PDA

View Full Version : Background Classes



JackMage666
2007-07-05, 08:48 AM
Taken from the suggestion I placed in the "Making Character Race Matter", here's my attempt at what I suggested.

Background classes
Background classes come in 5 steps. At first level, a character picks one Background class based on his race. This class represents the cultural upbringing of the character, and often revert back to the people he were raised with. Consult your DM with any special exception you may need.
Background class levels are taken at 1st, 5th, 10th, 15th, and 20th level, in addition to the characters standard class. This turns any of those levels into a Gestalt level (consult Unearthed Arcana or the SRD for information on Gestalt), and is treated almost identically so. The one difference, though, is BAB stays identical to your normal class.
All humanoids in this system should gain the background class, include NPCs. This will reduce the overall power of the gestalt levels, as well as fluff up commoners in general.

Races
Here is a list of background classes available to each of the standard races (very small now, but it will increase)
Dwarf - Aggressive, Militant, Sage
Elf - Theif, Farmer, Sage
Gnome - Theif, Sage
Halfling - Beggar, Thief
Half-Elf - Beggar, Aggressive, Thief, Sage, Farmer
Half-Orc - Beggar, Aggressive, Militant
Human - Beggar, Aggressive, Thief, Sage, Farmer, Militant

The Classes

Beggar
You come from poor people. Despite this supposed weakness, you make the best of it. You know how to survive when others might fail.
HD - d8
Skills - 2+Int - Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Search (Int), Survival (Wis).
{table=head]Level|Fort Save|Ref Save|Will Save|Special

1st|
+2|
+0|
+0|Endurance, Improved Unarmed Strike

5th|
+4|
+1|
+1|Minor Sustenance, Unarmed Damage (1d4)

10th|
+7|
+3|
+3|Disease Immunity, Unarmed Damage (1d6)

15th|
+9|
+5|
+5|Endure Elements, Unarmed Damage (1d8)

20th|
+12|
+6|
+6|Sustenance, Unarmed Damage (1d10)[/table]

Endurance
At 1st level, a beggar gains Endurance as a bonus feat.

Improved Unarmed Strike
At 1st level, a beggar gains Improved Unarmed Strike as a bonus feat. In addition, as he gains levels, a beggar's damage die for his unarmed strikes increases. A beggar is used to being unable to afford a weapon, and learns to fight with what he can.

Minor Sustenance
At 5th level, a beggar can cut down on his food intake. He only needs to eat half as much food and drink half as much water a day to stay healthy. In addition, he only needs to sleep for 4 hours a night.

Disease Immunity
The natural immunities of his family spread to a 10th level beggar. He becomes immune to all natural diseases, and gains a +4 bonus on saves against supernatural diseases.

Endure Elements
The intense heat or chilling colds do not effect a 15th level beggar, as he is constantly protected by Endure Elements, as the spell. This cannot be dispelled.

Sustenance
At 20th level, a beggar no longer has a need for money. He does not need to eat, drink or sleep, although he still must rest 8 hours to prepare spells.

Aggresive
You come from a people who don't hold their temper well. Your blood flows with a hint of anger, which you can use to your benefit.
HD - d10
Skills - 2+Int - Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str)
{table=head]Level|Fort Save|Ref Save|Will Save|Special

1st|
+2|
+0|
+0|Aggression

5th|
+4|
+1|
+1|Damage Reduction 1/---

10th|
+7|
+3|
+3|Improved Aggression

15th|
+9|
+5|
+5|Damage Reduction 2/---

20th|
+12|
+6|
+6|Tireless Aggression[/table]

Aggression
An Aggressive is a hot-head, particularly in combat. In situation that would get him angry triggers aggression. Any time he is frustrated (DM discretion), or struck by a spell or weapon in combat, Aggression begins. He gains a +2 morale bonus to strength for any purpose that involves bettering the source of his anger (this may include combat, breaking down a door, or bettering a fierce rival in a athletic competition). Aggression last until the source is removed (this may include a surrender by an opponent in combat), or until the target is removed from his sight. However, after it ends, he is fatigued for the next ten minutes.
Aggression stacks with Rage. However, it does not hinder his thought process, and he may cast spells normally.

