TEXT: Backgrounds and Specialties
  A Basic Fantasy RPG Supplement
  Release 1
  Copyright © 2008-2009 James Roberts and 
  Shayne Power
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Basic Fantasy Website: basicfantasy.org
  INTRODUCTION
  These rules provide options for fleshing out PCs (& NPCs) beyond their ability scores, race and class abilities. The 
  options here provide some minor benefits in terms of game mechanics, but the main intention is to provide some 
  structure to help players customize their characters. 
  Each PC (and at the DM's option, each major NPC) can select one background and one specialty from the following 
  lists. Of course the lists can (and should) be expanded or modified to accommodate the needs of the DM's campaign or 
  inventive player ideas. 
  BACKGROUNDS
  Backgrounds provide a means for establishing the past 
  experiences of a character, prior to their joining one of the 
  character  classes  in  the  game.  Each  background  is 
  deliberately  broad  in  definition  and  players  are 
  encouraged to fill in the details to add more depth to the 
  character. 
  In situations where a character makes an ability roll (see 
  page 141 of the BFRPG rules), the GM should assign a 
  bonus  of  +5 to the  roll  where  it  is  deemed  that  the 
  character's  background  (past  experiences)  would  give 
  them an advantage at the task. In situations where the 
  character's background is only partly relevant, a lesser 
  bonus (e.g. +2) can be used, at the GM's discretion. 
  Sample backgrounds: 
  Aristocrat
  These  characters  are  from  the  upper  class  of  their 
  societies. Generally wealthy and well-educated (almost all 
  are  literate),  aristocrats  are  well  versed  in  etiquette, 
  dancing,  diplomacy  and  other  skills  useful  in  courtly 
  circles. 
  Barbarian
  Barbarians are from a culture that is more primitive than 
  the  assumed  medieval  technology  level  of  a  typical 
  BFRPG game. Barbarians are self-sufficient, imposing and 
  impressive  to  those  from  other  cultures.  They  are 
  proficient at hunting, tracking and outdoor survival. 
  Farmer
  Experience  at  herding  and/or  cropping,  handling 
  domesticated animals, manual labor, etc. Farmers tend to 
  be  very  practical  and  good  at  solving  problems  with 
  improvised tools and materials. 
  Outdoorsman
  Experience in tracking, hunting, trapping and survival in 
  the outdoors. Outdoorsmen are good at predicting the 
  weather, assessing natural hazards and blazing the most 
  efficient path through uncharted territory. 
  Scholar
  Whether as an historian, herald, linguist or theologian, this 
  character has highly specialized knowledge in a particular 
  field and a broad knowledge of related fields. All scholars 
  are literate and are generally inept at most physical and 
  practical tasks, although they excel at research, writing 
  and recalling obscure facts. 
  Seafarer
  Whether as a simple sailor, a merchant navigator or a 
  pirate,  the  character  is  an  experienced  seafarer. 
  Depending upon their past role aboard their ship, the 
  character is skilled at manning the sails/rigging, navigating, 
  naval combat or the logistics of sea voyages. 
  Soldier
  Soldiers  are  those  who  have  received  formal  military 
  training in some kind of martial organization. This could 
  be an organized militia, a mercenary company or the 
  army of an important ruler. Soldiers are skilled in military 
  tactics, the repair and maintenance of weaponry and the 
  logistics  of  organizing  and  moving  large  numbers  of 
  troops. 
  1
  
  A BASIC FANTASY SUPPLEMENT
  BACKGROUNDS AND SPECIALITIES
  Tradesman
  The  character  has  some  kind  of  experience  as  a 
  craftsman, tradesman or other similarly specialized role, 
  including  various  kinds  of  artists,  performers  and 
  merchants.
   
  Blacksmiths,
   
  bowyers,
   
  cobblers, 
  leatherworkers and tailors all have specialized skills that 
  they can use to eke out a living between adventures. A 
  tradesman may or may not be literate depending upon 
  the nature of their trade or craft.
  SPECIALTIES
  Each character class may choose to specialize in certain 
  aspects  of  their  chosen  profession.  Specialties  provide 
  benefits that accrue as the character gains levels. It may 
  be possible for a character to change their specialty, if 
  both the player and GM agree such a change is warranted 
  based on events that have occurred in the game. 
