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Background Feats & Parental Skill Modifiers
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 253318" data-attributes="member: 546"><p>Here is my optional system for giving characters a firmer grasp of their past and family history. 99% of these are taken from AEG's new SWASHBUCKLING ADVENTURES (7th Sea d20) book, although I've modified a fair number of them due to inapppropriate or nonsensical skill selection by the fine editors at AEG, and added the Farmer, which was strangely missing... </p><p></p><p>The Parental skill mods are my own original idea.</p><p></p><p>Your feedback is welcome as always! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>_____________________</p><p></p><p>PARENTAL MODIFIERS</p><p> Each character receives a +1 bonus in their father and</p><p>mother’s primary Craft or Profession skills, representing the</p><p>amount of continued exposure to these skills. If one parent died</p><p>at an early age in the character’s life, the character receives</p><p>only one skill bonus, rather than two.</p><p>______________________</p><p></p><p>BACKGROUND FEATS</p><p> Each character may pick one background feat at 1st level as</p><p>a bonus feat. Background feats represent the character’s past</p><p>and/or current profession (often, but not always, the family</p><p>business), or perhaps just passionate hobbies or sidelines. </p><p> Each background feat grants the character access to several</p><p>related skills as class skills, regardless of the character’s current</p><p>class.</p><p></p><p></p><p>ACADEMIC</p><p> You have attended a specialized academy in preparation for</p><p>assuming your career.</p><p> Prerequisite: Int 15+.</p><p> Class Skills: Pick any three from the following list as class</p><p>skills: Balance, Bluff, Climb, Diplomacy, Escape Artist,</p><p>Handle Animal, Heal, Intimidate, Jump, Listen, Perform, Ride,</p><p>Search, Sense Motive, Spot, Swim, Tumble, Use Rope and</p><p>Wilderness Lore.</p><p></p><p>ACROBAT</p><p> You delight in performing acrobatic feats of skill and daring</p><p>before the crowd.</p><p> Prerequisite: Dex 13+.</p><p> Class Skills: Climb, Jump, Tumble and Use Rope.</p><p></p><p>ANIMAL AFFINITY</p><p> You have spent a great deal of time around animals and</p><p>know how to get along with them.</p><p> Prerequisite: Cha 11+.</p><p> Class Skills: Animal Empathy, Handle Animal, Ride.</p><p></p><p>ARTIST</p><p> You have a flair for the arts; this extends into a knack for</p><p>being able to influence or read the emotions of your audience.</p><p> Prerequisite: Wis 11+.</p><p> Class Skills: Bluff, Perform, Sense Motive. </p><p></p><p>COMMANDER</p><p> You are a born leader, and have trained in the art of</p><p>commanding others.</p><p> Prerequisite: Cha 15+.</p><p> Class Skills: Bluff, Diplomacy, Knowledge: War, Sense</p><p>Motive.</p><p></p><p>COURTESAN</p><p> Unlike common street prostitutes, the highly-paid courtesans</p><p>are clever, witty and well-educated, and masters of</p><p>manipulation.</p><p> Prerequisite: Female, Cha 13+.</p><p> Class Skills: Bluff, Diplomacy, Perform, Sense Motive.</p><p></p><p>CRIMINAL</p><p> You have robbed, scammed or beaten others out of what you</p><p>want, possibly serving jail time for your crimes.</p><p> Prerequisite: Dex 11+.</p><p> Class Skills: Escape Artist, Hide, Open Locks, Pick Pocket.</p><p></p><p>DOCTOR</p><p> You are trained in the art of healing.</p><p> Prerequisite: Wis 15+.</p><p> Class Skills: Alchemy, Animal Empathy, Handle Animal,</p><p>Heal.</p><p></p><p>ENGINEER</p><p> You are trained in designing civil and military architecture.</p><p> Prerequisite: Int 15+.</p><p> Class Skills: Alchemy, Disable Device, Knowledge:</p><p>Engineering, Knowledge: Mathematics. </p><p></p><p>FARMER</p><p> You have spent years working the land and dealing with</p><p>animals.</p><p> Class Skills: Animal Empathy, Handle Animal,</p><p>Knowledge: Nature, Ride, Use Rope. </p><p></p><p>FENCE</p><p> You are a middle man who transfers stolen goods to a</p><p>prospective buyer. Without you, thieves would have a great</p><p>deal of trouble disposing of their ill-gotten gains. Most fences</p><p>run a legitimate business as a cover, and rarely deal in crime</p><p>directly.</p><p> Prerequisite: Int 11+.</p><p> Class Skills: Appraise, Bluff, Diplomacy, Gather</p><p>Information.</p><p></p><p>FORGER</p><p> You are a master at locating and creating forgeries of</p><p>official documents.</p><p> Prerequisite: Int 13+.</p><p> Class Skills: Bluff, Decipher Script, Forgery, Gather</p><p>Information.</p><p></p><p>FORTUNE TELLER</p><p> You have a gift for reading and interpreting future events.