How I came to be: An adventurer’s guide to Backgrounds

[quote="kryx"]Backgrounds

Every character needs one, right?

 

Note: You can only gain the benefit of one background

 

 

This Handbook will use the following system for ratings:

 

 

Red – Garbage, or completely overshadowed by another option.
Purple – Situationally useful, but overall pretty meh.
Black – OK. You could do worse than pick this.
Blue – Good stuff. You probably want this.
Sky Blue – You want this. Period.
Gold – Why haven't you taken this yet? A defining choice for a build, or even the whole class.
 

 

 

Props to:

langeweile for his Battlemind Handbook that started this desire of mine. All of the original wording came from him.
LDB for being awesome.
Alcestis for commonly posting smart things in threads I browse.[/quote]

[quote="kryx"]General Backgrounds

Anything that does not fit into the other categories

Any Skill or Language related: This is the default background benefit, which gives you access to a non-class skill, bonus small bonus to any skill or sometimes even a reroll for a certain skill. You can also get an extra trained language you might need, but that you don't want to pay a feat for. It's always a solid choice, and if you look enough you can find a Background for any need, and sometimes even one that gives you a little extra benefit.
Monster Hunter:(Dr371) Bonus to monster knowledge checks. Not as good as Adventurer's Scion.
Former Gladiator(Dr366) Four death saves before you die. Not spectecular, but because you sometimes will go down, this can be the edge to save you.
Wandering Mercenary:(Dr366) Four death saves before you die. See above.
Wandering Mercenary:(Dr366) Four death saves before you die. Not spectecular, but because you sometimes will go down, this can be the edge to save you.
Restless Dead:(Dr371) Some extra damage against Undead definately helps if you expect many of them.

Sarifal:(Dr376) Ignore difficult terrain in Earth, Forest, Ice, or Swamp. If you expect your campagin to be mostly in one type of area, this is just great. It not only helps significantly with general mobility, but it in particular lets you shift (eg with BS) even in that type of Difficult Terrain!

 

 

Action Point

Chessenta:(FRPG) A minor bonus to all roles(Atk/Dmg/etc) when you Action Point.
Tarmalune:(Dr376) A solid boost to speed for two rounds when you Action Point – not much, but it can help. And you also get a nice bonus to Diplomacy.

 

 

 

 

Enchanting

Warsmith:(Dr366) Create weapons/armor. Also creation rituals. Get your leader/controller to do this.
Imbuer:(Dr366) Create implements/wonderous items. Also creation rituals. Get your leader/controller to do this.

 

 

 

 

Initiative

There are several minor Initiative bonuses throughout. Use Ctrl+F to find them.
Trained from Birth for a Specific Prophecy:(Dr366) Reroll Initiative 1/day, just when it's important and your roll was bad, can save your group quite some trouble.

 

 

 

 

Knowledge Checks

Monster Hunter Background:(Dr366) A minor bonus to all monster knowledge skill checks. Solid all around bonus for a very common usage of many skills – if you have the basics for it.

 

 

 

 

Weapon Proficiencies

Gritty Sergeant:(Dr366) Weapon proficiency w/ a simple or military weapon. Minor Initiative bonus.
Noble Bred for War:(Dr366) Weapon proficiency w/ a simple or military weapon. Minor Diplomacy bonus.[/quote]

 

[quote="kryx"]Defensive Backgrounds

Highest Ability to Initial HP, Resistances, Saving Throw Bonuses, etc

 

Highest Ability to Initial HP

All of these use the follow stat instead of Con to calculate Initial HP.
Auspicious Birth:(Dr366) Highest stat
Born Under a Bad Sign:(Dr366) Highest stat
Impiltur:(FRPG) Wis
Thay:(FRPG) Int

 

 

 

 

Saving Throw Bonuses

Arcane Student who Saw too Much:(Dr366) A small bonus, but it's against some of the worst effects that can hit you.
Cormyr (General):(FRPG) Saving throw bnus vs Fear. Plus Insight as a class skill and a bonus to Insight. Moonshae is better (combines both Cormyr) unless you need the class skill.
Cormyr (Wheloon):(FRPG) Saving throw bonus vs Charm. Plus Thievery as a class skill and a bonus to thievery. Moonshae is better (combines both Cormyr) unless you need the class skill.
Crusading Zealot:(Dr366) Minor bonus to all saving throws, but only until you fail. A good bonus if you plan on stacking saving throw bonuses, but too fickle to be used alone.
Haunted Veteran:(Dr366) Reroll one failed fear 1/enc.
Moonshae Isles:(FRPG) Saving Throw bonus vs Charm AND Fear. Plus Elven language.
Myth Drannor:(FRPG) Reroll one failed charm 1/enc. Essentially equal to a +5 to one save. Charm effects include nasty things like Dominate, so this can save you in the time of need.
Necromancer's Chattel:(Dr371) Saving throw bnus vs Fear. Cormyr or Moonshae are better.
Recent Convert:(Dr366) Reroll one failed charm 1/enc. Charm effects include nasty things like Dominate, so this can save you in the time of need.
Scorned Noble:(Dr366) Solid saving throw bonus if no allies are within 5 squares. Probably a rare event though

