a new one. It can be up to one level higher that the highest spell you know. You must have a high enough Wisdom score to be able to cast spells of a higher level as normal. Your caster level is equal to your HD. You can brew any number of these spells into a potion (taking 10 minutes per spell level). The spell must be used in 48 hours or it losses its potency.

Woodsman[edit]

You cut wood for trade, or some other job that takes you deep in the forest. If something is amiss in the woods, your are often who the townsfolk ask to investigate.

Ability Score: +1 Wisdom

Skills: Climb, Hide, Knowledge (Nature), Listen, Move Silently, Search, Spot, Survival, Use Rope.

Feat: Weapon Focus all axes

Equipment: Explorer's Outfit, Handaxe, Battleaxe, Greataxe, Bedroll, Flint and Steel, Hemp Rope, Waterskin, 5gp.

Special Ability: Your time in the woods has given you a keen sense of smell. You gain the Scent ability.

Military[edit]

Archer[edit]

Though you probably learned your archery skills at home, you have hired on to the military. Whither as part of an army, or to help guard the local keep.

Ability Score: +1 Dex

Skills: Craft (Bows and arrows), Hide, Listen, Move Silently, Spot, Survival, Use Rope.

Feat: Precise Shot

Equipment: Traveler's Cloths, Bedroll, Waterskin, Leather Armor, Longbow with a Quiver of 20 arrows, Dagger, 10 gp.

Special Ability: You have learned to notice and take advantage when someone lowers their guard on the battlefield. You can use your longbow for attacks of opportunity as if it were a reach weapon with a range of 10 ft.

Cavalier[edit]

A hundred horses hooves thunder beneath you as your line charges the enemy formation, until, like thunder, your lance strikes true. Such is the life of a cavalry man.

Ability Score: +1 Str

Skills: Handle animal, Intimidate, Knowledge (geography, history, nobility and royalty), Listen, Ride, Spot, Use Rope

Feat: Mounted combat,

Equipment: Travelers Outfit, Padded Horse Barding, Military Saddle, Saddlebags, Light Steel Shield, Breastplate, Longsword, Lance, 25gp

Special Ability: Your loyal service has earned you the use of a warhorse. You gain the Wild cohort feat (heavy or light warhorse or warpony) and you get a +5 bonus on handle animal and ride checks with it.

Guard[edit]

You have been employed as a guard. An often tedious job but you have learned to always be alert.

Ability Score: +1 Con

Skills: Gather information, Intimidate, Knowledge (Local, Nobility, Royalty), Listen, Search, Sense motive, Spot

Feat: Alertness

Equipment: Traveler's outfit, Hourglass, Halberd, Dagger, Light Crossbow and Quarrel of 20 Bolts, Scale mail, 10 gp.

Special Ability: Day after day of standing in heavy armor has helped you become accustom to it in a way that even veteran soldiers admire. You have also seen and heard you share of shenanigans as people tried to slip by you. You get a +5 bonus to listen, spot and sense motive checks. The armor check penalty of any armor you are wearing is reduced by half (round Down).

Hoplite[edit]

You were a member of the militia in your town and trained with your fellow citizens in formation warfare.

Ability Score: +1 Str

Skills: Heal, Intimidate, Knowledge (local), Listen, Search, Spot, Survival

Feat: Shield and pike style

Equipment: Travelers Outfit, Light Wooden Shield, Hide Armor, Longspear, Dagger, Sling 5 gp.

Special Ability: You know how to help cover your allies in combat. Half your shield ac bonus applies to adjacent allies. This stacks with a regular shield bonus but a character can only receive it once. Multiple characters can receive this bonus when in formation and you can get this bonus from someone else.

Legionnaire[edit]

You were a member of the rank and file of a professional military. You learned to fight in a tight formation and trained to march for extended periods of time.

Ability Score: +1 Str

Skills: Gather Information, Intimidate, Knowledge (Geography) Listen, Search, Spot, Survival, Use Rope

Feat: Endurance

Equipment: Traveler's Outfit, Backpack, Bedroll, 5 days of rations, Hemp Rope, Waterskin, Scale Mail, Heavy Steel Shield, 3 Javelins, Short Sword, 10 gp.

Special Ability: Your training allows you to fight where others would be restricted. You don't take a penalty for fighting in tight spaces so long as you are wielding a light weapon. You can also use a heavy steel shield to give yourself cover (but not total cover) instead of a shield bonus. When doing so you move at half speed and take a -5 to attack rolls. This drops to -2 at 5th level and disappears at 10th.