  Characters may only take one specialty, and it must be 
  from the list associated with their character class (or in the 
  case of a character with multiple character classes, one of 
  their  classes).  Each  specialty  lists  3  'levels'  of  benefit. 
  Characters gain the first level of a specialty at 3rd level, 
  the 2nd listed benefit is gained at 6th level and the third at 
  9th level.
  Sample  character specialties  are  listed below for each 
  character class: 
  Cleric Specialties
  Crusader
  These clerics have received more militant training than the 
  typical  cleric  in  order  to  focus  on  combating  their 
  enemies. 
  Game effects: 
  1. The cleric may use a single type of normally prohibited 
  weapon (e.g. sword, axe, bow etc.) 
  2. Cast a free Striking spell once each day. 
  3. Cast a free Dispel Evil once each day. 
  Dwarven Cleric
  These clerics serve numerous roles in Dwarven society 
  and are tasked with furthering the interests of dwarves 
  wherever they may be found. In battle, Dwarven clerics 
  focus on spells that aid their comrades. 
  Game Effects: 
  1.  Use  any  kind  of  axe  in  addition  to  the  weapons 
  normally allowed to clerics 
  2. Cast a free Bless or Resist Fire spell once each day in 
  addition to their normally prepared spells. 
  3. Cast a free Neutralize Poison or Protection from Evil 
  10'  Radius  spell  once  each  day  in  addition  to  their 
  normally prepared spells. 
  Elven Cleric
  Elven Clerics are tasked with the wise guidance and long-
  term prosperity of elven communities. 
  Game Effects: 
  1.  May  use  a  long  or  short  bow  in  addition  to  the 
  weapons normally allowed to Clerics. 
  2. Cast a free Speak with Animals or Charm Animal spell 
  once each day in addition to their normally prepared 
  spells. 
  3. Cast a free Speak with Plants or Commune spell once 
  each day in addition to their normally prepared spells. 
  Halfling Clerics
  These  Clerics  are  highly  respected  in  halfling 
  communities,  being  responsible  for  the  health  and 
  education of their flock. 
  Game Effects: 
  1. Cast a free Purify Food and Water or Remove Fear 
  spell once each day in addition to their normally prepared 
  spells. 
  2. Cast Cure Blindness or Cure Deafness spell once each 
  day in addition to their normally prepared spells. 
  3. Cast Create Water or Create Food spell once each day 
  in addition to their normally prepared spells. 
  Healer
  These clerics specialize in curing the sick and assisting the 
  wounded. 
  Game effects: 
  1. The cleric may re-roll all 1s and 2s for all cure spells. 
  2. Cast a free Cure Light Wounds once each day. 
  3. Cast a free Cure Serious Wounds once each day. 
  Heavily Armored
  As the Fighter specialty of the same name, below.
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  BACKGROUNDS AND SPECIALITIES
  A BASIC FANTASY SUPPLEMENT
  Prophet
  Oracles are specialists in divining truths and seeking out 
  the unknown through the power of their faith. 
  Game effects: 
  1. Cast a free Detect Evil or Detect Magic once each day. 
  2. Cast a free Locate Object or Speak with Dead spell 
  once each day. 
  3. Cast a free Commune or True Seeing spell once each 
  day. 
  Redeemer
  Redeemers  are  clerics  who  seek  out  and  destroy  the 
  undead and other inherently evil creatures. 
  Game effects: 
  1. Cast a free Detect Evil or Protection from Evil spell 
  once each day. 
  2. The cleric rolls an additional 1d6 when determining the 
  number  of  hit  dice  worth  of  undead  affected  by  a 
  successful turn undead attempt. 
  3. Cast a free Dispel Evil spell once each day. 
  Shaman
  Many cultures have clerics who work closely with spirits 
  and/or totem animals rather than directly with a deity. 
  Game effects: 
  1. Normal animals will not attack the character, provided 
  they remain quiet, calm and do not make any sudden 
  movements. 
  2. Cast a free Charm Animal or Speak With Animals spell 
  once per day 
  3. Cast a free Speak With Dead or Commune spell once 
  per day.
