At 1st level when you create your character, you gain a background of your choice. This decision is permanent; you can't change it at later levels. Each background listed here grants two ability boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill. If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice.
Lore skills represent deep knowledge of a specific subject. If a Lore skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether it's acceptable or not. If you'd like some suggestions, the Common Lore Subcategories section in the Lore skill page lists a number of Lore skills that are suitable for most campaigns.
Rare Backgrounds
While most backgrounds are available to any character, some backgrounds are so unusual that just having them makes a character rare and extraordinary.
These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the royalty background is heir to the throne of the kingdom where your campaign takes place or to a distant but powerful nation in the same world, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game.
Backgrounds can also be unique, such that no other character can have them if your character does. To create unique backgrounds, you can adapt the rare backgrounds in this section by including more specific details.
Regional Backgrounds
Acolyte
You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you’ll always carry within you the lessons you learned.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Religion skill, and the Scribing Lore skill. You gain the Student of the Canon skill feat.
Acrobat
In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use.
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.
Animal Whisperer
You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter different creatures, befriending them along the way.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You're trained in the Nature skill, and a Lore skill related to one terrain inhabited by animals you like (such as Plains Lore or Swamp Lore). When you use Nature to Train an Animal, you gain a +2 circumstance bonus to the roll.
Archaeologist
You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Society skill, and the Architecture Lore skill. You gain the Additional Lore skill feat related to an ancient culture or the history of a culture you've studied (such as Azlanti Lore or Osirian History Lore).
Artisan
As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. You might have been a blacksmith’s apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You're trained in the Crafting skill, and the Guild Lore skill. You gain the Specialty Crafting skill feat.
Artist
Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Crafting skill, and the Art Lore skill. You gain the Specialty Crafting skill feat.
Bandit
Your past includes no small amount of rural banditry, robbing travelers on the road and scraping by. Whether your robbery was sanctioned by a local noble or you did so of your own accord, you eventually got caught up in the adventuring life. Now, adventure is your stock and trade, and years of camping and skirmishing have only helped.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill, and a Lore skill related to the terrain you worked in (such as Desert Lore or Plains Lore). You gain the Group Coercion skill feat.
Barber
Haircuts, dentistry, bloodletting, and surgery—if it takes a steady hand and a razor, you do it. You may have taken to the road to expand your skills, or to test yourself against a world that leaves your patients so battered and bruised.
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You're trained in the Medicine skill, and the Surgery Lore skill. You gain the Risky Surgery skill feat.
Barkeep
You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize.
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.
You're trained in the Diplomacy skill, and the Alcohol Lore skill. You gain the Hobnobber skill feat.
Barrister
Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You’re capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Diplomacy skill, and the Legal Lore skill. You gain the Group Impression skill feat.
Blessed
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You have been blessed by a divinity. For an unknown reason, and irrespective of your actual beliefs, a deity has granted you a boon to use for good or ill. Your blessing grants wisdom and insight to aid you in your struggles. You may or may not even know the identity of the being who blessed you, and the blessing might come with a cost you discover later on.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You are trained in a Lore skill associated with the deity who blessed you (such as Shelyn Lore) if you know their identity, or else in a Lore skill of the GM's choice if you don't. Either you can cast guidance as a divine innate spell at will, or you gain a similar blessing determined by the GM.
Bookkeeper
You ran the numbers on a large farm, for a merchant’s endeavors, or with a major guild in the city. You kept track of expenses, payroll, profits, and anything else that had to do with money, for better or worse. If better, you might be adventuring to learn how others ply this trade. If worse, you may be fleeing from impending consequences, in the hope that no one finds you.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Society skill, and the Accounting Lore skill. You gain the Experienced Professional skill feat.
Bounty Hunter
Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You're trained in the Survival skill, and the Legal Lore skill. You gain the Experienced Tracker skill feat.
Charlatan
You traveled from place to place, peddling false fortunes and snake oil in one town, pretending to be royalty in exile to seduce a wealthy heir in the next. Becoming an adventurer might be your next big scam or an attempt to put your talents to use for a greater cause. Perhaps it’s a bit of both, as you realize that after pretending to be a hero, you’ve become the mask.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Deception skill, and the Underworld Lore skill. You gain the Charming Liar skill feat.
Cook
You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Survival skill, and the Cooking Lore skill. You gain the Experienced Professional skill feat.
Courier
In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded cobblestone streets. Your dogged commitment to deliver your message was good training for the life of an adventurer.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Society skill, and a Lore skill for the city in which you were raised. You gain the Streetwise skill feat.
Criminal
As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Stealth skill, and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
Cultist
You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult’s aims, to initiate yourself into the world’s grander mysteries, or to flee unsavory practices or strictures.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Occultism skill, and a Lore skill related to your deity or cult. You gain the Root Magic skill feat.
Cursed
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You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You are trained in Occultism and Curse Lore. You gain the Warding Sign reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects.
Activate [R] (Concentrate) Warding Sign; Frequency once per minute; Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet; Effect You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse.
