Background Skills (my solution for bringing skills to C&
Posted: Fri Jun 16, 2006 2:16 pm
BACKGROUND SKILLS
A player character is more than a collection of combat modifiers. Like most people, player characters and NPCs have learned a variety of skills over the years. The character class chosen by a player dictates much of what their character knows through years of training and study, while their ability scores (particularly their prime ability scores) define their natural aptitudes and weaknesses.
Each ability score governs certain tasks that all characters may attempt without any specialized training. This section details a number of skills that reflect specialized training or areas of learning that the character acquired throughout their youth.
All characters begin play with 2 background skills. Characters with an intelligence of 8 or lower subtract their intelligence penalty from their initial number of background skills. Those with an exceptional intelligence score (13 or greater) may chose a number of additional knowledge skills, including knowledge (language) skills, equal to their intelligence modifier.
In most instances, excepting knowledge (language) skills, these skills allow characters to add their level modifier to any ability score checks related to their chosen skills. All skills are grouped into four broad categories that cover a number of related skills: craft skills, knowledge skills, performance skills and profession skills. A player is free to choose more than one skill from a given skill category and should choose skills that reflect the characters upbringing and class training.
SKILL CATEGORIES & DESCRIPTIONS
Craft: All craft skills involve the creation of a functional (or consumable) item from raw materials. Skilled craftsmen typically learn their skills as apprentices to master craftsmen. Craft skills include (but are not limited to): armorsmith, blacksmith, bookbinder, bowyer/fletcher, brewer, carpenter, cartwright/wheelwright, cobbler, cook/baker, jeweler/lapidary, mason, siege engineer, shipwright, tailor/weaver, tanner/leatherworker, and weaponsmith.
Use of this skill allows the character to appraise the craftsmanship and value of items directly related to their craft. In addition, given time and adequate materials, the character can repair or create such items. Craft skill checks are usually intelligence checks, though other abilities (such as dexterity) may come to bear when crafting items.
Repair costs vary depending upon the amount of damage done to the item, while (as a general rule) a character may craft an item for half of the listed cost. The CK is the final arbiter of what materials are available and the cost of accrued in crafting an item.
Knowledge: Knowledge skills reflect the interests, studies and/or upbringing of the player character. Knowledge skills are limited in their scope and are varied in their application. Some, such as etiquette or a chosen language, aid in social situations while others may help characters identify items, map locations or the type of mushroom that the poisoned halfling thief just consumed.
Knowledge checks are typically intelligence checks, though successful use of a knowledge skill may aid other skill checks (ie. a successful knowledge (etiquette) check may grant a +2 bonus to a characters charisma check while at court or a knowledge (nature) check may grant a +2 bonus to characters wisdom check to determine direction or to a rangers survival check).
Etiquette: This skill affords the character knowledge of a specific racial and/or cultural groups customs, social hierarchies and behavioral norms. Use of this skill may help a group of characters avoid social gaffs while at court or determine the proper mode of addressing a village elder.
Geography: This skill provides a basic knowledge of a specific kingdom or regions topography, trade routes and borders. The larger the area covered by this skill, the less the character knows about specific regional features.
History: Historical knowledge of a certain region or cultural group is gained through this skill. This knowledge of a peoples origins, historical events and figures, as well as of their legends, provides a window into the mindset of that group.
Language: All characters begin play with the ability to speak one or more languages. Those who choose knowledge (language) as a background skill may begin play with additional starting languages as detailed under Intelligence in the Ability Descriptions section.
Nature: This skill imparts a specialized knowledge of a particular environment (aquatic, forest, marsh, hill and mountains, plains) and climate (artic, desert subtropical, temperate, tropical). With an intelligence check, a character with this skill can identify plants and animals from that environment and climate accurately. This identification allows the skilled character to determine the species of the plant or animal and the special qualities or abilities of the species. If this skill is used in an environment or climate outside of that characters skill area, his level bonus to the check is halved.
Druids using this skill are automatically successful when in their native environment and climate. In unfamiliar environments, the druid must succeed at an intelligence check to successfully use this ability and do not halve their level bonus.
Religion (culture): This skill provides knowledge of a faiths mythology and rituals. It allows a character to know of the religions hierarchal structure and affords the character an understanding of that faiths tenets and practices.
All clerics begin play with knowledge of their own cultures religion in addition to their chosen background skills.