Medic[edit]

As a medic for the army, you have seen your share of grizzly wounds, but you are good at your job and they usually pull through.

Ability Score: +1 Wis

Skills: Craft (alchemy), Diplomacy, Heal, Knowledge (Nature), Profession (Herbalist), Survival

Feat: Brew potion

Equipment: Travelers Outfit, Healer's Kit, Dagger. 10 gp.

Special Ability: You have a knack for helping people get through nasty wounds and on the road to recovery. You can use one potion of cure light wounds per day for free, with an additional one every 2nd level. You also automatically succeed on any heal checks with a dc of 20 or less to stabilize someone or help them deal with a battlefield injury (such as from a caltrop).

Pathfinder[edit]

You travel ahead of the rest of the army, scouting out safe paths to travel and learning the location of enemy forces.

Ability Score: +1 Dex

Skills: Balance, Disguise, Disable Device, Escape Artist, Gather Information, Hide, Knowledge (Geography, Nature), Listen, Move Silently, Spot, Survival, Swim, Tumble

Feat: Run

Equipment: Traveler's Outfit, Bedroll, Hooded Lantern and Oil, Small Steel Mirror, 5 days of Rations, Waterskin, Hemp Rope, Padded Armor, Buckler, Shortbow with Quiver of 20 Arrows, 10 gp.

Special Ability: You have learned to hide well in natural terrain and learned to strike with deadly aim at those perusing you. You get a +5 bonus to hide checks in natural terrain. You also get 1d6 skirmish damage (as the Scout class). This goes up by 1d6 every 5th level.

Privateer[edit]

You hired on to a warship. Most of what you do is regular sailing, but you also know how to fight.

Ability Score: +1 Dex

Skills: Balance, Climb, Knowledge Geography, Perform (any), Profession (Sailing), Slight of Hand, Speak Language, Spot, Swim, Use rope

Feat: Precise Shot

Equipment: Traveler's Outfit, Shortbow with 20 arrows, Scimitar, Dagger, Rope, 25 gp.

Special Ability: Combat on a boat is chaotic. You have drilled to stay focused on tasks even when your boat is blowing apart and drenched in blood. You are immune to fear and get a +5 bonus on concentration checks. You are also proficient with siege equipment found on boats.

Legionnaire[edit]

You were a member of the rank and file of a professional military. You learned to fight in a tight formation and trained to march for extended periods of time.

Ability Score: +1 Str

Skills: Gather Information, Intimidate, Knowledge (Geography) Listen, Search, Spot, Survival, Use Rope

Feat: Endurance

Equipment: Traveler's Outfit, Backpack, Bedroll, 5 days of rations, Hemp Rope, Waterskin, Scale Mail, Heavy Steel Shield, 3 Javelins, Short Sword, Dagger, 10 gp.

Special Ability: Your training allows you to fight where others would be restricted. You don't take a penalty for fighting in tight spaces so long as you are wielding a light weapon. You can also use a heavy steel shield to give yourself cover (but not total cover) instead of a shield bonus. When doing so you move at half speed and take a -5 to attack rolls. This drops to -2 at 5th level and disappears at 10th.

Sellsword[edit]

You fight for money. Whether as a performance, or in a mercenary fashion. Many might see your fancy style and huge sword as too showy. but there is no denying it hits hard.

Ability Score: +1 Str

Skills: Gather Information, Intimidate, Knowledge (Geography) Listen, Search, Spot, Survival, Use Rope

Feat: Power Attack

Equipment: Traveler's Outfit, Backpack, Bedroll, 5 days of rations, Hemp Rope, Waterskin, Scale Mail, Fullblade, Dagger 10 gp.

Special Ability: You have trained in the use of the Ogre's Greatsword, or Fullblade. This massive weapon hits hard. You also train lots of maneuvers to impress others, either as part of the job or to get the next one. You get a fighter bonus feat or one of the Exotic Weapons Masters' Exotic Weapon Stunts at first level. You get another one every 4th level (4, 8, 12 and so on).

Spy[edit]

You have been trained to infiltrate enemy positions, as much through guile as stealth, and return with crucial intelligence.

