Creatures with templates and level adjustments greater than +1 do not gain the benefits of a background.
I know these aren't balanced. As it turns out, not everyone has equality of opportunity in a pre-industrial society.

Academic
Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.
Ability: +2 Int.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.
Craft (writing), Decipher Script, Gather Information, Knowledge (any), Use Magic Device, or add a new Speak Language.
Starting Gold Increase: +3d4x10.

Academy Wizard
Academy wizards are graduates of one of the prestigious schools of magic, having spent their youths learning the finer points of magic.
Ability: +2 Int.
Prerequisite: Intelligence 13+, Age 21+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Concentration, Craft (any), Decipher Script, Gather Information, Knowledge (any), Spellcraft, Use Magic Device.
Bonus Feat: Scribe Scroll or Magical Affinity.
Reputation Increase: +1
Starting Gold Increase: +2d4x10.

Adventurer
Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, do-gooders, thrill-seekers, and others called to face danger for a variety of reasons.
Ability: +2 Any.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Climb, Disable Device, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Move Silently, Repair, Ride, Spot, Survival, Swim, Treat Injury, Use Magic Device.
Bonus Feat: Select either Brawl or a Weapon Group Proficiency.
Starting Gold Increase: +1d4x10.

Apothecary
Apothecaries are people who study the science of mixing chemicals, elements, and naturally occurring
materials together for predictable results. They often go on to be research scientists, inventors, pharmacists, or alchemists.
Ability: +2 Wis.
Prerequisite: Age 20+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Craft (any), Disable Device (Int), Heal (Wis) Knowledge (arcana, dungeoneering, local, nature), Use Magic Device.
Bonus Feat: Select either Skill Focus (one of the above skills) or Self-Sufficient.
Wealth Bonus: +3d4x10.

Athlete
Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.
Ability: +2 Str or +2 Dex.
Prerequisite: Strength 13 or Dexterity 13.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Jump, Ride, Swim, Tumble.
Bonus Feat: Select Brawl, Combat Martial Arts, or any Weapon Group Proficiency.
Starting Gold Increase: +1d4x10.

Celebrity
A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, and more fall under this starting occupation.
Ability: +2 Cha.
Prerequisite: Age 15+.
Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (visual art or writing), Diplomacy, Disguise, Perform (act, comedy, dance, keyboards, percussion instruments, sing, stringed instruments, or wind instruments).
Reputation Bonus Increase: +1.
Starting Gold Increase: +4d4x10.

Creative
The creative starting occupation covers artists of all types who fan their creative spark into a career. Illuminators, calligraphers, novelists, actors, sculptors, musicians, and playwrights all fall under this occupation.
Ability: +2 Int or +2 Cha.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (visual art or writing), Disguise, Forgery, Knowledge (arcana, local, nobility and royalty, history, religion), Perform (act, comedy, dance, keyboards, percussion instruments, sing, stringed instruments, or wind instruments), Spot.
Starting Gold Increase: +2d4x10.

Criminal
This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, pickpockets, and other types of career criminals.
Ability: +2 Dex or +2 Cha.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silently, Open Lock, Sleight of Hand.
Bonus Feat: Select either Brawl or any Weapon Group Proficiency.
Starting Gold Increase: +1d4x10.

Dilettante
Dilettantes usually get their wealth from family holdings and trust funds, though they are rarely the eldest son. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence. Many adventurers are such third sons.
Ability: +2 Wis or +2 Cha.
Prerequisite: Age 18+.
Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (any), Diplomacy, Intimidate, Knowledge (any), Ride, or add a new Speak Language.
Reputation Bonus Increase: +1.
Starting Gold Increase: +6d4x10.

Doctor
A doctor can be a physician or a surgeon. More than a simple apothecary, he is a learned man who has studied medicine and anatomy at a university - and more than one has practical experience as a grave robber, as well.
Ability: +2 Int or +2 Wis.
Prerequisite: Age 25+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (alchemy), Heal, Knowledge (arcana, religion), Search.
Starting Gold Increase: +4d4x10.

Drifter
Drifters are aimless wanderers and worldwise jacks-of-all-trades who move between cities and villages, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills.
Ability: +2 Wis.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Bluff (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (local) (Int), Repair (Int), Sleight of Hand (Dex), Speak Language, Survival (Wis).
Starting Gold Increase: +2d4x10.

Entrepreneur
Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.
Ability: +2 Int.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Knowledge (arcana, geography, local).
Reputation Bonus Increase: +1.
Starting Gold Increase: +4d4x10.

Feral Child
A feral child's background is the classic raised by wolves tale, an event more common than one would believe due to the rare but benevolent creatures who yet remain in the deep wilderness. A feral child's foster parents might be giant eagles, blink dogs, a unicorn, a couatl, benevolent fey, or something even more exotic - the foster parent must be intelligent, even if only semi-intelligent, and lack civilization. A background like this leaves the feral child right at home with the wild things but disconnected and often frightened of the city's hustle and bustle. Many feral children have the feral template, but not all of them.
Ability: +2 Con.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival, Swim, Tumble. Any languages the foster parent speaks replace the feral child's list of bonus languages.
Bonus Feat: Choose one of the following: Animal Affinity, Brawl, Improved Grapple, Toughness, or Wild Cohort.
Restrictions: The feral child cannot take Weapon Proficiency (firearms), any Craft skill, or the Repair skill at 1st level. The character is illiterate, and must spend two skill points to become literate in any languages he speaks. Instead of Weapon Group (Basic), the character receives Weapon Group (Primitive) and Weapon Group (Unarmed).
Starting Gold Increase: +1d4x10.