 

 

 

 

 

 

Resistances

Akanûl:(FRPG) Fire/Cold/Thunder resistances that scale! Also stacks with other sources!
Calimshan:(FRPG) Scaling fire resistance. Double the fire resistance  of Akanul, but does not stakc with other sources. It is very good as fire is pretty common, and really good for a firey campaign, but overall akanul is better.[/quote]

 

 

[quote="kryx"]Skill Backgrounds

Someone has to look past all the other awesome backgrounds to fill in the group skills, why not you?

 

General Skill Ratings

Acrobatics: Walking on a tightrope, fighting on ice, balancing, and reducing falling damage (which can only be done trained). Can be utterly overpowered if heavily optimized also more details.
Arcana: Knowledge skill plus much more. Also useful for rituals. Can be really amazing in the right hands – Sage of Ages or substituting arcana for other checks.
Athletics: Jump/climb/swim.
Bluff: Overall useful Face skill.
Diplomacy: Overall useful Face skill.
Dungeoneering: Another knowledge skill. Forage can be worthless if you have Everlasting Provisions(level 4 Wondrous).
Endurance: For disease resistance and surviving nature. Diseases can be handled through rituals though. Opens a lot of really solid skill powers.
Heal: Heal is reasonably useful at low levels, but later, it seems to just disappear, except as a secondary skill in some skill challenges. Just train out of it, find something more useful.
History: Another knowledge skill.
Insight: A fantastic skill for any Wis-based class.
Intimidate: Overall useful Face skill. Can be amazing in combat(make bloodied surrender) if optimized for it. Also opens up Rattling
Nature: Another knowledge skill. Also useful for rituals. Forage can be worthless if you have Everlasting Provisions(level 4 Wondrous).
Perception: A fantastic skill for any Wis-based class. "The best skill in the game"
Religion: Another knowledge skill. Also useful for rituals.
Stealth: In general unless the whole party has it trained then it is useless. Some parties/situations could benefit from having a scout. Can be essential for rogues and stealthy builds.
Streetwise: Used for obtaining information. Why wasn't it rolled into Diplomacy?
Thievery: Disabling traps can be important for every group – depends on DM. Lack of Thievery never stopped a group from continuing an adventure. In the case of traps, they take some damage, and keep trucking, no biggie. Unless the DM deliberately makes Thievery important, it doesn't appear to be within the current design of 4e encounters. Strangely in some campaigns, at low levels there seem to be more traps, and at higher levels the traps either vanish or with action economy the way it is, people feel they are better off ignoring traps even when they are trained in Thievery. So it's another skill you could start with at low levels, but then train it out when you realize you're never using it.

 

 

 