</p><p>Pick one form of divination: astrology, crystal gazing, entrail</p><p>reading, oneiromancy, palmistry, rune casting, tarot reading,</p><p>tea leaf reading.</p><p> Prerequisite: Female, Cha 13+.</p><p> Class Skills: Bluff, Diplomacy, Scry, Sense Motive.</p><p></p><p>GUIDE</p><p> You are intimately familliar with a particular city or locale,</p><p>and can expertly guide others through this area. Guides may</p><p>also serve as coachmen, messengers, or scouts.</p><p> Prerequisite: Wis 11+.</p><p> Class Skills: Climb, Gather Information, Handle Animal,</p><p>Knowledge: Local, Intuit Direction.</p><p></p><p>HERBALIST</p><p> You are extremely knowledgeable about the harvest,</p><p>preparation and practical uses of berries, flowers, herbs, roots</p><p>and other flora.</p><p> Prerequisite: Int 11+ or Wis 11+.</p><p> Class Skills: Alchemy, Heal, Knowledge: Nature,</p><p>Wilderness Lore.</p><p></p><p>HUNTER</p><p> You have spent a great deal of time in pursuit of wild game</p><p>for profit and sustenance.</p><p> Class Skills: Climb, Listen, Spot, Wilderness Lore.</p><p></p><p>INFORMANT</p><p> You have mastered the dubious arts of bribery,</p><p>eavesdropping, lurking about and stealing secrets. Whether you</p><p>do so out of greed or patriotism is up to you.</p><p> Prerequisite: Int 11+.</p><p> Class Skills: Gather Information, Hide, Listen, Move</p><p>Silently.</p><p></p><p>MERCHANT</p><p> You are well-versed in the art of the deal. Haggling is</p><p>second nature to you.</p><p> Prerequisite: Int 11+.</p><p> Class Skills: Appraise, Bluff, Sense Motive, Speak</p><p>Language.</p><p></p><p>OLD NAME</p><p> Your family name is both old and respected in your home</p><p>area. Unlike other background feats, you do not necessarily</p><p>have any special talent or career interest; you were simply born</p><p>into “the right family”.</p><p> Prerequisite: Aristocrat, Courtier or Noble class.</p><p> Class Skills: You gain a +5 circumstance bonus to your</p><p>Charisma-based skill checks during all social situations with</p><p>NPCs in your home area.</p><p></p><p>PERFORMER</p><p> You have a special talent for making crowds laugh, cry, and</p><p>cheer. You are never happier than when you have an audience</p><p>in the palm of your hand.</p><p> Class Skills: Bluff, Disguise, Perform, Sense Motive.</p><p></p><p>POLITICIAN</p><p> You are skilled in the diplomatic arts, from bribery to</p><p>flattery to seduction, and all in the name of your king or noble</p><p>house.</p><p> Prerequisite: Aristocrat, Courtier or Noble class, Int 11+,</p><p>Cha 13+.</p><p> Class Skills: Bluff, Diplomacy, Sense Motive, Speak</p><p>Language.</p><p></p><p>PRIEST</p><p> You are not necessarily a priest, but have devoutly studied</p><p>the holy scripture of your religion for years. You may have</p><p>faithfully served as an altar boy, or in the choir, or may have</p><p>been raised in an abbey, convent, or monastery.</p><p> Prerequisite: Wis 11+. </p><p> Class Skills: Diplomacy, Knowledge: Religion, Perform,</p><p>Sense Motive.</p><p></p><p>PROFESSOR</p><p> You have dedicated your life to spreading knowledge and</p><p>teaching others. You may write text books, give lectures or</p><p>hold classes.</p><p> Prerequisite: Int 15+.</p><p> Class Skills: Diplomacy, Gather Information, Knowledge</p><p>(any two), Speak Language.</p><p></p><p>RIVER BOAT PILOT</p><p> You ply your trade as a ferryman, bringing cargo and</p><p>passengers from one side of a river to the other.</p><p> Class Skills: Balance, Spot, Swim, Use Rope.</p><p></p><p>SAILOR</p><p> You have worked on a ship on the open ocean. You have</p><p>enough knowledge and skill of ship operation to qualify as a</p><p>crewman on any ship.</p><p> Class Skills: Balance, Climb, Intuit Direction, Spot.</p><p></p><p>SCHOLAR</p><p> You spent many years in study and pursuit of knowledge.</p><p> Prerequisite: Int 13+.</p><p> Class Skills: Gather Information, Knowledge (any two),</p><p>Speak Language. </p><p></p><p>SCHOLAR</p><p> You spent many years in study and pursuit of knowledge.</p><p> Prerequisite: Int 13+.</p><p> Class Skills: Gather Information, Knowledge (any two),</p><p>Speak Language.</p><p></p><p>SCROUNGER</p><p> You are well-acquainted with the shady side of a particular</p><p>city. You know where to shop for the best deals, where to make</p><p>contact with criminals or mercenaries, or what path to take</p><p>when fleeing the city guard.</p><p> Class Skills: Bluff, Gather Information, Hide, Pick Pocket.</p><p></p><p>SERVANT</p><p> You spent many years in the employ of a well-to-do family,</p><p>or in a business such as an inn.