  Fighter Specialties
  Archer
  Archers are specialists with some kind of missile weapon 
  (usually a bow, but crossbows and even sling specialties 
  are possible). 
  Game effects: 
  1. +1 to hit bonus; automatically surprise opponents if 
  weapon is loaded/ready in anticipation of an encounter. 
  2. Extra attack per round for a bow or sling; crossbows 
  have their reload time reduced by one round. 
  3. +2 to hit bonus. 
  Brawler
  These  characters  are  pugilists, martial artists  or simply 
  enjoy a good tavern brawl. 
  Game effects: 
  1. The character can make two attacks when brawling or 
  wrestling. 
  2. Brawling damage is improved to 1d4 (punch) or 1d6 
  (kick). 
  3. Characters can harm opponents clad in metal armor 
  (and monsters with relatively thin hides) with brawling 
  and wrestling attacks. 
  Dual Wielding
  This character specializes in using a weapon in each hand. 
  Usually, the weapon in the character's off-hand is lighter 
  and smaller than that in the primary hand. 
  Game effects: 
  1. Two weapon fighting penalties reduced to 0 (primary)/ 
  -5 (secondary). 
  2. Two weapon fighting penalties reduced to 0 (primary)/ 
  -3 (secondary). 
  3. Two weapon fighting penalties reduced to 0 (primary)/ 
  0 (secondary). 
  Dwarven Warrior
  Dwarven warriors specialize in weapons and tactics that 
  maximise their effectiveness against their traditional foes.
  Game Effects: 
  1. +1 attack and damage bonus  when in melee with 
  goblins, hobgoblins, bugbears or orcs. 
  2.  +4  AC  bonus  when  attacked  by  any  giant-type 
  creature (includes ogres and trolls). 
  3. Extra attack per round when in melee combat. 
  3
  
  A BASIC FANTASY SUPPLEMENT
  BACKGROUNDS AND SPECIALITIES
  Elven Warrior
  These elves spend decades perfecting the art of battle 
  with bow and blade 
  Game Effects: 
  1. +1 attack and damage bonus with either long and short 
  sword OR long and short bow 
  2. +1 attack and damage bonus with either long and short 
  sword OR long and short bow (whichever was not taken 
  previously) 
  3. Extra attack per round when using either long/short 
  sword OR long/short bow 
  Halfling Warrior
  While  they  may  not  be  the  most  robust  combatants, 
  Halfling warriors know how to hold their own in a fight. 
  Game Effects: 
  1. +1 to hit with all ranged attacks in addition to their 
  racial +1 bonus with missiles (+2 total).
  2.  +2  AC  bonus  when  attacked  by  any  giant-type 
  creature (includes ogres and trolls), in addition to their 
  racial +2 bonus (+4 total).
  3. Extra attack per round with any ranged weapon. (For 
  crossbows, this reduces the reloading time by one round). 
  Heavily Armored
  At  the  opposite  end  of  the  spectrum  from  the  lightly 
  armored  warrior  is  the  tank,  who  specializes  in  using 
  armor  to deflect  blows  and  reduce  damage.  To  such 
  characters, there is no such thing as too much armor. 
  Game effects: 
  1. Shields provide an additional +1 AC bonus. 
  2. Armor provides an additional +1 AC bonus. 
  3. Damage from weapons that hit the character is reduced 
  by 1. 
  Holy Warrior
  These warriors are the elite champions of a deity or are 
  closely associated with some kind of clerical order. They 
  must take oaths to abide by strict codes of conduct in 
  order to maintain the benefits of this specialty. 
  Game effects: 
  1. Cast Detect Evil at will 
  2. Cast Striking once per day. 
  3. Automatically inflict double damage on a successful 
  attack  on  undead  and  strongly  evil  (GM's  discretion) 
  creatures. 
  Horseman
  A  mounted  warrior,  who  specializes  in  battle  in  the 
  saddle. Knights, cavalry and nomadic tribesmen are all 
  examples of expert horsemen. 
