Enhanced Roleplaying via Backgrounds


Ancestries & Backgrounds


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My adorable wife Amy is hard on Paizo adventure paths. She roleplays her characters with too many dimensions for the plot of the path and they reshape the story and go off in unexpected directions. I often have to rearrange the encounters in the path to serve new goals in new places. I consider it a fun challenge.

Thus, when I began the Pathfinder 2nd Edition playtest, I invited her to stress test the new system. Which she did.

But she did more. She strongly roleplayed in the new system, seeing how much character she could bring out in her characters. In The Lost Star her goblin mindquake-survivor paladin Harvey Wallbanger was a humble, dedicated worshipper of Alseta, who believe that Alseta wanted him to help transition goblins to civilized folk by serving as an example of compassionate behavior. In In Pale Mountain's Shadow her human nomad barbarian Haku Na Matata was a local guide, often hired to escort travelers or fetch lost objects safely because she grew up with her supersitious tribe in these mountains. In Affair at Sombrefell Hall her elf noble bard Loriel was an artist and an organizer. When a half-elf cousin came to Ustalav with other companions to visit Dr. Oscilar at Sombrefell Hall, she and her hired footman organized the travel there, and she was going to make sure that the sick doctor was well tended.

When I first read of the March 6 Paizo preview blog First Look at the Pathfinder Playtest, which said, "Next you decide on your background, representing how you were raised and what you did before taking up the life of an adventurer," I thought background made for a cute acronym, ABC Ancestry-Background-Class character creation. Amy saw the potential and made background the heart of her characters.

She did not have mechanics to aid that endeavor, but she made stories. Harvey Wallbanger had been a young garbage-picker goblin wandering the alleys of Maginimar when he touched some esoteric object discarded in Necerion rubbish and suffered a mindquake. That granted him the Dubious Knowledge feat and Dominion of the Black Lore, but more importantly, it granted him a fresh start. An elf cleric of Alseta found the feverish goblin boy and nursed him back to health in the hospice of Alseta, where the boy became a servant and Alseta gave him paladin powers. Haku Na Matata's nomad background granted her Assurance in Survival and Mountain Lore, but to Amy, Mountain Lore meant the lore of her tribe of Superstiton-totem barbarians. She gradually spun a tale from the elements encountered in the chapter, where her tribe had developed their anti-magic tradition because its founders where the surviving workers who had constructed the Tomb of Tular Seft. Thus, she persuaded me that she could roll on Mountain Lore for Recall Knowledge about the history of the tomb. And I had more fun expressing that knowledge as ancient tribal legends than scholarly archelogical facts. Loriel's noble background gave her Courtly Graces and Nobility Lore, but her court was her patronage of actors and playwrights. She was the person that artists in her city contacted to stage a production and she found them a venue. When the party went to Sombrefell Hall, she provided the coach and footman--and had to send them away for the evening because I told them Sombrefell Hall's stable had collapsed. When the hall was attacked, she did not immediately wield her rapier, though she sent an Unseen Servant to fetch it from her room. Her first task was to organize the residents for their own protection.

Amy proved the strong roleplaying potential of Pathfinder 2nd Edition's backgrounds. On the other hand, my other players often chose backgrounds that faded away into the background: scout rogue, scout ranger, two separate scholar wizards. A blacksmith druid and nomad alchemist stood out, and by the time of Affair at Sombrefell Hall, the whole party had more variety: half-elf barkeep cleric of Cayden Cailean teamed up with a dwarf barkeep monk, half-elf esoteric-scion cleric of Sarenrae, and Amy's elf noble bard.

I asked Amy what official rules change could make roleplaying the background easier. She said that extra skill boosts or feats would not help, because this was a roleplaying matter. Instead, the characters would need GM acknowledgement of their background, a benefit of the doubt that the character can do things that are implied by the background but not formally stated.

Examples she gave are that Haku Na Matata used her Mountain Lore, a terrain lore that is supposed to cover the environment of mountains, for Recall Knowledge checks to recognize the tribe of a gnoll on Pale Mountain and to recall some legends about Pale Mountain, because Pale Mountain was in the mountain range where her tribe lived. And Loriel used her nobility to give orders to Dr. Oscilar and his students, because both she and they assumed that as a noble she had the authority.