</p><p> Class Skills: Diplomacy, Gather Information, Sense</p><p>Motive, Speak Language. </p><p></p><p>STORYTELLER</p><p> You heard and told hundreds of stories, favles, poems and</p><p>other written (or oral works of fact and fancy).</p><p> Prerequisite: Cha 11+.</p><p> Class Skills: Bluff, Diplomacy, Gather Information,</p><p>Perform.</p><p></p><p>URCHIN</p><p> You are a child of the cold, cruel city streets with nowhere</p><p>else to call home and no traditional family to rely on. You have</p><p>begged, scammed, stolen or done any number of other</p><p>distasteful things to survive in the urban jungle.</p><p> Class Skills: Bluff, Hide, Move Silently, Pick Pocket.</p><p></p><p>WHALER</p><p> You are skilled at hunting whales and other large creatures</p><p>of the high seas. You are strong, fearless, and an expert</p><p>swimmer.</p><p> Prerequisite: Str 13+.</p><p> Class Skills: Balance, Climb, Jump, Spot, Swim.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 253318, member: 546"] Here is my optional system for giving characters a firmer grasp of their past and family history. 99% of these are taken from AEG's new SWASHBUCKLING ADVENTURES (7th Sea d20) book, although I've modified a fair number of them due to inapppropriate or nonsensical skill selection by the fine editors at AEG, and added the Farmer, which was strangely missing... The Parental skill mods are my own original idea. Your feedback is welcome as always! :) _____________________ PARENTAL MODIFIERS Each character receives a +1 bonus in their father and mother’s primary Craft or Profession skills, representing the amount of continued exposure to these skills. If one parent died at an early age in the character’s life, the character receives only one skill bonus, rather than two. ______________________ BACKGROUND FEATS Each character may pick one background feat at 1st level as a bonus feat. Background feats represent the character’s past and/or current profession (often, but not always, the family business), or perhaps just passionate hobbies or sidelines. Each background feat grants the character access to several related skills as class skills, regardless of the character’s current class. ACADEMIC You have attended a specialized academy in preparation for assuming your career. Prerequisite: Int 15+. Class Skills: Pick any three from the following list as class skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, Jump, Listen, Perform, Ride, Search, Sense Motive, Spot, Swim, Tumble, Use Rope and Wilderness Lore. ACROBAT You delight in performing acrobatic feats of skill and daring before the crowd. Prerequisite: Dex 13+. Class Skills: Climb, Jump, Tumble and Use Rope. ANIMAL AFFINITY You have spent a great deal of time around animals and know how to get along with them. Prerequisite: Cha 11+. Class Skills: Animal Empathy, Handle Animal, Ride. ARTIST You have a flair for the arts; this extends into a knack for being able to influence or read the emotions of your audience. Prerequisite: Wis 11+. Class Skills: Bluff, Perform, Sense Motive. COMMANDER You are a born leader, and have trained in the art of commanding others. Prerequisite: Cha 15+. Class Skills: Bluff, Diplomacy, Knowledge: War, Sense Motive. COURTESAN Unlike common street prostitutes, the highly-paid courtesans are clever, witty and well-educated, and masters of manipulation. Prerequisite: Female, Cha 13+. Class Skills: Bluff, Diplomacy, Perform, Sense Motive. CRIMINAL You have robbed, scammed or beaten others out of what you want, possibly serving jail time for your crimes. Prerequisite: Dex 11+. Class Skills: Escape Artist, Hide, Open Locks, Pick Pocket. DOCTOR You are trained in the art of healing. Prerequisite: Wis 15+. Class Skills: Alchemy, Animal Empathy, Handle Animal, Heal. ENGINEER You are trained in designing civil and military architecture. Prerequisite: Int 15+. Class Skills: Alchemy, Disable Device, Knowledge: Engineering, Knowledge: Mathematics. FARMER You have spent years working the land and dealing with animals. Class Skills: Animal Empathy, Handle Animal, Knowledge: Nature, Ride, Use Rope. FENCE You are a middle man who transfers stolen goods to a prospective buyer. Without you, thieves would have a great deal of trouble disposing of their ill-gotten gains. Most fences run a legitimate business as a cover, and rarely deal in crime directly. Prerequisite: Int 11+. Class Skills: Appraise, Bluff, Diplomacy, Gather Information. FORGER You are a master at locating and creating forgeries of official documents. Prerequisite: Int 13+. Class Skills: Bluff, Decipher Script, Forgery, Gather Information. FORTUNE TELLER You have a gift for reading and interpreting future events. Pick one form