Backgrounds

Socialite
Skills: Bluff, Diplomacy, History, Insight, Intimidate, Linguistics, Nature, Vehicle Operation
Background Benefit:
Tall and Proud: When reduced to zero or fewer hit points you do not fall unconscious until the end of your next turn or until you take a single action.
Background Feat:
Silver Tongue: When making a bluff or diplomacy checks you double the amount of any bonus step dice you roll, and drop the half with lowest rolls. Ex. if you have a 3 step bonus you would roll 6d6 and drop the 3 lowest rolls.

Thug
Skills: Acrobatics, Athletics, Bluff, Dungeoneering, Intimidate, Stealth, Streetwise, Vehicle Operation
Background Benefit:
Tough: You gain one additional wound of your choice.
Background Feat:
Street Cred: When making a intimidate or streetwise checks you double the amount of any bonus step dice you roll, and drop the half with lowest rolls. Ex. if you have a 3 step bonus you would roll 6d6 and drop the 3 lowest rolls.

Merchant
Skills: Bluff, Diplomacy, Engineering, History, Insight, Linguistics, Streetwise, Vehicle Operation
Background Benefit:
Scuttle Away: You can shift while prone.
Background Feat:
Connections: When making streetwise checks to gather information any d20 roll of 11 or better counts as 20.

Acolyte
Skills: Diplomacy, Endurance, Heal, History, Insight, Linguistics, Nature, Religion
Background Benefit:
Armor of the Gods: When you suffer a critical hit you can spend a healing surge to turn it into a normal hit.
Background Feat:
History of Faith: When making a knowledge check you can use your religion bonuses instead of the normal skill modifiers. You still use relevant ability modifier.

Magician
Skills: Arcana, Bluff, Dungeoneering, Engineering, History, Linguistics, Streetwise, Thievery
Background Benefit:
Minor Talent: You gain one at will Wizard cantrip.
Background Feat:
Hidden Insight: When making a knowledge check you can use your Arcana bonuses instead of the normal skill modifiers. You still use relevant ability modifier.

Entertainer
Skills: Acrobatics, Athletics, Bluff, Diplomacy, Insight, Linguistics, Thievery, Vehicle Operation
Background Benefit:
Not the Face!: When you take full defense action or use second wind, you gain an additional +2 bonus to all defenses.
Skill Benefits:
On with the show: When making an acrobatics or bluff checks you double the amount of any bonus step dice you roll, and drop the half with lowest rolls. Ex. if you have a 3 step bonus you would roll 6d6 and drop the 3 lowest rolls.

Commoner
Skills: Athletics, Dungeoneering, Endurance, Engineering, Heal, Nature, Religion, Vehicle Operation
Background Benefit:
First Aid: When performing a heal check you use a lesser action to perform it (move instead of standard, minor instead of move, free instead of minor)
Background Feat:
One with the Land: When making a knowledge check you can use your nature or dungeoneering bonuses instead of the normal skill modifiers. You still use relevant ability modifier.

Craftsman
Skills: Arcana, Athletics, Diplomacy, Endurance, Engineering, Nature, Streetwise, Vehicle Operation
Background Benefit:
Steady Footing: Whenever you would be knocked prone you can make a saving throw to remain standing.
Background Feat:
Tinkerer: When making a skill check that requires special tools (suck as lockpicks) you are always considered to have the right tools for the job, though they do not provide additional bonuses that a standard kit would.

Vagrant
Skills: Athletics, Endurance, Heal, Intimidate, Linguistics, Stealth, Streetwise, Thievery
Background Benefit:
Opportunist: When you have combat advantage you can roll damage twice and use either result.
Background Feat:
Out of the Way: You can make a stealth check to become hidden if you have cover or concealment, rather than superior cover or total concealment.

Nomad
Skills: Acrobatics, Athletics, Engineering, Heal, Insight, Nature, Perception, Vehicle Operation
Background Benefit:
Swift Runner: Running does not cause you to take penalty to attack rolls.
Background Feat:
Easy Rider: When making skill checks related to operating a vehicle or controlling a mount, you may roll an additional d20 and use either result.