Damage Reduction
An Aggressive is no stranger to pain and damage, and start to become immune to it. At 5th level, an Aggressive gains Damage Reduction 1/---. This increases to 2/--- at 15th level.

Improved Aggression
At 10th level, the morale bonus to strength from Aggression increases to +4. In addition, he gains a +2 bonus on Will saves for the duration of Aggression.

Tireless Aggression
At 20th level, an Aggressive is so used to being anger, he is no longer fatigued after Aggression.

Thief
Your people were bandits, rogues, and pickpockets. They've given you a bit of their glory.
HD - d6
Skills - 6+Int - Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex)
{table=head]Level|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|Improvised Tools, Lightning Reflexes

5th|
+1|
+4|
+1|Sticky Fingers, Uncanny Dodge

10th|
+3|
+7|
+3|Canny Locksmith, Evasion

15th|
+5|
+9|
+5|Improved Uncanny Dodge, No Door Too Strong

20th|
+6|
+12|
+6|Can't Hold Me, Improved Evasion[/table]

Improvised Tools
Sometimes, you don't have the tools you need, and a Thief realizes that. At 1st level, a Thief does not take a penalty if he lacks th necessary theif tools on Disable Device or Open Lock checks.

Lightning Reflexes
At 1st level, a Thief gains Lightning Reflexes as a bonus feat.

Sticky Fingers
At 5th level, used to stealing an pickpocketing, a Thief gains a +4 competence bonus on Sleight of Hand checks.

Uncanny Dodge
As the Rogue class feature.

Canny Locksmith
A 10th level Thief is not slowed down by most locks, and gains a +4 competence bonus on Open Lock checks. This bonus does stack with Masterwork Thieves Tools, but not from other sources.

Evasion
As the Rogue class feature.

Improved Uncanny Dodge
As the Rogue class feature.

No Door to Strong
A good Thief knows a little magic goes a long way. As a spell-like ability, once per day, a Thief may cast Knock as a caster equal to his character level.

Can't Hold Me
Nothing annoys a Thief like getting caught and grappled by someone larger than them. For up to 5 rounds a day, divided how the Thief chooses, a Thief is treated as if under the effects of Freedom of Movement. This is a spell-like ability.

Improved Evasion
As the Rogue class feature.

JackMage666
2007-07-05, 10:14 AM
Militant
You're ancestors before you were trained for disciplined combat, an attitude that carries over to yourself. While the training is partly comabt oriented, it is also heavily focused on the discipline involved.
HD - d10
Skills - 2+Int - Concentrate (Con), Craft (Int), Knowledge (history) (Int), Listen (Wis), Profesion (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)
{table=head]Level|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|Skill Mastery, Snap to Attention

5th|
+1|
+1|
+4|March, Skill Mastery

10th|
+3|
+3|
+7|Mettle, Skill Mastery

15th|
+5|
+5|
+9|Focused Watch, Skill Mastery

20th|
+6|
+6|
+12|Blindsight (30 ft), Skill Mastery[/table]

Skill Mastery
At every Militant level, they may select one class skill from any of their classes. They may take a 10 on this check even when rushed or threated. This ability is identical to the Rogue ability, except the Militant may only choose one skill any time he gains this ability. This ability has no effect on skills that you could not normally take a 10 on, such as Use Magic Device.

Snap to Attention
At first level, a Militant reacts more quickly to danger than most. He gains a +2 bonus on initiative checks.

March
Constant work and toil has trained a Militant to go harder for longer. They may move overland for a total of 12 hours before having to roll to oppose a Forced March.

Mettle
At 10th level, a Militant gains the ability to ward of spells that would destroy others. This ability is identical to the Hexblade ability of the same name.