  Game effects: 
  1. +1 to hit and damage bonus while mounted 
  2. No AC penalty while charging from the back of a 
  mount 
  3. +2 to hit and damage bonus while mounted 
  Lightly Armored
  Certain styles of fighting emphasis speed and mobility 
  over being weighed down with cumbersome armor and 
  shield. 
  Game effects: 
  1. +2 AC bonus provided non-metal armor (or no armor) 
  is worn. 
  2. +3 AC bonus provided non-metal armor (or no armor) 
  is worn. 
  3. +4 AC bonus provided non-metal armor (or no armor) 
  is worn. 
  Weapon Master
  This category of specialist represents characters who are 
  specialists  with  a  particular  type  of  melee  or  thrown 
  weapon, such as a sword, spear or dagger. 
  Game effects (when using chosen weapon):
  1. +1 to hit and damage bonus. 
  2. Extra attack per round. 
  3. +2 to hit and damage bonus.
  Magic-user Specialties
  Artificer
  Theses  magic-users  focus  on  imbuing  magic  into  all 
  manner of liquids, scrolls and items. 
  Game effects: 
  1. Base chance of creating magic items is 30% (instead of 
  the usual 15%); 
  4
  
  BACKGROUNDS AND SPECIALITIES
  A BASIC FANTASY SUPPLEMENT
  2. Cost of creating magical items reduced by 50%; 
  3. Time required to create magical items reduced by 50% 
  Elven Mage
  Most  Elven  Magic-Users  are  mages  (see  the  mage 
  specialty, below) 
  Mage
  These magic-users are generalists, interested in all types 
  of spells. 
  Game effects: 
  1. Once per day, the magic-user may cast any 1st-level 
  spell  in  their  spellbook  in  addition  to  their  normally 
  prepared spells, without having to prepare it in advance. 
  2. Once per day, the magic-user may cast any 2nd(or 
  lower)-level spell in their spellbook in addition to their 
  normally prepared spells, without having to prepare it in 
  advance. 
  3. Once per day, the magic-user may cast any 3rd (or 
  lower)-level spell in their spellbook in addition to their 
  normally prepared spells, without having to prepare it in 
  advance. 
  War Wizard
  These magic-users supplement their magic use with basic 
  martial training. 
  Game effects: 
  1. The magic-user may avoid the -5 attack penalty with 
  one type of weapon that is usually not allowed to them. 
  2. The magic-user may cast spells in leather armor (but 
  may not use a shield). 
  3. The magic-user may cast spells in chain mail armor 
  (but may not use a shield). 
  Witch/Warlock
  Magic-users  of  this  specialty  use  the  power  of 
  unspeakably evil entities to brew potions and enhance the 
  power of their charms and curses. 
  Game effects: 
  1. Can brew potions (rather than having to wait until 7th 
  level to do so); Opponents save with a -4 penalty against 
  Charm Person spells; cast Charm Person once each day, 
  without having to prepare it in advance. 
  2. Cost of potions reduced by 50%; Opponents save at -4 
  against Charm Monster; cast Charm Monster once each 
  day without having to prepare it in advance. 
  3.  Time  required  to  brew  potions  reduced  by  50%; 
  Opponents save at -4 against Bestow Curse (reverse of 
  Remove  Curse);  cast  Bestow  Curse  once  each  day 
  without having to prepare it in advance.
  Thief Specialties
  'Box Man'
  These  thieves  are  specialists  at  opening  locks  and 
  disabling all manner of traps set to deter theft. 
  Game effects: 
  1. +5% to Open Locks / Remove Traps; Once per day, 
  the thief may re-roll one Open Locks or Remove Traps 
  attempt at half their normal chance .
  2. +10% to Open Locks / Remove Traps; Once per day, 
  the thief may re-roll one Open Locks or Remove Traps 
  attempt at their normal chance.
  3. +15 % to Open Locks / Remove Traps; After failing to 
  use the Open Locks skill on a particular lock, the thief 
  may make another attempt every 24 hours. 
  'Deadeye'
  These  thieves  specialize  in  using  ranged  weapons  to 
  eliminate their targets. 
  Game effects: 
  1. May use missile weapons (at short range) to make 
  sneak attacks. 
  2. Sneak Attack multiplier increased to x3. 
  3. May use missile weapons (at short or medium range) to 
  make sneak attacks.