Deckhand
The rolling waves of the high seas, the constant sway of the deck underfoot, and the creaking heights of a ship's rigging are as familiar to you as solid ground. You might have worked on a simple fishing boat, a wealthy merchant's galley, a mighty warship—or even a pirate's caravel. Whether your crew retired, your ship sank, or you've turned to adventuring so you can keep all the treasure for yourself, you still retain an excellent sense of balance and quick reflexes.
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You're trained in the Acrobatics skill, and the Sailing Lore skill. You gain the Cat Fall skill feat.
Detective
You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Society skill, and the Underworld Lore skill. You gain the Streetwise skill feat.
Emissary
As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Society skill, and a Lore skill related to one city you've visited often. You gain the Multilingual skill feat.
Entertainer
Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Performance skill, and the Theater Lore skill. You gain the Fascinating Performance skill feat.
Farmhand
With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you became an adventurer.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Athletics skill, and the Farming Lore skill. You gain the Hefty Haulter skill feat.
Feral Child
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You spent your youth in the wilderness, living close to or perhaps raised by animals. You have a close, mystical connection with these animals and gained certain abilities from them, though this limited your well-roundedness in mental pursuits.
Choose one ability boost. It must be Strength, Dexterity, or Constitution.
You are trained in Nature and Survival. You gain low-light vision (or darkvision if you already had low-light vision), imprecise scent with a range of 30 feet, and the Forager skill feat.
Feybound
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You have spent time in the Feywilde or another realm of the fey and aren't entirely the same person you were before. Perhaps you made a purchase at the legendary Witchmarket or partook deeply of fey food and wine. Whatever the case, willingly or inadvertently, you made a bargain with the fey, the benefits of which come at a price.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You are trained in Fey Lore and gain the Fey's Fortune free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful atone ritual using the Nature skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name.
Activate [FA] (Concentrate, Fortune) Fey's Fortune; Frequency once per day; Trigger You attempt a skill check and haven’t yet rolled; Effect Roll the skill check twice and use the better result.
Field Medic
In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Medicine skill, and the Warfare Lore skill. You gain the Battle Medicine skill feat.
Fortune Teller
The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Occultism skill, and the Fortune-Telling Lore skill. You gain the Oddity Identification skill feat.
Gambler
The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring as a way out of a spiral.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Deception skill, and the Games Lore skill. You gain the Lie to Me skill feat.
Gladiator
The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring life.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Performance skill, and the Gladiatorial Lore skill. You gain the Impressive Performance skill feat.
Guard
You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill, and the Legal Lore skill or Warfare Lore skill. You gain the Quick Coercion skill feat.
Haunted
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You are followed by a spirit or entity, either from childhood or since a traumatic or momentous event. You may have seen this entity. Others may have seen it as well. You have studied esoteric subjects trying to understand your situation, but this presence in your life remains a mystery. Whatever this entity is or wants, it influences your life in subtle ways, not always good. Sometimes the entity helps you, but at other times, its influence is malevolent or harmful. The entity is most likely to surface in stressful situations.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You are trained in Occultism and an additional skill in which the haunting entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were Aiding you. If you accept but fail the check, you are frightened 2 (frightened 4 on a critical failure). The initial frightened value can't be reduced by effects that would reduce or prevent the condition (such as a fighter's bravery).
Herbalist
As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You’re adept at collecting the right natural cures in all sorts of environments and preparing them properly.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Nature skill, and the Herbalism Lore skill. You gain the Natural Medicine skill feat.
Hermit
In an isolated place—like a cave, remote oasis, or secluded mansion—you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. This might be a welcome reprieve from solitude or an unwanted change, but in either case, you’re likely still rough around the edges.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in your choice of either the Nature or Occultism skill, as well as a Lore skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore). When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.
Hunter
You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You're trained in the Survival skill, and the Tanning Lore skill. You gain the Survey Wildlife skill feat.
Laborer
You’ve spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else’s command.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Athletics skill, and the Labor Lore skill. You gain the Hefty Hauler skill feat in Athletics.
Martial Disciple
You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics.
Merchant
In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Diplomacy skill, and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.
Miner
You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor— and if you have to head back underground, this time you plan to do so armed with a real weapon instead of a miner’s pick.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You're trained in the Survival skill, and the Mining Lore skill. You gain the Terrain Expertise skill feat with underground terrain.
Noble
To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer’s life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Society skill, and the Genealogy Lore skill or Heraldry Lore skill. You gain the Courtly Graces skill feat.
Nomad
Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Survival skill, and a Lore skill related to one terrain you traveled in (such as Desert Lore or Swamp Lore). You gain your choice of the Forager or Survey Wildlife skill feats.
Outrider
In your youth, you galloped on horseback over vast prairies, serving as a vanguard for your settlement, an army, or another group. Seeing so many different lands built a thirst in you to adventure and explore the world instead of just racing past it.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Nature skill, and the Plains Lore skill. You gain the Terrain Expertise skill feat.