of divination: astrology, crystal gazing, entrail reading, oneiromancy, palmistry, rune casting, tarot reading, tea leaf reading. Prerequisite: Female, Cha 13+. Class Skills: Bluff, Diplomacy, Scry, Sense Motive. GUIDE You are intimately familliar with a particular city or locale, and can expertly guide others through this area. Guides may also serve as coachmen, messengers, or scouts. Prerequisite: Wis 11+. Class Skills: Climb, Gather Information, Handle Animal, Knowledge: Local, Intuit Direction. HERBALIST You are extremely knowledgeable about the harvest, preparation and practical uses of berries, flowers, herbs, roots and other flora. Prerequisite: Int 11+ or Wis 11+. Class Skills: Alchemy, Heal, Knowledge: Nature, Wilderness Lore. HUNTER You have spent a great deal of time in pursuit of wild game for profit and sustenance. Class Skills: Climb, Listen, Spot, Wilderness Lore. INFORMANT You have mastered the dubious arts of bribery, eavesdropping, lurking about and stealing secrets. Whether you do so out of greed or patriotism is up to you. Prerequisite: Int 11+. Class Skills: Gather Information, Hide, Listen, Move Silently. MERCHANT You are well-versed in the art of the deal. Haggling is second nature to you. Prerequisite: Int 11+. Class Skills: Appraise, Bluff, Sense Motive, Speak Language. OLD NAME Your family name is both old and respected in your home area. Unlike other background feats, you do not necessarily have any special talent or career interest; you were simply born into “the right family”. Prerequisite: Aristocrat, Courtier or Noble class. Class Skills: You gain a +5 circumstance bonus to your Charisma-based skill checks during all social situations with NPCs in your home area. PERFORMER You have a special talent for making crowds laugh, cry, and cheer. You are never happier than when you have an audience in the palm of your hand. Class Skills: Bluff, Disguise, Perform, Sense Motive. POLITICIAN You are skilled in the diplomatic arts, from bribery to flattery to seduction, and all in the name of your king or noble house. Prerequisite: Aristocrat, Courtier or Noble class, Int 11+, Cha 13+. Class Skills: Bluff, Diplomacy, Sense Motive, Speak Language. PRIEST You are not necessarily a priest, but have devoutly studied the holy scripture of your religion for years. You may have faithfully served as an altar boy, or in the choir, or may have been raised in an abbey, convent, or monastery. Prerequisite: Wis 11+. Class Skills: Diplomacy, Knowledge: Religion, Perform, Sense Motive. PROFESSOR You have dedicated your life to spreading knowledge and teaching others. You may write text books, give lectures or hold classes. Prerequisite: Int 15+. Class Skills: Diplomacy, Gather Information, Knowledge (any two), Speak Language. RIVER BOAT PILOT You ply your trade as a ferryman, bringing cargo and passengers from one side of a river to the other. Class Skills: Balance, Spot, Swim, Use Rope. SAILOR You have worked on a ship on the open ocean. You have enough knowledge and skill of ship operation to qualify as a crewman on any ship. Class Skills: Balance, Climb, Intuit Direction, Spot. SCHOLAR You spent many years in study and pursuit of knowledge. Prerequisite: Int 13+. Class Skills: Gather Information, Knowledge (any two), Speak Language. SCHOLAR You spent many years in study and pursuit of knowledge. Prerequisite: Int 13+. Class Skills: Gather Information, Knowledge (any two), Speak Language. SCROUNGER You are well-acquainted with the shady side of a particular city. You know where to shop for the best deals, where to make contact with criminals or mercenaries, or what path to take when fleeing the city guard. Class Skills: Bluff, Gather Information, Hide, Pick Pocket. SERVANT You spent many years in the employ of a well-to-do family, or in a business such as an inn. Class Skills: Diplomacy, Gather Information, Sense Motive, Speak Language. STORYTELLER You heard and told hundreds of stories, favles, poems and other written (or oral works of fact and fancy). Prerequisite: Cha 11+. Class Skills: Bluff, Diplomacy, Gather Information, Perform. URCHIN You are a child of the cold, cruel city streets with nowhere else to call home and no traditional family to rely on. You have begged, scammed, stolen or done any number of other distasteful things to survive in the urban jungle. Class Skills: Bluff, Hide, Move Silently, Pick Pocket. WHALER You are skilled at hunting whales and other large creatures of the high seas. You are strong, fearless, and an expert swimmer. Prerequisite: Str 13+. Class Skills: Balance, Climb, Jump, Spot, Swim. [/QUOTE]
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