Likewise, Farmhand background might allow a character untrained in Nature to use a similar trained skill to handle a horse pulling a wagon, because that farmhand probably handled horses that way on the farm. A Blacksmith background might make a Craft roll to disable a device, as he whittles a shim to jam a trap in the right spot. A Merchant background might allow a Mercantile Lore check for a bluff that the character is a merchant rather than an adventurer.

This might also justify actions not described in the rulebook. A street urchin might Escape as a reaction rather than a action, because the character grew accustomed to dodging constables' grasps while running in the street.

I also allowed characters to earn hero points based on acting helpfully in character, and background defines character. I gave up on that later, because the playtest hero points proved fairly useless and were not worth the extra effort to give them out.


The above is about my wife's ideas about background. I have my own ideas, which are more analytic than creative. Tridus already brought up my main point on November 7, Should Background selection be divorced from Ability Scores?. I recommend you read that thread.

Why do backgrounds give a pair of ability score boosts, one which is free and one which is restricted to two ability scores?

One reason might be to build a pyramid of ability scores that looks like 18, 16, 12, 12, 10, 10 in some order. But as I point out in Tridus's thread, there are other ways to build that pyramid.

Another reason might be to ensure that the final stats fit the background. A scholar with Int 10 and Wis 10 is hard to believe. A blacksmith with Str 10 could be a silversmith, but then the Blacksmith background will force an Intelligence of 12 or better for above-average silversmith crafting. The traditional solution to prevent a misfit between ability scores and backgrounds is to add an ability score prerequisite, but a prerequisite is paradoxical when the background helps create the ability score.

A third possible reason is to give some substance to backgrounds. A background without ability score boosts would just be training in a lore skill and granting a skill feat. That is less value that a typical class feat. Even with ability score boosts, backgrounds are overshadowed by ancestry and class. A closely related reason is to help distinguish possible backgrounds. Both Entertainer and Gladiator give the Fascinating Performance skill feat and a lore named after the background, but Entertainer favors Dexterity or Charisma and Gladiator favors Strength or Charisma. Hm, that is very little difference when the player selects Charisma.

Tridus wanted to separate backgrounds from their two ability score boosts because he did not want a mechanical constraint. IF a player feels his fighter needs Str 18 and Con 14, then he would hesitate to assign his fighter a flavorful background, such as noble for a princely knight, which must boost either Intelligence or Wisdom. I agree. Worse, in order to decide whether the mechanical constraints matter they player must solve a minor puzzle. For example, a human noble fighter can manage Str 18 and Con 14, because the Str 18 can use the noble background's free ability score boost and the Con 14 can use a human ancestry ability score boost. Con 16, on the other hand, would lock out noble background. Solving puzzles to build character concepts is more complicated than Pathfinder 2nd Edition should be.

I also dislike that the pyramid scheme for building ability scores messes up the ABC character creation by giving it a 4th step for 4 ability score boosts and backtracking to earlier steps to give bonus languages and trained skills based on Intelligence and bonus hit points based on Constitution. I analyzed the ability score arrays and most of the variety comes from the Ancestry step. Why not create all ability scores during that initial Ancestry step?

Thus, I have my own fantasy about how to change ABC character creation.

(1) First, all ability scores will be created during the Ancestry step.

It could use a point buy, followed by Ancestry modification. The player has 11 points to spend. 16 costs 6 points, 14 costs 3 points, 12 costs 1 point, and 10 costs 0 points. However, the only results of that point buy would be:
16, 14, 12, 12, 10, 10 in 180 different orders
16, 12, 12, 12, 12, 12 in 6 different orders
14, 14, 14, 12, 12, 10 in 60 different orders
That totals 246 different arrays before the Ancestry boosts and flaw.

That might not seem like much, but the pyramid method gives only 301 different arrays before the Ancestry boosts and flaws.
16, 14, 12, 12, 10, 10 in 150 different orders (Con 16 not allowed)
16, 12, 12, 12, 12, 10 in 25 different orders (Con 16 not allowed)
14, 14, 14, 12, 10, 10 in 60 different orders
14, 14, 12, 12, 12, 10 in 60 different orders
14, 12, 12, 12, 12, 12 in 6 different orders

Other point buys won't improve the matter, so the best way to describe the build is to offer the three arrays:
Extreme array 16, 14, 12, 12, 10, 10
Tower array 16, 12, 12, 12, 12, 12
Plateau array 14, 14, 14, 12, 12, 10
and let the player select the order. Then apply the Ancestry-based ability score boosts.

