The suggested skills for each background are just that—suggestions. A player who can come up with a good (emphasis on “good”) rationale why his background should provide an advantage in a given situation should be allowed to make use of it. At the same time, it is understood that for the most part, characters did not rise above apprentice or journeyman level in their former professions, having long ago left their old, safe lives to take up the call of the adventurer.
How a given profession turned into an adventuring career is a matter for individual players and DMs to work out. A magician from a barbarian background may have left his people as a child to apprentice with a great mage, or may be a kind of shaman for his people. A rogue with the household servant background may have left after robbing his former master, or might have been a spy in some noble’s employ. A wizard from a soldier’s background may have spent many years as a common mercenary before a chance magical encounter made him aware of his abilities, causing him to abandon sword and steel for the more subtle Arts.
It should be noted that in general any character should be able to attempt to undertake any action; having a background in a particular area grants a modest bonus only. (This same philosophy underlies my revision of the thief class as well, as will be shown later.) There is one exception to this rule: Only a character with a background in crafting can hope to create quality, salable items, let alone items of sufficient quality to enchant as magic items.
d100 | Background | Skills/Bonuses | |
01-05 | Barbarian | Survival in home terrain, perception, +2 to saves vs. Endurance | |
06-10 | Hunter/Trapper | Survival in home terrain, set small traps, stealth | |
11-15 | Herder | Animal handling and husbandry, survival in home terrain | |
16-25 | Farmer | Agriculture, animal husbandry, foraging | |
26-27 | Herbman/Healer | Healing, creating minor poultices that can grant add’l saves vs. poison or disease or heal 1d3 hp (cost 1d3 days gathering herbs or 50 gp per poultice) | |
28-34 | Menial worker/Slave | Gains +1 to Str and Con | |
35-36 | Household servant | Bargaining, cooking, mending, social checks with aristocracy, some appraisal | |
37-45 | Craftsman | Ability to make quality items and appraise within craft, can make a living of Skill + | |
| 01-07 | Tanner/Leatherworker | |
| 08-14 | Cook/Baker | |
| 15-21 | Smith | |
| 22-28 | Mason/Carpenter | |
| 29-35 | Tailor/Weaver/Bootmaker | |
| 36-42 | Bowyer/Fletcher | |
| 43-49 | Woodworker | |
| 50-56 | Jeweler | |
| 57-63 | Armorer | |
| 64-70 | Dyer | |
| 71-77 | Brewer/Winemaker | |
| 78-84 | | Make candles, torches, soap, lye, etc. |
| 85-91 | Locksmith | Disable small mechanical traps and pick locks, +1 bonus to die if rogue |
| 92-00 | Other | |
46-47 | Alchemist | Ability to make magical potions, ingredients and costs of individual potions up to DM, can identify potions without sampling on roll of 6 or better. | |
48-51 | Miner | Knowledge of underground and ores, detect slopes as a dwarf | |
52-55 | Sailor | Handling and maintenance of medium to large sea vessels | |
56-57 | Navigator | Navigation by the stars, some sailing skill | |
58-61 | Fisher | Handling and mending small boats, fishing, creating nets | |
62-64 | Sage | +1 Int, Knowledge in 1d3 subjects | |
65-68 | Innkeeper/staff | Special skill in picking up rumors (gets twice as many rumors as other PCs), cooking, appraise drinks | |
69-71 | Beggar/Harlot | Sense motive, disguise OR seduction | |
72-74 | Gambler | Gambling, bluffing and sensing bluffing | |
75-77 | Swindler | Engaging in bluffs and cons, sizing up marks | |
78-80 | Mountebank/Gypsy | Ability to use magical items not normally allowed by class (20% malfunction), fortunetelling, minor potions | |
81-83 | Smuggler | Appraise items, social checks when offering bribe | |
84-87 | Minstrel | Entertain, sing, and play 1d3 instruments | |
88-91 | Merchant | Appraise items, bargain, knowledge of routes and resources in home area | |
92-93 | Cleric | Knowledge of a particular religion, its hierarchy and membership, sanctuary if in good standing | |
94-95 | Astrologer/Fortune Teller | Read omens indicating whether action will have good or bad result, need to roll a 6 or better on the skill die to read successfully, a 1 gives opposite indication. | |
96 | Official/Nobleman (60%/40%) | Knowledge of the hierarchy and legal structure of a realm, social checks with other officials/nobles. | |
97-99 | Soldier/Mercenary | | |
| 01-20 | Cavalry | Riding, care of horses, proficiency with lance and longsword, +1 to hit on horseback |
| 21-85 | Infantry | +2 to saves vs. forced march, automatic proficiency in spear and shortsword, +1 to hit when setting spear if a warrior |
| 86-00 | Archer | Automatic proficiency with bow or crossbow, making and fletching arrows, +1 to hit with missile weapons if warrior or rogue |
00 | Player choice | |
Note the distinction between a background and the skills that come out of it. “Smuggler” is a background; “appraise” is a skill common to smugglers. This becomes an important distinction as characters learn new skills--one has a background, but one can learn new skills.
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