Focused Watch
At 15th level, a Militant can forego sleep, but only if he is doing something productive with his time. This varies with each Militant, but common tasks include sharpening weapons, chopping wood, transcribing notes, and so on. He may make Spot and Listen checks normally while doing this.

Blindsight
At 20th level, a Militant no longer needs to open his eyes to tell if a foe is near. His constant focus and training grants him Blindsight at a range of 30 ft.

Sage
You come from intelligence. While not necessarily arrogant, you realized that you know more than most people will hope to, mosty from the learning brought to you by your elders.
HD - d6
Skills - 2+Int - Concentrate (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
{table=head]Level|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|Knowledge Focus, Read Magic

5th|
+1|
+1|
+4|Knowledge Focus, Linguist

10th|
+3|
+3|
+7|Knowledge Focus, Knowledge Mastery

15th|
+5|
+5|
+9|Knowledge Focus, Detect Magic

20th|
+6|
+6|
+12|Knowledge Focus, Master Linguist[/table]

Knowledge Focus
At every Sage level, a Sage gains the feat Skill Focus for any Knowledge Skill of her choice.

Read Magic
Starting at first level, a Sage can cast Read Magic as a spell-like ability at will, with a caster level equal to her character level.

Linguist
Upon reaching 5th level, a Sage automatically learns a number of languages equal to her Intelligence modifier. These are added suddenly, but represented a constant understanding that finally blossums in the Sage.

Knowledge Mastery
Beginning at 10th level, a Sage may take a 10 on any knowledge check, even when rushed or threatened.

Detect Magic
A Sage knows magic is a potent force, and they gain the ability to see the auras as an innate ability at high levels. A 15th level Sage gains the ability to cast Detect Magic as a spell-like ability, with a caster level equal to her character level.

Master Linguist
At 20th level, a Sage is constantly under the effects of a Tongues spell. This cannot be dispelled.

Farmer
You're people were farmers, and lived off the land. While not always traditional cow and crop farmers, all Farmers know how to survive off the food in the wild.
HD - d8
Skills - 4+Int - Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str), Survival (Wis)
{table=head]Level|Fort Save|Ref Save|Will Save|Special

1st|
+2|
+0|
+0|Endurance, Farmer's Insight

5th|
+4|
+1|
+1|Detect Poison, Wild Empathy

10th|
+7|
+3|
+3|Animal Companion, Wild Shape

15th|
+9|
+5|
+5|Plentiful Crops

20th|
+12|
+6|
+6|Nature's Response[/table]

Endurance
At 1st level, a Farmer gains Endurance as a bonus feat.

Farmer's Insights
At 1st level, a Farmer is better at adapting to nature than most people. They gain a +4 bonus on Survival checks, but not if it's used to track.

Detect Poison
To protect the crops, a 5th level Farmer can use Detect Poison at will as a spell-like ability, with a caster level equal to her character level.

Wild Empathy
This ability is identical to the Druid class feature of the same name. However, a Farmer uses his Druid level or one half his Farmer level on the check, whichever is higher.

Animal Companion
At 10th level, a Farmer gains the service of a loyal animal companion. This ability is identical to the Druid class feature of the same name, treating the Farmer's effective druid level as his farmer level -9.

Wild Shape
At 10th level, a farmer gains the ability to turn into the form of an animal. This is like the Druid class feature of the same name, with the following differences. A Farmer can only do this once per day, with a duration of up to one hour. The shape can be an Medium or Small animal. The Farmer gains no further Wild Shape abilities.

Plentiful Crops
At 15th level, the Farmer gains the ability to create food from nothing. Once per day, he may cast Create Food and Water as a spell-like ability with a caster level equal to his character level.

Nature's Response
At 20th level, a Farmer gains the ability to ask nature questions. Once per day, he can cast Commune with Nature as a spell-like ability with a caster level equal to their character level.

More to come...