Why do the Ancestry boosts exist separate from the point buy or array selection? Because ancestral scores are based on the averages for the entire population with that ancestry. It is not an individual choice. Putting those points into a point buy would make it an individual choice.

(2) Second, add a class skill to Backgrounds. Add two to Classes.

The Signature skill system had a purpose, and I am replacing it with a system I call Core Proficiencies. I invented my core proficiencies one week ago (link) for another reason. I will explain a simplified version here.

"Core" is a proficiency rank to be added to Untrained, Trained, Expert, Master, and Legendary. A core proficiency modifier is +(level+3), between trained proficiency's +(level+2) and expert proficiency's +(level+4); however, core counts as equal to expert for qualifying for gated actions and feats. A skill increase to Trained still goes to Expert and a skill increase to Expert still goes to Master, as in the playtest. A skill increase to Core takes it to Master, and it cannot be increased before 3rd level.

Each background will grant one core proficiency related to the background. Here are the rewritten background, with the flavor text cut for brevity.

Acolyte Background
Prerequisite Consitution and Wisdom scores sum to 24.
You gain the Student of the Canon skill feat, core proficiency in Religion, and core proficiency in the diety Lore skill, such as Desna Lore or Sarenrae Lore, corresponding to your deity (such as Desna Lore or Sarenrae Lore). Your skills expand to encompass religions and ceremonies.

Acrobat Background
Prerequisite Strength and Dexterity sum to 24.
You gain the Steady Balance skill feat, core proficiency in Acrobatics, and core proficiency in Sports Lore. Your skills expand to encompass movement and acrobatics.

Animal Whisperer Background
Prerequisite Wisdom and Charisma scores sum to 24.
You gain the Train Animal skill feat, core proficiency in Nature, and core proficiency in Animal Lore. Your skills expand to encompass animal husbandry.

Barkeep Background
Prerequisite Constitution and Charisma scores sum to 24.
You gain the Hobnobber skill feat, core proficiency in Unarmored Defense, and core proficiency in Alcohol Lore. Your skills expand to encompass brewing and tavernkeeping.

Blacksmith Background
Prerequisite Strength and Intelligence scores sum to 24.
You gain the Specialty Crafting skill feat, core proficiency in Crafting, and core proficiency in Smithing Lore. Your skills expand to encompass using and recognizing objects of your Specialty Crafting.

Caregiving Background (New)
Prerequisite Intelligence and Wisdom sum to 24.
You gain the Battle Medic skill feat, core proficiency in Medicine, and core proficiency in Healing Lore. Your skills expand to encompass healing and tending.

Criminal Background
Prerequisite Dexterity and Intelligence scores sum to 24..
You gain the Experienced Smuggler skill feat, core proficiency in Deception, and core proficiency in Underworld Lore. Your skills expand to encompass criminal activities.

Entertainer Background
Prerequisite Dexterity and Charisma scores sum to 24.
You gain the Fascinating Performance skill feat, core proficiency in Performance, and core proficiency in Entertainment Lore. You skills expand to encompass entertainment and music.

Farmhand Background
Prerequisite Constitution and Wisdom scores sum to 24.
You gain the Assurance skill feat with Athletics, core proficiency in Athletics, and core proficiency in Farming Lore. Your skills expand to encompass farming and crops.

Gladiator Background
Prerequisite Strength and Charisma scores sum to 24.
You gain the Fascinating Performance skill feat, core proficiency in Intimidation, and core proficiency in Sports Lore. Your skills expand to encompass combat stunts and games.

Hunter Background
Prerequisite Dexterity and Wisdom scores sum to 24.
You gain the Survey Wildlife skill feat, core proficiency in Stealth, and core proficiency in Animal Lore. Your skills expand to encompass wildlife and the outdoors.

Laborer Background
Prerequisite Strength and Constitution scores sum to 24.
You gain the Robust Recovery skill feat, core proficiency in Fortitude, and core proficiency in Labor Lore. Your skills expand to encompass strength and endurance.

Merchant Background
Prerequisite Intelligence and Charisma scores sum to 24.
You gain the Bargain Hunter skill feat, core proficiency in Occultism, and core proficiency in Mercantile Lore. Your skills expand to encompass buying and selling.

Noble Background
Prerequisite Intelligence and Charisma scores sum to 24.
You gain the Courtly Graces skill feat, core proficiency in Diplomacy, and core proficiency in Nobility Lore. Your skills expand to encompass leadership and authority.

