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Backgrounds


Your character has not been a member of their class all their life. What sort of environment your character has grown up in shapes what sorts of things they have learned as well as granting them special abilities.
Each entry below describes what requirements a character must meet in order to be eligible for that background, the benefits gained by taking that background, what feats are made available, if any, and any drawbacks there might be for coming from such a background.

COMMONER
Your character hails from the lower to middle classes of society. Your family is most likely involved in low-level industry or trade. You are likely to have an apprenticeship of some sort, usually in the family business, but any path or specialty is available. There are no requirements for this background and no special benefits are imparted on any characters with this background. The Commoner background is the default background for characters.

FERAL
Your character was either abandoned at birth, left to die among the elements and subsequently raised by animals or otherwise involuntarily left the trappings of civilized society early in life. You have learned the ways of the wilderness and behave like an animal.
Requirements:
     Class: Any but Aristocrat and Wizard.
     Race: Any
     Skills: Hide, Knowledge (Nature), Swim, Survival
Benefit:

      Feral characters gain +1 to their Wisdom and a +3 Background bonus to Intimidate checks.
Feats:

      Scent
Drawback: 

      Feral characters are not able to speak any more than one language at 1st level (even if they have more than one native language) and may not take the Read/Write Script skill.  They also take a -2 penalty on any Charisma based skill check until they have purchased ranks in those skills, at which point the penalty decreases -1.

MERCHANT
Your character grew up in a succesful merchant family. Your childhood experiences include traveling and watching people haggle over the price of goods.
Requirements:
     Class: Any
     Race: Any
     Skills: Appraise, Diplomacy, Speak Language, Knowledge (Geography)
Benefit:

     Characters with a Merchant background can purchase their starting equipment for 1/2 price.

Feats:

     Mercantile Background

     Silver Palm

Drawback:  

      Merchants are notoriously untrustworthy and overtly friendly.  A merchant background gives a character a -2 to Intimidate and Bluff checks.

MARITIME
You have lived a life aboard a sailing vessel. Your seafaring has taught you how to swim, tie knots, clamber about the rigging and the fundamentals of navigation.
Requirements:
     Class: Any
     Race: Any but Grugach Elf
     Skills: Climb, Profession (Sailor), Swim, Use Rope
Benefit:  

      Those who have spent a lifetime at sea are extremely difficult to knock off balance.  Maritime characters gain an additional +2 to Dex rolls used to avoid situations in which a character may be knocked prone (ie, Trip attacks).

Feats:

     Stormheart

     Shipborn

Drawbacks:  

      Living a life aboard a sailing vessel makes an individual ill at ease when traveling the overland.  When not aboard a sailing vessel, Balance checks are made at -2.

NOBLE
You were born and raised in one of the families of Novarian nobility. You have received training in the basics of heraldry, diplomacy, history, horseback riding, and literacy.
Requirements:
     Class: Any but Barbarian and Adept.
     Race: Any Human, Half-Elf , Dwarf, Stout Halfling, Erian or Sylvan Elf.
     Skills: Diplomacy, Knowledge (History), Knowledge (Nobility & Royalty), Ride, Read/Write Script
Benefit: 

      The most obvious benefit of a Noble background is an increase in starting gold. Characters with a Noble background receive twice the amount of starting gold a character of their class normally would.  They also gain a +2 Background bonus to Intimidate checks against non-nobles and a +2 Background bonus to Diplomacy checks toward nobles.

Feats:

     Landless Noble

     Noble born
     Noble Warrior

Drawback:
     A noble must purchase fine quality clothing, weapons and armor.  Non-masterwork weapons and armor are purchased at a 20% increase.  Nobles may only wear courtesan,  noble or royal outfits.  Noble characters who fail to maintain appearances loose their Background bonuses.

PEASANT
You have lived a life of toil since the day you were born. The rigors of working the land and caring for animals have ingrained themselves in your character.
Requirements:
     Class: Any but Adept, Aristocrat or Barbarian.
     Race: Any
     Skills: Handle Animal (2 ranks), Profession (Farmer) (2 ranks),
Benefit:

     Working the fields all day adds to a peasant's physique.  Peasant characters gain +1 to their Strength.
Feats:

     Discipline

     Tireless
Drawback:

     The peasant barely makes enough money for their own survival.  Peasant characters start off with 1/2 of their beginning gold.

RELIGIOUS
You were raised by monks or clerics in a cloistered environment. During your formative years, you were taught the rudiments of literacy, an understanding of theology, and effective public speaking.
Requirements:
     Class: Any but Barbarian.
     Race: Any.
     Skills: Diplomacy, Knowledge (Religion), Knowledge (the Planes), Read/Write Script
Benefit:

     Knowledge (Religion) is always a class skill.  If Knowledge (Religion) is already a class skill for your chosen class, you gain +2 Background bonus to Knowledge (Religion) checks.

Feats:

     Acolyte

     Mind Over Body

Drawback:
     Living secluded from society has made the Religious character a bit naive to the outside world. Religious characters have a -2 penalty to Appraise, Gather Information, Sense Motive, and Survival checks until they have purchased one rank for that skill. 

SLAVE
You have lived as a slave or indentured servant for most of your life.  You have become adept at picking up news from gossip and have been trained in some form of craft at the expense of most other learning.
Requirements:
      Class: Any but Aristocrat.
      Race: Any.
      Skills: Craft, Gather Information, Listen
Benefit:

      +1 to any 2 different ability scores

Feats:  

      None  
Drawback:

      A slave receives very little time to devote to specialized training and own only what their master's allow them to.  A slave does not gain a feat at 1st level, and begins with only 10 gp to their name.  (Humans with the Slave background still receive their bonus feat for being human.)

STREET
Your character was orphaned or ran away, left to fend for yourself on the mean streets of one of Novaria's cities or towns. The streets have taught you to be shrewd and look out for yourself, while trying to gain any advantage you can just to survive.
Requirements:
     Class: Any
     Race: Any but Grugach or Sylvan Elf.
     Skills: Bluff, Gather Information, Knowledge (Local), Slight of Hand
Benefit:

     Knowledge (Local) is always a class skill.  If Knowledge (Local) is already a class skill for your chosen class, you gain +2 Background bonus to Knowledge (Local) checks.

Feats:

     City Slicker

     Street Smart
Drawback: 

     The streets are mean and hard.  Living among the disease and rabble takes its toll on characters from the street.  Street characters gain a -1 to Constitution.

TRIBAL
You come from a tribal culture where most everyone shares in the same experiences regardless of social status. You have learned how to care for yourself against the elements.
Requirements:
      Class: Any but aristocrat.
      Race: Grugach or Sylvan Elf, Goblin, Hobgoblin, Kobold, Orc, Half-Orc
      Skills: Climb, Craft, Jump, Swim
Benefit: 

      Survival is always class skill.  If Survival is already a class skill for your chosen class, you gain +2 Background bonus to Survival checks.

Feats:

      Militia
Drawback:

      Tribal characters can not take the Read/write Script skill at 1st level.  They also are not allowed proficient in heavy armor until their second character level.