Ability Score: +1 Cha

Skills: Appraise, Bluff, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (History, Local, Nobility and Royalty), Listen, Move Silently, Open Lock, Perform (any), Sense Motive, Slight of Hand, Speak Language, Tumble

Feat: Deceitful

Equipment: Artisan's Outfit, Cleric's Vestments, Courtier's Outfit, Entertainer's Outfit, Peasant's Outfit, Traveler's Outfit, Map Case, Inkpen, Ink and Parchment, Sealing Wax, Signet Ring, Disguise Kit, Thieves Tools, Dagger, 10 gp

Special Ability: A Spy requires their identity to be kept secret. Their alignment is undetectable through magical means. They get a +5 bonus on any check to resist a divination spell to discern their location, who they are, and if they are telling the truth. They can also put on a disguise in 1d4 minutes, and they can do so while moving.

Alternate Rules[edit]

These are a few house rules I often use in my campaigns. I'm posting them here as I feel they synerjize well with the background rules I've presented. As well as for my own convenience.

Wound Threshold and Injuries[edit]

This is an alternate to the wounds as presented in Unearthed Arcana. But it functions in essentially the same way. It works well with the backgrounds as presented as it gives the characters a bit more staying power.

Hit Points are a measure of how much punishment a character can take before it starts being serious. Your wounds is the damage taken that affects your ability to function. Essentially bridging the gap between hit points and the dying condition. Your wound threshold is how many wounds you can take before you are no longer able to function. It is equal to your constitution score plus one for every hit dice or class level. So a third level fighter with a constitution score of 12 would have a wound threshold of 15. You take wounds in several ways. 1. A critical hit does damage to your wound threshold equal to the attacks crit multiplier (in addition to the extra damage to your hit points). So I critical hit from a longsword would do double damage to your hit points as normal, and two damage to your wound threshold. 2. Any damage you take after your hit points are gone is applied as wounds. 3. If any single attack does more damage than your wound threshold you take one wound.

Wounds represent being hurt to the point that it starts to impair your ability to function. If you have any wounds, then you take a -1 penalty on all strength and dexterity checks. If you go below 3/4 your wound threshold, you instead become fatigued. At 1/2 your wound threshold, you become exhausted. At 1/4 you're wound threshold point you must make it will save versus fear, with a DC equal to 10 + the total number of wounds taken. On a failed save, your character flees. Characters with zero wound threshold points remaining are disabled and start dying if they go below that, as per the normal rules. If you have the Toughened feat, you ignore these penalties. A character who receives a heal check with a DC equal to 10 plus the wounds taken can also ignore these penalties until further wounds are sustained.

Anytime a character drops below zero wounds and becomes dying, they also get an injury. To determine an injury roll a D20 and the result is the injurie sustained. 1. you succumb to your injuries and die. 2. 1d6 strength damage. 3. 1d6 dexterity damage. 4. 1d6 Constitution damage. 5. 1d6 intelligence damage. 6. 1d6 wisdom damage. 7. 1d6 charisma damage. 8. You heal one less hit point from all healing received (including natural healing) 9. You are continuously fatigued. 10. You take a -2 penalty to all damage rolls. 11. You take a -5 penalty to all attack rolls. 12. you take a -2 to AC. 13. You temporarily loose your bonus hit points from your constitution modifier. 14. You take an additional 2 damage every time you are injured. 15. All your modes of movement are reduced by 10 ft. 16. A random body part is disabled: legs equal -10 to your speed, arms mean you can't use that arm, head means means you're blind or deaf, chest equals exhausted. 17. You have disadvantage on all checks. 18. and 19. No injury. 20. No injury and you immediately heal 1d8 damage wounds. A DC 25 heal check lets you ignore a single injury. This check must be made every day and you can only roll once for each injury. Multiple injuries stack and stay until they heal. Characters with the Diehard feet don't get injured when they drop below zero wound threshold.

Wound points recover at a slower rate than hit points. They don't recover naturally except for total bed rest, recovering one per night or two if you are being attended to by someone making a heal check. A character heals one wound for every five points of magical healing they receive. A single injury can heal naturally for each day of total bed rest if the character makes a DC 25 fortitude save or receives a heal check with the same difficulty class. The heal spell also heals a single injury, and their regeneration spell heals all of them. The oldest injury is always healed first.

Dual Class[edit]

I'm a fan of the how you could have multiple classes simultaneously in 2nd edition. This is my adaptation for 3rd edition. I also added in a bit of a restriction to make favored classes seem more important. As in games like Baldur's Gate, you must split your xp between both classes. Or for simplicities sake, dual class characters receive half xp. A character who is playing a race with a racial class progression, such as those found in Savage Species, always dual classes. Once they are finished with the racial class levels, they can choose to go back to a single class or continue to dual class. If the choose to continue to dual class, the add racial hit dice if that is how the monster race advances, or they take levels in their favorite class if they advance by class levels.