__ as a Class skill

All of these add the following skill as a class skill to be chosen at character creation. Sorted by skill added – alphabetically.
Windrise Ports:(FRPG) Any skill. Plus a language!
Noble scion:(Dr366) Any knowledge skill. A bonus as well.
Nelanther Isles:(FRPG) Acrobatics and Athletics. A minor bonus as well.
Cult Escapee:(Dr366) Arcana and Bluff. A minor bonus to as well.
Apprentice of Sinister Cabal:(Dr366) Arcana and Dungeoneering. A minor bonus to as well.
Magic Scholar:(Dr366) Arcana and History. A minor bonus as well.
Netheril:(FRPG) Arcana and History. A minor bonus as well.
Great Dale:(FRPG) Arcana and Nature. A minor bonus as well.
Assassin:(Dr366) Arcana and Stealth. A minor bonus to as well.
Tymanther:(FRPG) Athletics. A bonus as well.
Elfharrow:(FRPG) Athletics and Nature. A minor bonus as well.
River Smuggler:(Dr366) Athletics and Streetwise. A minor bonus as well.
On the Run from the Devil:(Dr366) Bluff and Insight. A minor bonus as well.
Fugitive from a Vengeful Rival:(Dr366) Bluff and Stealth. A minor bonus as well.
On the Run from the Devil:(Dr366) Bluff and Perception. A minor bonus as well.
Con Artist:(Dr366) Bluff and Thievery. A minor bonus as well.
Eldritch Harlequin:(Dr366) Bluff and Thievery. A minor bonus as well.
Waterdeep:(FRPG) Diplomacy. A bonus as well. And a Language.
Redemption Seeker:(Dr366) Diplomacy and Insight. A minor bonus as well.
Political Rebel:(Dr366) Diplomacy and Streetwise. A minor bonus as well.
East Rift:(FRPG) Dungeoneering. A bonus as well. And Deep Speech.
Brother in Battle:(Dr366) Endurance. A big bonus as well.
Narfell:(FRPG) Endurance. A big bonus as well.
Last of the Breed:(Dr366) Endurance and Perception. A minor bonus as well.
Merchant Prince:(Dr366) Insight. A bonus as well. Language
Cormyr (General):(FRPG) Insight. A minor bonus as well. Plus saving throw bonus vs Fear.
Wandering Duelist:(Dr366) Intimidate. A big bonus as well.
Young Cutthroat:(Dr366) Intimidate and Thievery. A minor bonus as well.
Vet Who Can't Let Go:(Dr366) Intimidate and History. A minor bonus as well.
Street Urchin:(Dr366) Intimidate and Streetwise. A minor bonus as well.
Scion of an Ancient Bloodline:(Dr366) History. A big bonus as well.
Officer who Came out of Retirement:(Dr366) History. A minor bonus as well. Minor Initiative bonus.
Seeker for the Lost Clan:(Dr366) History and Dungeoneering. A minor bonus as well.
Explorer/Guide:(Dr366) Nature. A bonus as well. Language.
Gray Vale:(FRPG) Nature. A bonus as well. Language.
Former Barbarian:(Dr366) Nature. A minor bonus as well.
Forest Warden:(Dr366) Perception and Nature. A minor bonus to as well.
Detective:(Dr366) Perception and Insight. A minor bonus to as well.
Missing Master:(Dr366) Perception and Insight. A minor bonusas well.
Aglarond:(FRPG) Perception. A minor bonus as well. Elven language.
Cloistered Priest:(Dr366) Religion. A big bonus as well.
Traveling Missionary:(Dr366) Religion. A bonus as well. Language.
Luskan:(FRPG) Stealth and Thievery. A minor bonus as well.
Silent Hunter:(Dr366) Stealth and Perception. A minor bonus as well.
Baldur's Gate:(FRPG) Streetwise. A bonus as well. Mostly worthless skill.
Prison Version:(FRPG) Streetwise. A bonus as well. Mostly worthless skill.
Amn:(FRPG) Thievery and Streetwise. A minor bonus to as well.
Cormyr (Wheloon):(FRPG) Thievery. A minor bonus as well. Plus saving throw bonus vs Charm
Cat Burglar:(Dr366) Thievery and Athletics. A minor bonus as well.

 

 

 

 

 

Reroll Skills

All of these allow you to reroll a certain skill check. Sorted by skill – alphabetically.
Adventurer's Scion:(Dr371) Reroll every monster knowledge check. Powerful if you make sure to pick up enough of those skills.
High Imaskar:(FRPG) Arcana. Deep Speech Language. Arcana can be particularly useful if you are making a lot of Arcana checks in place of other checks.
Vilhon Wilds:(FRPG) Dungeoneering. Minor bonus to Initiative. A perfect choice for any Underdark campaign and any other characters with a knack for musty caves.
Luruar:(FRPG) History. Add a Language.
Dragon Coast:(FRPG) Insight. Add a Language.
Dalelands:(FRPG) Nature. Minor bonus to Initiative.

 

 

 

 

 

 

Skill Bonuses

Airspur:(FRPG) Bonus to Acrobatics and Diplomacy.
Ikemmu:(FRPG) Bonus to Arcana and Dungeoneering.
Durpar:(FRPG) Bonus to Perception.[/quote]

 

 

[quote="kryx"]Racial Backgrounds

 

Shifter

 

___ As a Class Skill

Moonshae Isles (Shifter):(Dr394) Athletics. Plus a bonus to swim. Add Chondathan language.
Sembia(Shifter):(Dr394) Bluff and Diplomacy. Add Chondathan language. You resemble a human.
Luruar (Shifter):(Dr394) Intimidate. A minor bonus to Perception while shifting. Add Chondatha language.
Baulder's Gate (Shifter):(Dr394) History. A minor bonus to History. Elven language. You resemble an elf.
Rashemen (Shifter):(Dr394) Nature. A minor bonus to Bluff, Diplomacy, and Insight when dealing with fey. Add Damaran language.
Tethyr (Shifter):(Dr394) Stealth. Minor bonus to Stealth. Add Chondathan/Draconic language.
The Dalelands (Shifter):(Dr394) Stealth and Nature. Minor bonus to Intimidate while shifting.
 

Skill Rerolls

Durpar (Shifter):(Dr394) Reroll Dungeoneering. Goblin Language. A perfect choice for any Underdark campaign and any other characters with a knack for musty caves.
The Great Dale (Shifter):(Dr394) Reroll Nature. Add Elven Language.
Luskan (Shifter):(Dr394) Reroll Stealth. Add Shou language.
Dambrath (Shifter):(Dr394) Reroll Acrobatics, Athletics, Endurance, or Stealth check using your mount's skills. Ok. Depends on mount.

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