
stringburka |

I've had an idea for some time now. Often, when I see a character multiclass or take a "weird" feat it's just for fluff reasons (in the games I participate in, fluff is kind of high-priority). Often, this leads to extremely suboptimal choices just for a little fluff. A typical example would be a wizard taking Proficiency (Longsword) just because it looks kewl.
Traits unfortunately, seem to be too weak to be useful for this - and those that are useful will always be used to enhance strengths, not gain a secondary ability.
So I thought of having certain feats that were only choosable at level 1 but that gave quite large (on paper) boni to players who really wouldn't care much for it. However, I realized that it would still lead to the players making far suboptimal choices for later levels, based on something that's just "cool". At later levels they might regret it when they lag behind in power, compared to those that took the best feats at those levels.
Thus, I thought it was time for an additional choice to be made at first level. I don't know a good name for it yet, at least not in English as it's not my main language. "Profession" might had been a good idea had it not be taken by a skill already.
The abilities should be useful but odd to the class, and while they should on paper be comparable to two or even three feats, it's two or three bad feats (at least in that combination). They are supposed to overlap with abilities of the classes most alike them, not to enhance them. A "Lorekeeper" ability shouldn't enhance the abilities of a wizard further - it might be an interesting option for maybe a rogue or fighter though.
It's supposed to be something in between traits and paragon classes, basically.
You may choose only one of these, and it must be chosen at character creation. NPC's also get these, though in most cases you might ignore them. All of these except one requires a certain stat to be at least average - so a really bad NPC might not get anything.
Lorekeeper
You have an academical background, and studying comes natural to you.
Requirement: Int 10+, literate.
Benefit: All Knowledge skills are class skills. For each trained knowledge skill the character has, it begins play owning a single book on a specific subject within that skill (such as Goblinoids for Knowledge (Nature)) that provides a +2 bonus and is worth 5 gp.
Militia
You have some military training, probably from being in the town militia or having been conscripted into an army
Requirement: Str 10+
Benefit: The character is proficient in light armors and shields, and either a single martial weapon or medium armors.
Farmer
You've lived the hard life on a farm.
Requirement: Con 10+
Benefit: Handle Animal, Ride, and Survival are class skills. You gain a +3 bonus to Profession (Farmer). You own a small farm worth no more than 500 gold pieces, including livestock. This has a high sentimental value to you and you can't sell it the first thing you do.
Hunter
You've spent time hunting game
Requirement: Wis 10+
Benefit: You are proficient with one of the following weapons: shortbow, sling, javelin, shortspear, light and heavy crossbows, spear. Knowledge Nature, Survival and Stealth are class skills for you. You gain a +2 bonus to Knowledge (Nature) checks made to identify an animal.
Medicinary
You've been educated in the healing arts
Requirement: Wis 10+
Benefit: Heal is a class skill for you. You begin with 3 extra healers kits, as well as two bottles of Antitoxin. You gain a +3 bonus on Craft (Alchemy) rolls to craft any kind of medicine or other item of healing, and a +3 bonus on Profession (Herbalism) or Knowledge (Nature) checks to identify plants.
Technician
You are trained at dealing with any kinds of construction and mechanics.
Requirement: Int 10+
Benefit: Knowledge (Engineering), and Disable Device are class skills for you and you gain a free rank in each. Choose a craft skill of the following: locks, ships, stonemasonry, traps. You gain a free rank in the chosen craft skill too. In addition, you start with masterwork tools of the trade for the chosen craft.
Artist
You're adept at performing in one way or another
Requirement: Cha 10+
Benefit: Choose a single Perform skill, and check their associated skills. They are as follows: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Your chosen perform skill, the associated skills of your chosen perform skill, and linguistics are all class skills. You gain a single rank in all thse skills. Perform in general is also a class skill.
Chemist
You know how chemistry works
Requirement: Int 10+
Benefit: You gain a rank each in Craft (Alchemy) and Profession (Herbalist). When using the Craft (Alchemy) skill, you only ruin raw materials if you fail the check by 10 or more. You gain a +4 bonus on Perception checks to identify a potion.
In a certain chosen place, you have free access to an alchemist's lab - you don't own it, but may use it without paying to do so. It might be owned by an old mentor or something like that.
Failure at Life
You've got so bad stats you still live in your mothers basement
Requirement: None.
Benefit: You gain a +10 bonus to Knowledge (Role-Playing Games) check, as well as the Orc's light-sensitive ability.
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These are just a few examples, but what do you people think of the idea?

Doug's Workshop |

Thus, I thought it was time for an additional choice to be made at first level. I don't know a good name for it yet, at least not in English as it's not my main language. "Profession" might had been a good idea had it not be taken by a skill already.
A good name is "Background."
I've seen this before, and it dates back to 1st edition D&D. Although in 1st Ed, there weren't mechanical rules to go with a character's prior profession.