Prisoner
You might have been imprisoned for crimes (whether you were guilty or not), or enslaved for some part of your upbringing. In your adventuring life, you take full advantage of your newfound freedom.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Stealth skill, and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
Raised by Belief
Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a faith or philosophy. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion.
Choose two ability boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free ability boost.
You’re trained in your deity’s associated skill, and a Lore skill with a subcategory associated with your deity (Iomedae Lore, for instance). You gain the Student of the Canon skill feat.
Refugee
You come from a land very distant from the one you now find yourself in, driven by war, plague, or simply in the pursuit of opportunity. Regardless of your origin or the reason you left your home, you find yourself an outsider in this new land. Adventuring is a way to support yourself while offering hope to those who need it most.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Society skill, and a Lore skill related to the settlement you came from. You gain the Streetwise skill feat.
Returned
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You died and miraculously returned with knowledge of the realms beyond death and a stronger link to life. Some dead and undead souls might feel a strange, instinctual kinship with you.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You gain the Diehard feat and the Additional Lore feat for Boneyard Lore.
Root Worker
Some ailments can’t be cured by herbs alone. You learned ritual remedies as well, calling on nature spirits to soothe aches and ward off the evil eye. Taking up with adventurers has given you company on the road, as well as protection from those who would brand you a fake—or worse.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Occultism skill, and the Herbalism Lore skill. You gain the Root Magic skill feat.
Sailor
You heard the call of the sea from a young age. Perhaps you signed onto a merchant’s vessel, joined the navy, or even fell in with a crew of pirates and scalawags.
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You're trained in the Athletics skill, and the Sailing Lore skill. You gain the Underwater Marauder skill feat.
Scavenger
You’ve made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you’ve left that life behind, you still keep one eye on the ground out of habit.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Survival skill, and a Lore skill for the settlement you grew up scavenging in. You gain the Forager skill feat.
Scholar
You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Additional Lore skill feat in a subcategory of your chosen skill.
Scout
You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You're trained in the Survival skill, and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the Forager skill feat.
Servant
You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you’re adventuring for a change and finding that in this new role, the skills you’ve learned now serve you.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Society skill, and the Labor Lore skill. You gain the Read Lips skill feat.
Spell Seeker
Conventional magic can only hold your attention for so long. Instead, you've devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of either the Arcana or Occultism skill, as well as the Library Lore skill. You gain the Recognize Spell skill feat.
Squire
You trained at the feet of a knight, maintaining their gear and supporting them at tourneys and in battle. Now you search for a challenge that will prove you worthy of full knighthood, or you've spurned pomp and ceremony to test yourself in honest, albeit less formal, combat.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Athletics skill and your choice of the Heraldry Lore or Warfare Lore skill. You gain the Hefty Hauler skill feat.
Street Urchin
You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your next meal. While some folk adventure for the glory, you do so to survive.
Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.
You're trained in the Thievery skill, and a Lore skill for the city you lived in as a street urchin (such as Absalom Lore or Magnimar Lore). You gain the Pickpocket skill feat.
Tax Collector
Reviled but required, you were sent when taxes were due. Performing your job might have required travel and persuasion, or perhaps you were responsible for collecting taxes on trade. Either way, it sometimes meant dirty hands, and adventuring seemed the next logical step to you.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill, and a Lore skill for the settlement that employed you. You gain the Quick Coercion skill feat.
Teacher
You are incredibly knowledgeable, skilled, and perhaps even trained to teach children and adults about the world and its wonders. From books to classes, you’re committed to imparting knowledge to all. Not everything can be taught or learned from a book, though, so you’ve become an adventurer to learn subjects more directly and bring that wisdom back to your students.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of either the Performance or Society skill, as well as the Academia Lore skill. You gain the Experienced Professional skill feat.
Tinker
Creating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you’ll come up with next. It might be a genius device with tremendous potential... or it might explode.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Crafting skill, and the Engineering Lore skill. You gain the Specialty Crafting skill feat.
Trailblazer
Uncharted realms have always intrigued you, and you've explored and mapped large territories in service to merchants, governments, or your own curiosity. Where some see a blank spot on a map, you see the potential for something new and undiscovered.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Survival skill, and the Cartography Lore skill. You gain the Terrain Expertise skill feat with one terrain you've explored (such as forest or underground).
Translator
In your youth, you learned to transcribe books and translate scrolls to preserve knowledge or perhaps to aid wealthy merchants and politicians. Whether you set out to make your own fortune or are drawn to decipher the strangest codes, your linguistic training will guide your discoveries.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Society skill, and the Scribing Lore skill. You gain the Multilingual skill feat.
Ward
When you were young, you became the ward of another house—boarded, fed, and educated, but never quite a part of the family. Perhaps you had to tend to their needs in return for feeding and raising you, or perhaps you were provided for but disregarded. Now, adventuring is your chance to grow and roam free.
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.
You're trained in the Performance skill, and the Genealogy Lore skill. You gain the Fascinating Performance skill feat.
Warrior
In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
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