Has anyone created new backgrounds for their games? Here are a few modified ones:
The Illan (both singular and plural) are a race virtually indistinguishable from humans, save for their innate psychic abilities. These gifts tend to separate the Illan from ordinary humans, making them suspected and feared, but also respected. The Illan are described more fully in the web enhancement for Green Ronin's Psychic's Handbook. This background could also be used for the Deryni race from Katherine Kurtz's novels, or for the Kalashtar race from the Eberron campaign setting.
- Ability Adjustments: None.
- Bonus Feats: Iron Will, Supernatural Talent (Mind Touch and Psychic Shield)
- Natural Psychic: Illan treat their total level as their adept level when determining the effectiveness of any mind-affecting powers they have. Illan can use the Mind Touch and Psychic Shield powers even if they have not taken those power feats, using them with an effective rank and adept level of 0.
- Favored Feats: Choose any two (based on the human culture the Illan lives within), or choose any one mind-affecting Power.
Changelings are the descendants of humans and doppelgangers, and have the ability to change their appearance into any humanoid form.
- Ability Adjustments: None.
- Bonus Feats: Power (Flesh Shaping. Changelings cannot use this power on others, but only need a full round action to use it on themselves, and treat it as if their total level was their adept level), Supernatural Focus (Flesh Shaping), Talented (Bluff and Sense Motive).
- Favored Feats: Choose two, or Power (Mind reading. Changelings treat this power as if their total level was their adept level, and do not need to be in mental contact with the subject).
Shifters, sometimes called “the weretouched” are the descendants of humans and natural lycanthropes. They cannot fully change their shape but can take on animalistic features – a state they call shifting.
- Ability Adjustments: +1 Dexterity, -1 Charisma
- Bonus Feats: Night vision, Improved Strike (natural weapons), Shifting (shifting functions like the Rage feat, but it can boost Dexterity instead of Strength (choose at character creation), and does not interfere with shifters using powers on themselves)
- Favored Feats: Shifting, and choose one of Diehard, Crippling Strike, or Weapon Specialization (unarmed strike)
- Ability Adjustments: +1 Constitution, -1 Charisma.
- Bonus Feats: Diehard, Weapon Training
- Living Construct: Warforged are immune to poison, disease, and natural fatigue, and do not need to breathe, eat, or sleep. They still take fatigue from extra effort, using powers, and fatiguing feats (such as Rage), and are affected by mind-affecting powers normally. Warforged do not recover naturally from lethal damage, and cannot benefit from the Cure power. They only recover from lethal damage if they or someone else spends the usual recovery time repairing them and succeeds at a DC 15 Craft check. Warforged may still spend a point of conviction to erase all bruised, dazed, and hurt conditions. All other rules on recovery apply normally.
- Composite Plating: Warforged cannot wear armor, but if they take the Armor Training feat they permanently gain the benefits and hindrances of one type of armor they are proficient in.
- Favored Feats: Choose two of Cleave, Favored Opponent, Master Plan, or Skill Mastery
Changelings, Shifters, and Warforged are from the Eberron campaign setting.