Nomad Background
Prerequisite Constitution and Wisdom scores sum to 24.
You gain the Assurance skill feat with Survival, core proficiency in Will, and core proficiency in a terrain Lore, such as Desert Lore or Swamp Lore, related to the terrain your nomad tribe traveled. Your skills expand to encompass overland travel and geography.

Sailor Background
Prerequisite Strength and Dexterity scores sum to 24.
You gain the Underwater Marauder skill feat, core proficiency in Reflex, and core proficiency in Sailing Lore. Your skills expand to encompass sea travel and bodies of water.

Scholar Background
Prerequisite Intelligence and Wisdom scores sum to 24.
You gain the Assurance skill feat in your choice of Arcana, Nature, Occultism, or Religion, core proficiency in Arcana, and core proficiency in Academia Lore. Your skills expand to encompass scholarship and research.

Scout Background
Prerequisite Dexterity and Wisdom scores sum to 24.
You gain the Forager skill feat, core proficiency in Perception, and core proficiency in Scouting Lore. Your skills expand to encompass reconaissance and reporting.

Servant Background (New)
Prerequisite Constitution and Intelligence scores sum to 24.
You gain the Streetwise skill feat, core proficiency in Society, and core proficiency in Household Lore. Your skills expand to encompass cooking, washing, and other household service.

Street Urchin Background
Prerequisite Dexterity and Intelligence scores sume to 24.
You gain the Pickpocket skill feat, core proficiency in Thievery, and core proficiency in Underworld Lore. Your skills expand to encompass dodging, escape, and improvising.

Warrior Background
Prerequisite Strength and Constitution scores sum to 24.
You gain the Quick Repair skill feat, core proficiency in one weapon group of your choice, and core proficiency in Warfare Lore. Your skills expand to encompass weaponry and armor.

The classes get two core proficiencies and an alternative core proficiency in case one of their core proficiencies is already provided by the background. I have a tentative list at the comment where I invented core proficiencies.

Some background give core proficiency to non-skill proficiencies, such as saving throws, Perception, Unarmored Defense, and a weapon group. I avoided giving core proficiency to armor proficiencies, because that might improve defense too much.

(3) Third, Lore skills really have more potential than Practice a Trade and Recall Knowledge. I invented some more Lore actions in Mary Yamato's thread Lore Skills. Since every background gives a Lore skill, improvements to Lore make backgrounds more useful.

FIND COMMON GROUND
Auditory, Concentrate, Lingual, Mental
With at least 1 minute of conversation about jobs, sports, important news, and other interests, you seek to find common interests with another person to make them open to Diplomacy, despite hostility or indifference. At the end of the conversation, recite your list of types of Lore in which you trained. The GM decides whether the types match an interest of the target. The attempt fails if the target cannot understand you. You cannot try again unless the target develops new interests. For example, the mayor of a town may develop an interest in Warfare Lore if an enemy army approaches her town.
A character who is trained in a type of Lore, employed in the lore area, or worships the deity of a deity lore typically has a strong interest.
Strong Interest If a type of trained Lore matches a strong interest of the target, then the target’s attitude toward you improves by one step (from hostile to unfriendly, from unfriendly to indifferent, from indifferent to friendly, or from friendly to helpful) or up to indifferent, whichever is better. You may continue the conversation as a Make an Impression action, page 150.
Mild Interest If a type of trained Lore matches a mild intersest of the target and none matches a strong interest, then you learn what strong interests the target has. For each Lore of mild interest, you may also make a Recall Knowledge check with that Lore skill to learn information about the target or the local area.
No Interest The target does not change attitude nor offer information.

CONDUCT A CEREMONY
Auditory, Concentrate, Lingual, Manipulate
You may perform a ceremony related to a Lore you trained. The duration and the DC of the Lore check depend on the ceremony and its social significance to a community. This action often depends on an appropriate time and place for the ceremony, such as a school graduation ceremony occurring at the end of the teaching period to students of the school.
Some magic rituals (page 274) can be conducted as ceremonies, in which case the Lore roll also determines the success of the ritual.
Success You prove yourself a member of the community, and gain the rank appropriate to the ceremony.
Critical Success Your performance impresses the observers, and you gain informal status in addition to the rank.
Failure Observers doubt whether you are a worthy member of the community.

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