Skills Based on Backgrounds

I'd say, divide all PHB skills into a few specific sets of background skills. Each background option would grant the listed skills as permanent class skills for the character, while all other skills would be cross-class. Characters receive one background set/option at creation, plus an additional set for every 3 points of positive Intelligence modifier at creation. Additionally, any skills which their starting race grants a bonus to will also count as permanent class skills (i.e. does not apply if the character is merely polymorphed later, or afflicted with lycanthropy later, or whatever). Lastly, each class has a set of associated class skills, and at 1st-level in that class, the character has those as bonus class skills, but only at 1st-level in the class, and after reaching 5th-level in a class, its skills become class skills as normal for all levels in the class beyond 4th. The rest of the time, they only have their racial/background skills as class skills. (this is the only way I can think of to handle a character's progression over time and training with different skills over time)

The background sets would be:

Academic --- Alchemy, Concentration, Heal, Knowledge (arcana, nature, religion, the planes), Scry, Speak Language, Spellcraft, Use Magic Device.

Burglary --- Appraise, Disable Device, Escape Artist, Hide, Knowledge (local), Move Silently, Open Lock, Search, Use Rope.

Physical --- Animal Empathy, Balance, Climb, Handle Animal, Intimidate, Jump, Ride, Swim, Wilderness Lore.

Professional --- Craft, Decipher Script, Intuit Direction, Knowledge (all except for local, arcana, nature, religion, and the planes), Listen, Profession, Sense Motive, Spot.

Trickster --- Bluff, Disguise, Forgery, Gather Information, Innuendo, Perform, Pick Pocket, Read Lips, Tumble.

The class sets would be:

Barbarian, Fighter, Ranger --- Physical background set.

Cleric, Druid, Sorcerer, Wizard --- Academic background set.

Monk, Paladin --- Professional background set.

Rogue --- Burglary background set.

Bard --- Trickster background set.

Just some random thoughts......
 

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dvvega said:
(snip)
Now if you wanted to reflect that they may have started their career later than normal, and thus learnt skills previously ... you could either allow them to take levels in Expert (not a popular choice for the rules-orientated) or you could take those suggeted background sets and allow exchange of skills.

This is similar to something I did in a solo game I ran, and the next time I run a D&D or non-modern d20 game, I'm using it. Since I generally prefer starting things off between 5th and 7th level, I give the option of a background class (based on the DMG's NPC classes) to represent a character's origins and pre-adventure training. I give options from: Aristocrat, Commoner, and Expert. Of course, if they don't mind taking a slight decrease in power, PCs can take as many levels in these classes as they like before multiclassing into the adventuring classes. As with favored classes, levels in background classes do not count against PCs for multiclassing penalties. I've modified them slightly to give a bit more flavor.

ARISTOCRAT
as DMG except:

Skills: Appraise, Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility/royalty), Perform, Ride, Sense Motive, Speak Language.

Weapon and armor proficiencies: Aristocrats are proficient with all simple weapons and with the longsword, rapier, short sword, short bow, and longbow. They are proficient with light and medium armor, and with shields (except tower shields).

Wealth: Aristocrats start out with 6d8 X 10 gp (or 300 gp, if you don't want to risk rolling low).

Bonus feat: At 1st, 2nd, 10th, 13th, and 17th level, Aristocrats gain a bonus feat from the following list: Deceitful, Exotic Weapon Proficiency, Heavy Armor Proficiency, Investigator, Leadership, Martial Weapon Proficiency, Negotiator, Persuasive, Skill Focus. If Skill Focus is chosen as the bonus feat, it may only be used with the aristocrat's original class skills (listed above). It does not apply to skills gained through the cross-class skill ability detailed below. Aristocrats qualify for the Leadership feat at 5th level instead of 6th. After 10th level, Aristocrats may choose the cross-class skill ability in lieu of the bonus feat.

Cross-class skill: At 5th, 11th, 14th, and 19th level, Aristocrats may choose a cross-class skill. From this point forward, it is considered a class skill. The skills chosen with this ability must make sense in the context of the character concept. A rural minor noble can reasonably gain Heal, Knowledge (nature), and Survival as class skills. However, it would be hard to justify in a ruthless urban blue-blood. In lieu of this ability, you may choose a bonus feat from the list above.

Network: Upon reaching 7th level, when you are in an inhabited area, you may check to see if you have any contacts or connections that may provide aid or information. To do so, make a Charisma check and add your Aristocrat levels plus your ranks in Knowledge (local) or Gather Information (depending on whether your contacts are legal or illicit). The more distant you are from your home, the higher the DC to find helpful contacts. You may use this ability only once per location.

EXPERT
as DMG, except:

Area of expertise: Experts are frequently centered around a theme or area where their skills excel. When you create an expert, the ten skills you create as your class skills must be related in some way to your concept, be it a scholar, a burglar, a merchant, or scout.

Skill focus: At 2nd, 10th, 13th, and 17th level, Experts get the Skill Focus feat for free with any one of their class skills. At 13th level and above, you may take the Skill Mastery ability in lieu of this feat.

Cross-class skill: At 5th, 14th, and 19th level, Experts may pick one cross-class skill. From this point forward, it is considered a class skill. In lieu of this ability, an Expert may take the Skill Focus feat instead. At 14th level and above, you may take the Skill Mastery ability instead.

Expert knowledge: Experts pick up a lot of stray knowledge related to their areas of expertise. At 7th level, Experts may call upon this knowledge. They may make a special Knowledge check to see if they know of any relevant information pertaining to notable people, legendary items, creatures, noteworthy places, or events related to their area of expertise. To do so, they make a Knowledge check and add their Expert levels and any relevant Knowledge ranks. The DC for this check follows the bardic knowledge check on PHB. This ability can be used only once per person, item, creature, place, or event.

Skill mastery: as PHB Rogue special ability, except it is gained at 11th level. In lieu of Skill Mastery, the Expert may take Skill Focus feat or the Cross-class skill ability.

WARRIOR
as DMG except:

Skills: Balance, Climb, Intimidate, Jump, Listen, Profession, Ride, Spot, Swim, Tumble.
Skill Points at 1st level: (4 + Intelligence modifier) x 4

Skill Points each additional level: 4 + Intelligence modifier

Bonus feat: At 2nd, 5th, 10th , 14th , and 20th level, Warriors get a bonus feat from the following list: Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mounted Combat, Point-Blank Shot, Power Attack, Quick Draw, Rapid Reload, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, and Weapon Specialization.

Size-up: Years of experience in duels and battles give Warriors the ability to gauge the skill of their opponents. At 7th level, Warriors may make attempt to determine the martial prowess of an opponent she faces. To do this, she makes a Intelligence check and adds her Warrior levels plus her ranks in Sense Motive. Using this ability is considered a move equivalent action. A result of 15 gives the BAB; 20 gives the opponent's most powerful combat ability; 25 reveals the opponent's hit points. The effects of the result are cumulative. So, if Wanda Warrior rolls a 23, she knows her opponent's BAB as well as his most powerful combat ability. Size-up can only be used once per opponent.
 


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