Deep Dive: Pathfinder Second Edition Core Rulebook Review (Part 6)

The last bit of Chapter 2 covers your character's background as well as rules for languages.

Backgrounds

Image courtesy of Paizo, Inc
The background options in the Core Rulebook cover pretty much any type of common (and a lot of uncommon) adventurer tropes. From the 35 choices, you can choose things like bounty hunter, gladiator, guard, hunter, martial disciple, sailor, and warrior for your fighter types; acolyte, barrister, herbalist, and scholar for the more intellectual types; and acrobat, charlatan, criminal, gambler, prisoner, scout, and street urchin for the more roguish types. Then you have the artisan, artist, barkeep, detective, emissary, entertainer, farmhand, fortune teller, hermit, laborer, merchant, miner, noble, and nomad for those that just wanted their characters to have “normal” lives before deciding to take up adventuring. The animal whisperer, field medic, and tinker finish off the list of core options.

As you can see, the selection offered covers most concepts a player will come up with. For at least something relatively standard anyway.

The actual structure of a background is pretty basic and standard across all of them. You get a little fluff about the background that gives a few examples of what concepts the background lends itself to, followed by three short paragraphs of crunch. The crunch you get is two ability boosts (one between two options, one free), training in a skill and a Lore (both tied to the background concept), and one skill feat tied to the skill with which you gained training. Simple.

The benefit of this setup is that they have just enough information/mechanics to have an impact on your character without it being overwhelming. This allows a character to choose a background that does not dovetail directly into their class (a scholar who decided to take up the path/training of a Fighter due to some event in their backstory, for example) without feeling like they're going to be weaker. They'll just be different. Additionally, because they are so simple, it is easy to homebrew your own if one of the existing ones don't do it for a player's concept.

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In the first paragraph – The last sentence should refer to a skill you gain training in from your ancestry as well as from your class. Many people choose their ancestry first and, unless you go back to the ancestry section, this sentence makes it seem like you lose training in a skill if you choose a background that gives you training in the same skill as an ancestry.

Acrobat – Circus Lore is a very restricting lore option unless your DM is open to allowing that to work for street performing (for the Earn Income downtime activity, for example) and things relating to caravan travel. Allowing a Lore for the settlement they're from might be a good additional option. It would represent them knowing the ins and outs of where they generally ply their trade.

Animal Whisperer – This background is not the most egregious example of poor layout as both halves of the entry are on the same page, and the two halves are mostly the same size, but it's annoying.

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Criminal – This background is not the most egregious example of poor layout as both halves of the entry are on the same page, and the two halves are mostly the same size, but it's annoying.

Emissary – if your table doesn’t really do languages as a thing of importance, then this background needs a new skill feat. Courtly Graces is a good option.

Entertainer – The layout for this is the worst. You get the title block and one sentence and then have to flip the page to get the rest of the entry. This type o thing happens throughout the book and is a result of caring about the text on a page ending at the exact same area over ease of reading/reference.

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Fortune Teller – The background is fine, but I don't know what Fortune-Telling Lore is useful for outside of Earn Income. It might be me not being clever enough, but it is easily the narrowest of the Lores that any background gives.

Gladiator – This background is not the most egregious example of poor layout as both halves of the entry are on the same page, and the two halves are mostly the same size, but it's annoying.

Laborer – Opposite issue of the Entertainer, layout-wise. Almost all the information is on this page, but the skill training and feat are on the next page. Slightly less of an issue in the physical book as it's part of a two-page spread, but still not great. It's awful in a PDF as you have to flip the page to get the full information.

Additionally, what use is Labor Lore? At all. Under the Earn Income activity, they mention that you can use other skills to earn income. And the way they describe this background, it is literally about picking things up and putting things down. Athletics can cover that. Hell, it should just be a Strength check, but the way proficiency modifiers work makes that impossible to scale – not necessarily a bad thing for unskilled labor, though. I'd give the option of a city-based Lore, Underworld Lore (for those on the seedier side of labor deals), Sailing Lore (for dockworkers), or something. Or break the mold and give Expert proficiency in Athletics.

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Scholar – Another instance of entry title and a line or two on one page and having to flip pages to get the rest of the information.

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Street Urchin – This background is not the most egregious example of poor layout as both halves of the entry are on the same page, and the two halves are mostly the same size, but it's annoying.

Tinker – A tinker is a traveler (usually) who mends simple household items. Tinkerer is closer to the description of this background. Inventor is even better.

Languages

This is a pretty standard section about what languages exist in the world, what you start with, and how you gain more. Nothing really out of the ordinary, but the split between Common and Uncommon Languages is nice (I cannot remember if that was a thing in the older editions, and I don't care enough to look it up). The section on sign language and reading lips is a nice little addition.

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In the first paragraph – The last sentence states that if your Intelligence changes, you should adjust your number of languages. I don't remember much that reduces ability scores in the system, usually inflicting conditions that emulate the old ability score damage/drain instead. The way the sentence is right now, it seems that if your Intelligence were to go down, you would potentially lose languages. Not sure if that's intentional or not and could benefit from being cleared up.

Additionally, the sentence should read, "If your Intelligence modifier changes later on…" for specificity.

Table 2-2 – Nidalese should be removed from the "Speakers" column since nothing else in this or Table 2-1 speaks to specific cultures in Golarion. It could be mentioned as an example in the Regional Languages section below the table or in Chapter 8 with the rest of the regional languages specific to Golarion.

 

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