Character backgrounds are similar to character class. They layout a framework for character stats and abilities that will get better as a character levels up. Every character background will have an attack stat, which will go to each of the combat attacks. They will have dice that decide health and stamina. Each background will have a primary and secondary stat that grant bonuses. Backgrounds will have a list of abilities to choose from that will help focus possible character designs. If you have an idea for one, mention it.
Players can choose two abilities from their character background upon character creation. After that, follow the rules for leveling up.
If abilities have an asterisk next to them, they cannot be taken twice.
List of Backgrounds
4. Martial Artist
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As a brute, you rely on powerful attacks and your ability to overwhelm enemies. Brutes are tough and resilient people. They are often considered unintelligent, but this is just a stereotype. Brutes can be strategic or just prefer to stop hitting things because it has stopped hitting back. Brutes are generally your melee fighters.
Primary Stat: Strength (+2)
Secondary Stat: Choose Intelligence or Constitution (+1)
Dodge: You've chosen to focus only on dodging incoming attacks. You gain +4 to Defense and are not allowed to take any attack actions until your next turn.
*Gunslinger: Choose One: Pistol, Shotgun (pump), or Hunting Rifle. You gain a +1 bonus to attack with this weapon. You begin the campaign with access to this weapon and enough ammo to load it once. This does not mean that you automatically have this weapon on you, but you know where to find it.
Improvised Weapon: Any sturdy object is a weapon in your hands. Grab any item able to be held in hand and use it as a weapon. Improvised weapons have 1d6 damage.
*Intimidating Presence: Automatically aid your allies Charisma Checks with a Strength Check.
*Power Attack: You've chosen to sacrifice accuracy for damage by swinging harder instead of focusing on aim. Gain a +6 damage bonus, but a -3 penalty to attack.
*Protective Instincts: When an ally goes down, you make the chose to stand over them to take hits that they normally would. Gain +2 to attack rolls, but a -2 to Defense and take on enemy aggro.
*Rage: Every now and then, you allow your anger to take over. For a short time, you can fight much better, but the longer this goes on, the more dangerous it can become. Gain a +4 on attack and damage rolls. Also gain a 15% chance of going berserk and attacking everyone for 1d4 rounds after two rounds of rage. The 15% increases by 5 per continued round.
Second Wind: It's almost like an adrenaline rush. When you hit 0 HP, instead of falling unconscious, you instead gain 2d8 temporary hit points that lasts for three rounds. Once these rounds are over, you fall unconscious and return to 0 HP.
Used it Before: Choose One: Dagger/Knife, Hatchet/Hand-axe, Baseball bat, or Crowbar. You gain a +1 bonus to attack with this weapon. You begin the campaign with one of these weapons on hand.
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As a specialist, you rely on your intellect and the knowledge you've gained over the years. A specialist's skills may come in many different forms, based off of their choice of study. As specialist is the person you can count on to know what they're doing. While not always a strong combatant, the knowledge they bring to the table is always useful.
Primary Stat: Intelligence (+2)
Secondary Stat: Choose one other. (+1)
Chef: One of your choices of study was cooking. You've learned to cook with less and really splurge when you can. Gain a +4 on all Intelligence cooking checks.
Chemist: One of your choices of study had to do with chemistry. You know what can and cannot be mixed. Gain a +4 on all Intelligence checks when the mixing of chemicals is involved.
Electrician: You know your way around electricity and the wiring for it. Gain a +4 Intelligence bonus on checks to do with the installation of electrical systems, lights, wiring, and all that jazz.
Farmer: Whether you've grown up on a farm or did a little gardening, you've learned how to grow different plants and vegetables. Gain a +4 on all Intelligence Checks when the growing of plants and food is involved.
Improved Attack: You've focused on your physical health. Gain a +1 to attack.
*It Comes Naturally: For your specialist abilities, substitute Intelligence with Wisdom. For example, for Chemist, you would roll a Wisdom check with the given bonus instead of intelligence.
Bookworm: You've spent a lot of time reading through different books and studying random information. Gain a +2 on Intelligence Checks that has to do with lore, history, or any practical theory. This is the "know-it-all" ability that allows players to roll for just about everything knowledge related.
Mechanic: You're pretty good with machines, especially vehicles. When it comes to vehicles, you gain a +4 bonus on Intelligence checks to repair or build them. For other machinery, you gain a +2 bonus on Intelligence checks to repair or build them.
Medic: You've studied enough of the medical field to help take care of yourself and others. Gain a +2 bonus on Intelligence checks to identify illnesses, injuries, and the severity of them. Gain a +2 bonus on Intelligence checks to take care of injuries and sickness. This bonus is automatically increased to +4 if you have an intelligence of 5 or 6.