Gladiator
Gladiators have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for cash, slaves in the Jelkeshan-style arenas who fight for their masters' wealth and the crowd's acclaim, and low-ranking members of Yangorothi or dwarven warrior castes.
Ability: +2 Str.
Prerequisite: Age 18+.
Skills: Choose one of the following skills as a permanent class skill. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Balance (Dex), Intimidate (Cha), Knowledge (local) (Int), Tumble (Dex).
Bonus Feat: Select either Brawl or Combat Martial Arts.
Starting Gold Increase: +1d4x10.

Hedge Wizard
A hedge wizard is someone who has spent a great deal of time studying the arcane arts without the benefit of having any formal training or mentoring. He may not necessarily have a gift for working great magic, but he does have a lot of hands-on experience with the arcane arts.
Ability: +2 Int.
Prerequisite: Intelligence 10.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Concentration, Craft (any), Decipher Script, Gather Information, Knowledge (any), Spellcraft, Use Magic Device.
Bonus Feat: Select either Magical Aptitude or Wild Talent.
Starting Gold Increase: +2d4x10.

Heir
Heirs are the elite sons and daughters of powerful magnates, influential nobles, and imperial monarchs. Unlike dilettantes, however, they are bound by their lineage to certain responsibilities, with the assumption that they might someday rise to lead their families into the future . . . assuming the stars are properly aligned and they do nothing to jeopardize their birthright.
Ability: +2 Any.
Prerequisite: Age 21+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Craft (any) (Int), Knowledge (architecture and engineering, geography, history, local, nature, nobility and royalty, or religion) (Int), Perform (Cha), Ride (Dex), Sense Motive (Wis).
Pre-Selected Feat: An heir must choose the Educated feat as one of her starting feats at 1st level.
Reputation Bonus Increase: +1.
Starting Gold Increase: +6d4x10. An heir may permanently reduce her Reputation bonus by 1 to increase her starting starting gold by an additional +4d4x10; this expenditure must be made before the character begins play. As long as her Reputation bonus is +1 or higher, an heir can always count on a stipend of 6d4x10 gp deposited in a reputable bank every month.

Inventor
Scientists and engineers of all types fit within the scope of this starting occupation. These learned men are the driving force behind the technological revolution sweeping Fieria.
Ability: +2 Int.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Decipher Script, Craft, Knowledge (any), Repair, Spellcraft.
Starting Gold Increase: +3d4x10.

Investigative
There are a number of jobs that fit within this occupation, including private investigators, police detectives, espionage agents, and others who use their skills to gather evidence and analyze clues.
Ability: +2 Int.
Prerequisite: Age 23+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Knowledge (local), Search, Sense Motive.
Bonus Feat: Select either Brawl or any Weapon Group Proficiency.
Starting Gold Increase: +2d4x10.

Laborer
Laborer occupations include factory workers, craftsmen, construction workers, and other jobs that are usually not considered to be desk jobs.
Ability: +2 Str, +2 Con.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (blacksmithing, carpentry), Climb, Drive, Handle Animal, Intimidate, Repair, Ride.
Starting Gold Increase: +2d4x10.

Military
Military covers the common footsoldiers, cavalry, and other warriors who serve their nation or a mercenary company. Members of the watch and other constabulary are also covered under the military occupation.
Ability: +2 Str or +2 Con.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Gamble, Handle Animal, Intimidate, Jump, Knowledge (local or tactics), Ride, Tumble.
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Armor Proficiency, Mounted Combat, or any Weapon Group Proficiency.
Starting Gold Increase: +1d4x10.

Outcast
“Outcast” is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing, or hopelessness.
Ability: +2 Any, -2 Cha.
Prerequisites: Age 15+.
Skills: Choose two of the following skills as a permanent class skill. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Disguise (Cha), Hide (Dex), Knowledge (local) (Int), Search (Int), Survival (Wis), Treat Injury (Wis).
Bonus Feat: Select one of the following; Toughness, Elven Blood, Goblin Blood, Human Blood, Orc Blood, or Wild Cohort.
Starting Gold Increase: +1d4x10.

Religious
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. Knights rarely have the religious occupation; most are squires to begin with.
Ability: +2 Wis, +2 Cha.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Decipher Script, Diplomacy, Knowledge (arcana, history, local, religion, the planes), Listen, Sense Motive.
Starting Gold Increase: +2d4x10.

Rural
Farm workers, hunters, barbarian tribesmen, and others who make a living in rural communities fall under this category.
Ability: +2 Str or +2 Con.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Handle Animal, Ride, Survival, Swim.
Bonus Feat: Select either Brawl, Wild Cohort, or any Weapon Group Proficiency.
Starting Gold Increase: +1d4x10.

Scavenger
Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade, and if they’re lucky their endeavors might even yield one or two objects of special value. They effortlessly navigate and strip clean the most treacherous places, and their playgrounds are abandoned ruins, gutted buildings and smoking battlefields.
Ability: +2 Any.
Prerequisites: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Decipher Script (Int), Disable Device (Int), Knowledge (dungeoneering) (Int), Move Silently (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).
Starting Gold Increase: +2d4x10.

Squire
Squires serve as assistants to knights or samurai in hopes of learning the skills they will need to be officers themselves one day.
Ability: +2 Str, +2 Cha.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Climb, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (local or tactics), Listen, Move Silently, Ride, Survival, Swim.
Bonus Feat: Select Armor Proficiency, Heirloom Blade, any Weapon Group Proficiency or Weapon Focus.
Reputation Bonus Increase: +1.
Starting Gold Increase: +3d4x10.

White Collar
Magistrates, clerks, merchants, and other agents of government and commerce fall within the scope of this starting occupation.
Ability: +2 Int.
Prerequisite: Age 23+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Decipher Script, Diplomacy, Knowledge (any), or add a new Speak Language.
Starting Gold Increase: +3d4x10.