Dual classing functions similarly to the Gestalt rules found in Unearthed Arcana. You progressed two classes, or one class and one racial hit dice at the same time. One of these functions as your primary class and it can be any class you qualify for as normal. The second class is your racial class. It is restricted to any racial class you may have, or your favorite class or classes. This represents your races particular skill at certain kinds of classes. Prestigious classes work the same, and both classes can have them. The racial classes prestigious class must share a similar theme to the racial favorite class.

To dual class, at first level you pick two classes. You take the higher base attack bonus, skills per level and saves of each class. Use the better of the class skills per level. Class skills of both classes are class skills. Roll both dice for hit points and take whichever roll is higher. You gain the abilities of both classes.

Level adjustment Works slightly differently for a dual-class characters. Level adjustments that aren't part of a racial class such as from the celestial creature template are applied normally and reduce the level of both classes. They can be bought off normally as well. Level adjustments that are part of a racial class though can be bought off as soon as they are reached.

For example the player wants to play a centaur using the racial class from Races of the Wild. The centaur they choose to play however has an intense military background. So they choose to play a dual class Centaur and fighter. They get the racial abilities as normal for a center at level 1 and each level there after. They get the better abilities of each class, rolling a d8 and a d10 and taking the highest roll for hit points. At level 3, the Centaur has its first level adjustment level. The player chooses to buy it off when they get to it, spending the difference in XP to advance from second to third level. They also gain all the abilities from the centaur racial class table. When they again have enough XP to reach third level they level up as normal taking the third level of fighter and the fourth level from the racial class. They repeat this process for the fifth racial class level adjustment. When the player reaches level four, they have four levels of fighter and four centaur racial hit die. They choose to continue to dual class and at level five they take a fifth level fighter and the first level of ranger, the centaurs favorite class.

Valor Skill[edit]

Combat can be scary. When entering combat or starting a similar scary activity such as entering a haunted Crypt or walking down a trapped corridor characters must summon their courage before they can continue. The characters make a save versus fear. The DC is set by the DM. 10 plus the challenge rating of the encounter is appropriate for many situations. Characters refuse to participate in these activities until they pass the save aside from defending themselves or keeping themselves safe. A fail by 10 or more means they are frozen with fear until they can summon the courage to act. Characters immune to fear as well as a raging Barbarian don't need to make this save.

Valor is a new charisma-based skill and it can be used untrained. It is a class skill to any class with a full base attack bonus progression. Characters immune to fear, such as paladins, receive a +5 circumstance bonus on their Valor skill. The valor skill can be used in place of will saves against fear effects and to resist intimidation. A DC 25 + 1 per injury can be made to ignore the penalties from fear effects, injuries and wounds, fatigue and exhaustion. The characters still take the effects of said penalties, such as taking the non-lethal damage and becoming fatigued from a forced march. They just ignore the penalties. A character can give a heroic speech with a valor skill check. Allies who hear the speech can choose to use the result of the skill check in place of their own will save against fear effects. The bolstered courage lasts for 1 minute per rank of valor. A bard's inspire courage bonus also applies to valor checks.

Various Class Tweaks[edit]

These are tweaks to core classes that I think are appropriate.

Barbarian[edit]

Many barbarian tribes don't typically wear armor. This may be for mobility or because resources are scarce, but it is just as often for cultural reasons. A barbarian can choose to forgo their armor proficiency and get an ac bonus the same as a monk except they add the constitution bonus instead of their wisdom, and they can use it with a shield. The barbarian looses any armor proficiency they may have already had, and they don't get it from gaining a new class. They can however spend a feat to become proficient as normal.

Favored Soul[edit]

A favored soul can spend a feat to gain turn undead as a paladin. They can also spend a feat to get a domain from their deity. They also automatically know the cure or inflict spells as appropriate for they deity.

Fighter[edit]

A fighter can spend a bonus feat to get the weapon or armor training progressions as found in the 1e Pathfinder rpg.

Monk[edit]

The monk is a full base attack bonus class.

Ranger[edit]

A ranger's animal companion advancement is the same as the druid -3.

Sorcerer[edit]

A sorcerer who takes the stalwart sorcerer alternate class feature gains the extra 2 hit points for any class that advances their spells known and spells per day. Alternatively, any class that has a limited number of spells known and spells per day, such as the favored soul or the bard, can also take the stalwart alternate class feature.


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