Backgrounds and Regions
When you create your character, select a region or a background that defines your cultural heritage. You can choose only one region or background (and its attendant benefit). Regional benefits are granted only to player characters from a region, not to all residents of that area.
- Aglarond
- You add Elven to your list of languages known, you add Perception to your class skill list, and you gain a +1 bonus to Perception checks.
- Akanûl
- You gain resist 2 cold, resist 2 fire, and resist 2 thunder (or your existing resistance to these damage types increases by 2). At 11th level, these values improve to resist 3 (or increase by 3), and at 21st level, they improve to resist 5 (or increase by 5).
- Amn
- You add Streetwise and Thievery to your class skill list, and you gain a +1 bonus to Streetwise checks and Thievery checks.
- Baldur's Gate
- You know one additional language of your choice, you add the Streetwise skill to your class skill list, and you gain a +2 bonus to Streetwise checks.
- Calimshan
- You gain resist 4 fire and a +5 bonus to Endurance checks made due to thirst. At 11th level, your resistance improves to 7. At 21st level, it improves to 10.
- Chessenta
- When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.
- Cormyr
- You add Insight to your class skill list, you gain a +2 bonus to Insight checks, and you gain a +2 bonus to saving throws against fear effects.
- The Dalelands
- You can reroll any Nature check, but you must keep the second result, even if it is worse. You also gain a +1 bonus on initiative checks.
- Dragon Coast
- You can reroll any Insight check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.
- Durpar
- You gain a +2 bonus to all Perception checks.
- East Rift
- You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 bonus to Dungeoneering checks.
- Elfharrow
- You add Athletics and Nature to your class skill list, and you gain a +1 bonus to Athletics checks and Nature checks.
- Gray Vale
- You gain one additional language of your choice, you add Nature to your class skill list, and you gain a +2 bonus to Nature checks.
- The Great Dale
- You add Arcana and Nature to your class skill list, and you gain a +1 bonus to Arcana checks and Nature checks.
- High Imaskar
- You can reroll any Arcana check, but you must keep the second result, even if it is worse. You also know Deep Speech as an additional language.
- Impiltur
- Add the higher of your Wisdom score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.
- Luruar
- You can reroll any History check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.
- Luskan
- You add Stealth and Thievery to your class skill list, and you gain a +1 bonus to Stealth checks and Thievery checks.
- Moonshae Isles
- You know Elven as an additional language, and you gain a +2 bonus to saving throws against charm and fear effects.
- Myth Drannor
- Once per encounter, you can reroll a failed saving throw against a charm effect.
- Narfell
- You add Endurance to your class skill list, and you gain a +3 bonus to Endurance checks.
- Nelanther Isles
- You add Acrobatics and Athletics to your class skill list, and you gain a +1 bonus to Acrobatics checks and Athletics checks.
- Netheril
- You add Arcana and History to your class skill list, and you gain a +1 bonus to Arcana checks and History checks.
- Thay
- Add the higher of your Intelligence score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.
- Tymanther
- You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.
- Vilhon Wilds
- You can reroll any Dungeoneering check, but you must keep the second result, even if it is worse. You also gain a +1 bonus to initiative checks.
- Waterdeep
- You know one additional language of your choice, you add Diplomacy to your class skill list, and you gain a +2 bonus to Diplomacy checks.
page revision: 1, last edited: 09 Nov 2010 16:48