  Dual Wielding
  As the Fighter specialty of the same name, above.
  Dwarven Thief
  Most Dwarven Thieves  are  "Box Men"  (see the  “Box 
  Man” specialty, above) 
  Elven Thief
  Most  Elven  Thieves  are  "Scouts"  (see  the  "Scout" 
  specialty, below) 
  5
  
  A BASIC FANTASY SUPPLEMENT
  BACKGROUNDS AND SPECIALITIES
  Halfling Thief
  Most  Dwarven  Thieves  are  "Scouts"  (see  the  "Scout" 
  specialty, below) 
  Lightly Armored
  As the Fighter specialty of the same name, above.
  Scout
  Scouts  are  thieves  who  specialize  in  sneaking  around 
  unnoticed. 
  Game effects: 
  1.  +5%  to  Move  Silently  /  Hide;  chance  to  surprise 
  opponents increased by 1-in-6. 
  2. +10%  to Move Silently / Hide; chance  to surprise 
  opponents increased by 2-in-6. 
  3. +15%  to Move Silently / Hide; chance  to surprise 
  opponents increased by 3-in-6. 
  Spy
  Spies are thieves who specialize in eavesdropping and 
  gathering information surreptitiously. 
  Game effects: 
  1. +5% to Pick Pockets / Listen; A 'Listen' roll can be used 
  to understand the general nature of documents written in 
  unfamiliar languages. 
  2. +10% to Pick Pockets / Listen; A 'Listen' roll can be 
  used to understand the general nature of conversations in 
  unfamiliar languages. 
  3. +15% to Pick Pockets / Listen; chance to surprise 
  opponents increased by 3-in-6. A 'Listen' roll can be used 
  to speak simple phrases in any language with which the 
  thief has passing familiarity. 
  Thug
  These thieves specialize in the use of violence against their 
  victims. 
  Game effects: 
  1. Ignore the usual (-4) penalty for using weapons to 
  subdue; The thief can wear Chain Mail armor, although 
  this halves their chance of using all Thief Abilities (except 
  Open Locks and Remove Traps). 
  2. Sneak Attack damage: x3; When struck by subduing 
  attack,  the  thief  may  ignore  1  point  of  damage  (a 
  successful attack always deals at least 1 point of damage). 
  3. Sneak Attack damage: x4; When struck by subduing 
  attack,  the  thief  may  ignore  2  points  of  damage  (a 
  successful attack always deals at least 1 point of damage).
  Creating New Specialties
  The GM is encouraged to modify the specialties above to 
  suit the world or setting in which their game takes place. 
  When creating new specialties, the GM should try and 
  keep the 'power' of the benefits similar to those granted to 
  each  of  the  classes  for  the  existing  benefits  above. 
  "Bonus" spells should only be of a level that the character 
  would  otherwise  be  able  to  cast,  while  bonus  'to hit' 
  should be restricted to specific circumstances.
  Option - Multiple Specialties
  The  GM  may  decide  to  allow  characters  to  pursue 
  multiple specialties. This allows for greater variety, but 
  requires  more  record-keeping  on  the  character  sheet. 
  When using this option, characters still wait until reaching 
  3rd level to select their specialty, but upon reaching 6th 
  level they may select the first "rank" in a new specialty 
  rather  than  adopting  the  second  "rank"  in  their  first 
  specialty. Hence, it is possible for a 9th level character to 
  have one "rank" in each of three specialties. Of course, 
  the GM is free to make rulings on the appropriateness of 
  different specialty combinations on a case-by-case basis.
  6
  
  BACKGROUNDS AND SPECIALITIES
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  Backgrounds and Specialties: A Basic Fantasy Supplement (hereinafter “the 
  Supplement”) is based on the System Reference Document v3.5 ("SRD"), which 
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  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware  of  the  breach.  All  sublicenses  shall  survive  the  termination  of  this 
  License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such  provision shall  be  reformed  only to  the  extent  necessary  to  make  it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Backgrounds and Specialties: A Basic Fantasy Supplement Copyright © 2008-
  2009 James Roberts and Shayne Power.
  END OF LICENSE
  7
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Backgrounds and Specialties.pdf