Back to Home Page

Backgrounds represent your upbringing, who you were before you began your adventuring life. Each background has a number of skills associated with it. Once you select your background you gain a Skill Training Feat as a bonus feat for five skills from your background skill list.

Background Benefit: Once you select your background you gain the the background benefit. Some benefits are passive abilities that are always active, while others are activated only when certain conditions are met.

Background Feat: Whenever you gain a feat you may select the background feat associated with your chosen background.

Soldier
Skills: Acrobatics, Athletics, Diplomacy, Endurance, Heal, Intimidate, Perception, Vehicle Operation
Background Benefit:
Diehard: Use your highest ability modifier instead of your Constitution to determine your starting hit points.
Background Feat:
Last Ditch Effort: Whenever you are required to make a skill check to save your own or your ally’s life you may spend a healing surge to automatically succeed on the skill check, regardless of the difficulty.

Scholar
Skills: Arcana, Dungeoneering, Engineering, Heal, History, Linguistics, Nature, Religion
Background Benefit:
Known Weakness: When you score a critical hit all bonus dice you get on a crit count as an average roll (round down) if you rolled below average.
Background Feat:
Obscure Knowledge: When making a knowledge checks you can always take a 10 regardless of situation, and the time to make the check is not increased.

Mechanic
Skills: Arcana, Athletics, Endurance, Engineering, Insight, Perception, Thievery, Vehicle Operation
Background Benefit:
Stop, Drop and Roll: You gain 1 step bonus to saving throws against ongoing damage.
Background Feat:
Quick Fix: When making engineering checks to make repairs during a scene/encounter, the repairs takes only one standard action, but the repairs last only until the end of the scene/encounter. You still must have resources required to make the repairs available.

Thief
Skills: Acrobatics, Arcana, Athletics, Bluff, Perception, Stealth, Streetwise, Thievery
Background Benefit:
Uncanny Senses: You do not grant combat advantage to enemies you cannot see.
Background Feat:
Trapfinder: You take half damage from traps and hazards on a hit, and no damage, and ignore all effects, on a miss. In addition traps and hazards always target your highest defense.

Scoundrel
Skills: Athletics, Bluff, Diplomacy, Insight, Intimidate, Streetwise, Thievery, Vehicle Operation
Background Benefit:
Auspicious: Use your highest ability modifier instead of your Constitution to determine your bonus healing surges.
Background Feat:
Devil’s Own Luck: When making any skill check you may spend a healing surge to roll additional d20 for the check, and using either result. You must declare this ability before making the roll.

Healer
Skills: Bluff, Diplomacy, Dungeoneering, Endurance, Heal, Insight, Nature, Religion
Background Benefit:
Reliable Healing: When you heal yourself or an ally random amount of hit points, you may roll twice and use either result.
Background Feat:
Master of Anatomy: When making a monster knowledge check you may make a heal check instead. If you do, you learn the physical qualities of the creature, but not its lore/history.

Traveler
Skills: Diplomacy, Dungeoneering, Heal, History, Linguistics, Nature, Perception, Vehicle Operation
Background Benefit:
Quick Feet: You gain +1 bonus to speed.
Background Feat:
Light Sleeper: You do not suffer penalties to perception checks while sleeping.

Frontiersman
Skills: Acrobatics, Athletics, Endurance, Heal, Insight, Nature, Perception, Stealth
Background Benefit:
Careful Footing: When you move (but not shift) you can ignore up to 2 squares of difficult terrain, and treat it as normal terrain.
Background Feat:
Determined: Whenever you spend a healing surge to recover hit points you may make an Endurance check as a free action. If you do, you regain additional 2 hit points for every tier of success you achieve on this check. These hit points increase to 4 in paragon tier, and 6 in epic tier.

Hunter
Skills: Athletics, Dungeoneering, Endurance, Nature, Perception, Stealth, Thievery, Vehicle Operation
Background Benefit:
Sixth Sense: You are never surprised.
Background Feat:
Monster Knowledge: When making a monster knowledge check, regardless of skill used, roll an additional d20 and use either result. You are always considered trained when making this roll.

Backgrounds

Grimm Noire antilogic1