Techie: You've got the ability to repair and build elements of computers systems, including hardware and software. Gain a +4 on all Intelligence checks that have to do with computers, including hacking.
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As a hunter, you rely on your ability to notice them before they notice you. Hunters are generally observant individuals, able to point out the finest details that others may notice. Hunters are decent combatants and their desire to survive makes them good at finding what they need. Hunters are normally the ranged individual, taking advantage of weapons like guns and bows.
Primary Stat: Dexterity (+2)
Secondary Stat: Choose Wisdom or Intelligence (+1)
Dual Wielder: You have the ability to use daggers, knives, hatchets, hand-axes, and machetes in both hands without penalty.
Evasion: Your reflexes are among the best. Whenever you're taken by surprise, whether by trap or by enemy, you gain a +4 bonus on Dexterity checks to react. If reacting to a trap, you avoid the trap. If reacting to an enemy, you automatically dodge any attacks on your person. The DC for this success is equal to the attack roll made at you and only counts if it beats your AC.
*Favored Terrain: You've learned to move through certain terrain with ease. You've become accustom to the obstacles and challenges that a terrain creates for you. While within your favored terrain, gain a +4 bonus on checks that have to do with hiding, searching, and tracking. List of favored terrains: desert, forest, urban, and valley.
Precise Shot: Your ability to aim with ranged weapons is impressive. You can either choose one specific weapon or all ranged weapons. If you choose one specific weapon, gain a +4 bonus on attack with that weapon. If you choose all ranged weapons, gain a +1 bonus to all ranged, including thrown weapons.
*Sneak Attack: Once per round, while in combat, as long as you have not been seen by the enemy, gain 2d6 to your damage when you successfully hit. This bonus also applies if you are flanking an enemy or the enemy is backed into a corner. This damage does not multiple on critical.
Stealthy: You've learned to hide yourself when needed. You are able to blend in with different environments and find places to hide. You can even use the environment to create camouflage. Gain a +4 bonus Dexterity on checks to keep yourself hidden.
Tracker: You've got the ability to track through different terrains. You know what signs to look for to figure out whether something has been through an area and how long it has been. Gain a +4 bonus on Wisdom checks to track.
Quick Draw: You can draw and stow your weapon quickly. You can draw two weapons at once. You can draw during a surprise round that you'd normally not be able to act in.
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The Martial Artist
As a Martial Artist, you've disciplined yourself in unarmed combat. You are someone who knows how to defend yourself without a weapon and can disarm another with ease.
Primary Stat: Strength (+2)
Secondary Stat: Choose Constitution or Wisdom (+1)
Deflect Arrows: Once per round, you have the ability to snatch an arrow from the air as long as the arrow is aimed at you.
*Deflect Arrows, Greater: Once per round, you have the ability to snatch an arrow from the air, as long as the arrow is going to land within five feet of your location.
Disarm: As a full-round action, on a successful attack, you can choose to remove one weapon from the hands of your target. The target can counter this with either a Dexterity or Strength check with a DC equal to 10 + Your Strength + Your Level.
*Flurry of Blows: As a full-round action, you can launch 4 different unarmed attacks at a -2 penalty to attack and damage.
Grapple: As a full-round action, on a successful attack, you can choose to grapple and your target opponent. The target can counter this with a Strength. The DC is equal to 10 + Your Strength + Your Level.
Knock-Out: As a full-round action, on a successful attack, you can choose to knock the opponent unconscious. The target can counter this with a Constitution check. The DC is equal to 10 + Your Strength + half your level (minimum 1).
Stun: As a full-round action, on a successful attack, you can choose to strike at specific areas of your targets body, stunning them for 1d4 rounds. The target can counter this with a Constitution check. The DC is equal to 10 + Your Strength + Your Level.
Trip: As a full round action, on a successful attack, you can choose to knock the legs out from under your opponent, causing them to fall prone. The target can counter this with a Dexterity check. The DC is equal to 10 + Your Strength + Your Level.
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Primary Stat: Charisma (+2)
Secondary Stat: Choose Wisdom or Dexterity (+1)
Diplomat: You know how to speak to people in a way that gets them to trust you. You can be persuasive or deceitful when you need. You gain a +4 bonus on Charisma checks that have to do with social interaction.
Lucky: A Leader has an extra amount of luck equal half their level, a minimum of 1.
Your Choice: A Leader gets to choose two abilities from the other classes as along as they are not marked with an asterisk.
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