Twighlight of the Gods
BACKGROUND POINTS Optional rules to grant players more flexibility and provides game rules for background information. This is used in place of the background benefits offered by published campaign guides or player handbooks.
In addition to skills and feats granted because of race and class, Players receive 2 background points (BP) to develop their characters. They can use the point as follows: Gain +2 to any skill, at a cost of 2BP; Gain a level 1 magical item from as an heirloom or from a mysterious benefactor, at a cost of 1 BP (limit one); and/or Pick up to 2 Background Skills, at a cost of 1 BP each.
BACKGROUND SKILL LIST
Pick one of the following for 1BP: Pickpocket: +2 to Thievery to pick pockets. Skulk: +2 to Stealth in city environments. Sneak: +2 to Perception to detect traps. Fence: +2 to Streetwise for selling stolen goods or bribing officials. Fast talker: +2 to Bluff and Intimidate checks in city environments. Runner: +2 to Acrobatics checks in city environments.
CRAFTSMAN: All characters with craftsman background can earn 2D6 multiplied by 5 gp during extended non-adventuring periods from income (this assumes that player is living in non-hostile and civilized community). Pick one of the following for 1BP: Armorer: 10% discount in purchasing armor. Can repair damaged armor during extended rests (rust monster, bebelith, etc.). Weaponsmith: 10% discount in purchasing melee weapons. Can make simple melee weapons during extended rest in forested environments. Bowyer: 10% discount in purchasing bows, crossbows, missiles. Can make 5 arrows or bolts during extended rest in forested environments. Tailor: 10% discount in purchasing cloth armor.
TRADESMAN All characters with tradesman background can earn 3D6 multiplied by 5 gp during extended non-adventuring periods from income (this assumes that player is living in non-hostile and civilized community). Pick one of the following for 1BP: Merchant: Gain a +2 in knowledge checks (Arcana, Religion, Dungeoneering) to identify magic items and purchase items at 5% discount. Performer: Pick one instrument, or one performance art (dance, singing). You are now skilled in that art and receive a +2 to all non-combat Diplomacy checks made after performing (minimum 1 minute). You also receive +2 to Bluff checks when impersonating someone. Cook: Grants an additional +2 HP for using a healing surge during rests, if food is consumed (1 ration per person). +2 Diplomacy checks if food is served prior. +1 to any Nature checks for foraging (see below). Apothecary: +1 to Perception to detect poison. +2 to Heal checks in City environments. Scribe: Purchase rituals at 10% discount in City environment. +2 to Diplomacy, Bluff and Intimidate check if writing is involved. Hunter: +1 to any Nature checks on Monsters with Natural Origin and Beast keyword. +1 to Perception checks for detecting traps in above-surface, natural wilderness environment. +2 to any Nature checks for foraging (see below).
MARINER: +2 to Athletics check for swimming. +1 to Streetwise checks in dock areas on large cities. 10% discount of sea passages or purchasing seagoing vessels.
SAGE: Pick one of the following for 1BP: Naturalist-Animals: +2 to any Nature checks on monsters with the Natural origin and Beast keyword. +1 to any Nature checks for foraging. Naturalist-Plants: +2 to any Nature checks on monsters with Plant origin. +1 to any Nature checks for foraging (see below). Demonologist: 2 to any Arcana checks on monsters with Demon keyword. Devilist: +2 to any Religion checks on monsters with Devil keyword. Alienist: +1 to any Dungeoneering checks on monsters with Abberant origin. Cosmologist: +1 to any Religion checks on monsters with the immortal keyword. Fey scholar: +1 to any Nature checks on monsters with the Fey origin. Shadow scholar: +1 to any Arcana checks on monsters with the Shadow origin. Undead scholar: +1 to any Religion checks with the Undead keyword. Elemental scholar: +1 to any Arcana check on monsters with the Elemental keyword. Ancients scholar: +2 to History checks involving ancient or lost civilizations and attempts to interpret written languages or symbols therefrom.
SURVIVALIST: Pick one wilderness environment from the following: Underdark, Desert, Jungle, Forest, Mountain, Hills, Plains or Arctic. Player has +1 Perception and +1 to any Nature checks for foraging* in that environment.
CHARM: You have +2 to any noncombat social dealings (diplomacy, intimidate, bluff, insight) to persons of the opposite sex from the same race. +1 to any social dealings with persons of the opposite sex of a different player character race.
CLASS AFFINITY: Pick one of the following class: noble, common, priesthood, or soldier. You have +2 to any social dealings (diplomacy, intimidate, bluff, insight) with persons of that class.
PLANAR AFFINITY: Choose one of the following plane: Astral, Fey, Elemental Chaos, Shadowfell, or Far Realm. You have +1 to any social dealings (diplomacy, intimidate, bluff, insight) with monsters or NPCs from that plane.
RACE AFFINITY: Pick a race other than yours. You have +2 to any social dealings (diplomacy, intimidate, bluff, insight) with persons of that race.
LANGUAGES: One of the following language skills: Pick one language. You are now fluent and can read and write that language. Or Pick three languages. You are now familiar, but not fluent, with the languages. You can engage in basic communications (purchases, sales, and simple one word exchanges), but all social dealings (diplomacy, intimidate, bluff, insight) suffer a -4 penalty.
Notes on Foraging: Successful Nature checks for foraging results in enough food for one person. A critical success (natural 20) results in enough food for an additional 1D4 person. Foraging can only be done in a natural environment and only during extended rests.