Performance: A skilled performer is valued by commoners and highborn alike for their ability to provide a diversion from the cares and woes of daily life. Characters must chose a type of performance in which they are skilled: acting, buffoonery, dancing, oratory, play (instrument), singing, etc. Bards, on the other hand, begin play skilled in all manner of performance arts.
A character may make a performance skill check (usually a charisma check, though dancing and playing an instrument require dexterity checks) in order to earn a few copper coins (perhaps silver, if the audience is particularly wealthy) or earn their keep at an inn (with modifiers and other considerations being worked out by the CK).
If the performance skill is used to entertain ones hosts or other, non-hostile, NPCs a successful check may positively influence the audiences reaction to the performer.
Profession: Profession skills allow a character to earn a living through the specialized knowledge and techniques of their chosen vocation. In general a character with a background profession is assumed to have left their past profession behind in order to take up a career as a professional adventurer, mercenary, agent of their church, etc. Some professions that characters may choose from include: animal handler, artist, butcher, clerk, farmer, fisher, gambler, healer/barber, herbalist, hostler/barkeep, hunter, miner/collier, painter/limner, sailor, scribe, trader/barterer, trapper, etc.
These profession skills would allow the character to bring their professional knowledge to bear, where appropriate, or even ply their trade once they have settled down. Profession skill checks are usually wisdom checks though, at times, may involve other ability scores (as the situation warrants). The following are example of professions that may prove useful to an adventuring party:
Animal Handler: The character must chose a type of animal they have knowledge of (horses, pack animals, dogs, falcons, etc) and can raise and train animals of that type given the proper amount of uninterrupted time.
Healer: Healers may tend to wounded characters in order to staunch blood flow by making a wisdom check, just as other characters can, but are more effective than unskilled healers.
Herbalist: Herbalists are able to aid healers (as well as cooks and alchemists) in their trades. When called for, a successful herbalist check may grant a +2 bonus to a related skill.
Mountaineer: This skill allows the character to add their level bonus to dexterity checks made when scaling natural, unworked stone inclines. The character cannot be holding anything in his hands while doing so and climbs at of his Movement Rate.
Trapper: Skilled trappers are able to build, locate and disable simple traps (nets, snares or pits) in a wilderness environment. Trappers snares and pits are usually designed to capture or incapacitate game animals and deliver no more than 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw).
A player character is more than a collection of combat modifiers. Like most people, player characters and NPCs have learned a variety of skills over the years. The character class chosen by a player dictates much of what their character knows through years of training and study, while their ability scores (particularly their prime ability scores) define their natural aptitudes and weaknesses.
Each ability score governs certain tasks that all characters may attempt without any specialized training. This section details a number of skills that reflect specialized training or areas of learning that the character acquired throughout their youth.
All characters begin play with 2 background skills. Characters with an intelligence of 8 or lower subtract their intelligence penalty from their initial number of background skills. Those with an exceptional intelligence score (13 or greater) may chose a number of additional knowledge skills, including knowledge (language) skills, equal to their intelligence modifier.
In most instances, excepting knowledge (language) skills, these skills allow characters to add their level modifier to any ability score checks related to their chosen skills. All skills are grouped into four broad categories that cover a number of related skills: craft skills, knowledge skills, performance skills and profession skills. A player is free to choose more than one skill from a given skill category and should choose skills that reflect the characters upbringing and class training.
SKILL CATEGORIES & DESCRIPTIONS
Craft: All craft skills involve the creation of a functional (or consumable) item from raw materials. Skilled craftsmen typically learn their skills as apprentices to master craftsmen. Craft skills include (but are not limited to): armorsmith, blacksmith, bookbinder, bowyer/fletcher, brewer, carpenter, cartwright/wheelwright, cobbler, cook/baker, jeweler/lapidary, mason, siege engineer, shipwright, tailor/weaver, tanner/leatherworker, and weaponsmith.
Use of this skill allows the character to appraise the craftsmanship and value of items directly related to their craft. In addition, given time and adequate materials, the character can repair or create such items. Craft skill checks are usually intelligence checks, though other abilities (such as dexterity) may come to bear when crafting items.
Repair costs vary depending upon the amount of damage done to the item, while (as a general rule) a character may craft an item for half of the listed cost. The CK is the final arbiter of what materials are available and the cost of accrued in crafting an item.
Knowledge: Knowledge skills reflect the interests, studies and/or upbringing of the player character. Knowledge skills are limited in their scope and are varied in their application. Some, such as etiquette or a chosen language, aid in social situations while others may help characters identify items, map locations or the type of mushroom that the poisoned halfling thief just consumed.
Knowledge checks are typically intelligence checks, though successful use of a knowledge skill may aid other skill checks (ie. a successful knowledge (etiquette) check may grant a +2 bonus to a characters charisma check while at court or a knowledge (nature) check may grant a +2 bonus to characters wisdom check to determine direction or to a rangers survival check).
Etiquette: This skill affords the character knowledge of a specific racial and/or cultural groups customs, social hierarchies and behavioral norms. Use of this skill may help a group of characters avoid social gaffs while at court or determine the proper mode of addressing a village elder.
Geography: This skill provides a basic knowledge of a specific kingdom or regions topography, trade routes and borders. The larger the area covered by this skill, the less the character knows about specific regional features.
History: Historical knowledge of a certain region or cultural group is gained through this skill. This knowledge of a peoples origins, historical events and figures, as well as of their legends, provides a window into the mindset of that group.
Language: All characters begin play with the ability to speak one or more languages. Those who choose knowledge (language) as a background skill may begin play with additional starting languages as detailed under Intelligence in the Ability Descriptions section.
Nature: This skill imparts a specialized knowledge of a particular environment (aquatic, forest, marsh, hill and mountains, plains) and climate (artic, desert subtropical, temperate, tropical). With an intelligence check, a character with this skill can identify plants and animals from that environment and climate accurately. This identification allows the skilled character to determine the species of the plant or animal and the special qualities or abilities of the species. If this skill is used in an environment or climate outside of that characters skill area, his level bonus to the check is halved.
Druids using this skill are automatically successful when in their native environment and climate. In unfamiliar environments, the druid must succeed at an intelligence check to successfully use this ability and do not halve their level bonus.
Religion (culture): This skill provides knowledge of a faiths mythology and rituals. It allows a character to know of the religions hierarchal structure and affords the character an understanding of that faiths tenets and practices.
All clerics begin play with knowledge of their own cultures religion in addition to their chosen background skills.
Performance: A skilled performer is valued by commoners and highborn alike for their ability to provide a diversion from the cares and woes of daily life. Characters must chose a type of performance in which they are skilled: acting, buffoonery, dancing, oratory, play (instrument), singing, etc. Bards, on the other hand, begin play skilled in all manner of performance arts.
A character may make a performance skill check (usually a charisma check, though dancing and playing an instrument require dexterity checks) in order to earn a few copper coins (perhaps silver, if the audience is particularly wealthy) or earn their keep at an inn (with modifiers and other considerations being worked out by the CK).
If the performance skill is used to entertain ones hosts or other, non-hostile, NPCs a successful check may positively influence the audiences reaction to the performer.
Profession: Profession skills allow a character to earn a living through the specialized knowledge and techniques of their chosen vocation. In general a character with a background profession is assumed to have left their past profession behind in order to take up a career as a professional adventurer, mercenary, agent of their church, etc. Some professions that characters may choose from include: animal handler, artist, butcher, clerk, farmer, fisher, gambler, healer/barber, herbalist, hostler/barkeep, hunter, miner/collier, painter/limner, sailor, scribe, trader/barterer, trapper, etc.
These profession skills would allow the character to bring their professional knowledge to bear, where appropriate, or even ply their trade once they have settled down. Profession skill checks are usually wisdom checks though, at times, may involve other ability scores (as the situation warrants). The following are example of professions that may prove useful to an adventuring party:
Animal Handler: The character must chose a type of animal they have knowledge of (horses, pack animals, dogs, falcons, etc) and can raise and train animals of that type given the proper amount of uninterrupted time.
Healer: Healers may tend to wounded characters in order to staunch blood flow by making a wisdom check, just as other characters can, but are more effective than unskilled healers.
Herbalist: Herbalists are able to aid healers (as well as cooks and alchemists) in their trades. When called for, a successful herbalist check may grant a +2 bonus to a related skill.
Mountaineer: This skill allows the character to add their level bonus to dexterity checks made when scaling natural, unworked stone inclines. The character cannot be holding anything in his hands while doing so and climbs at of his Movement Rate.
Trapper: Skilled trappers are able to build, locate and disable simple traps (nets, snares or pits) in a wilderness environment. Trappers snares and pits are usually designed to capture or incapacitate game animals and deliver no more than 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw).