Backgrounds
Your background provides narrative and mechanical information about who you are, what walk of life you come from, and where you might be headed. When you create a character at level 1, you choose your background from the list below. Seven of the nine backgrounds grant you additional skills if you take a profession with the corresponding occupation tag. Note that your background also determines your starting wealth.
Starting Gear
All backgrounds also grant you the following starting gear: Your profession and background may specify that you gain additional equipment.
1. A) 2 one-handed melee weapons, or B) 1 two-handed or hand-and-a-half melee weapon, or C) 1 one-handed melee weapon and a shield (buckler)
2. A) 1 short bow and 20 arrows, or B) 1 crossbow and 20 bolts, or C) 3 javelins
3. or you can forego equipment in both 1. and 2. for an amethyst wand
4. A) 1 quarterstaff, or B) 1 hatchet, or C) 2 daggers, or D) 2 knives, or E) 1 cestus, or F) 1 brass knuckles
5. 2 trinkets
Background Description and Occupation Tags
If you choose a Profession with the same tag as your Background, you gain additional skill as noted in the Background.
Background | Occupation Tag | Description |
---|---|---|
Born Warrior | Militant | Blood, toil, and sweat have marked you a proven soldier. |
Criminal | Underworld | You deal in activities not endorsed by the law. |
Entrepreneur | Mercantile | You own, supply, or represent a successful business. |
Knave | None | Having tried multiple professions, nothing is quite a fit. |
Noble Title | Aristocratic | By birth or deed, you are a minor noble in a nation. |
Outlander | Wanderer | You live on the fringes of society, perhaps in the wilds. |
Student | Academic | You endlessly toil to deepen a field of academic study. |
True Believer | Religious | You are a devotee of a specific religion or faith system. |
Urchin | None | You've grown up on the streets, always fending for yourself. |
Background List
Born Warrior
You possess a natural talent for combat and have an unshakable bravery that inspires those around you. With your strong body and quick reflexes, you are a formidable force, always ready to defend those in need and vanquish evil wherever it may lurk.
Skills
Gain +12 Skill Points that you can spend on any of the following skills. With this feature, you may put up to 4 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.
• Athletics: Applied Force, Athletics, Sprinting
• Influence: Intimidating, Leadership
• Knowledge: Geography, History, Medicine*, Military Vehicles* [land]
• Luck: Fortuity, Scavenging
• Stamina: Forced March, Menacing, Distance Running
• Survival: Animal Handling, Dungeoneering, Navigating*, Sheltering
Occupational Bonus
If you take a profession with the militant tag, gain +2 Forced March
Professions with the militant tag: Guard, Inquisitor, Knight, Soldier, Thug
Starting Wealth
Gain 5d20x2 sc (or take the average, 104 sc).
Criminal
You live on the fringes of society, always looking for opportunities to turn a profit through illegal means. Whether it is through thievery, blackmail, or shady deals, you have a knack for manipulating the law to your advantage, constantly staying one step ahead of the authorities.
Skills
Gain +12 Skill Points that you can spend on any of the following skills. With this feature, you may put up to 6 points into individual skills with the Subterfuge tag, and up to 3 points into skills with any other tag. You may exceed this limit by gaining Skill Points from another feature.
• Acrobatics: Balancing, Contorting, Tumbling
• Athleticism: Athletics, Sprinting
• Crafting: Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*
• Influence: Deceiving, Gossiping, Intimidating, Persuading
• Knowledge: Art, Law, Politics of [choose region]
• Luck: Fortuity, Scavenging
• Observation: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
• Performance: Entertaining, Savoir Faire
• Subterfuge: Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand
• Survival: Dungeoneering, Sneaking
Occupational Bonus
If you take a profession with the underworld tag, gain +2 Intuiting.
Professions with the underworld tag: Charlatan, Sailor, Thug, Thief
Starting Wealth
Gain 4d100 sc (or take the average, 202 sc).
Entrepreneur
You have a keen eye for opportunity and an understanding of commerce. You are always seeking out new and innovative ways to make a profit, whether it’s through trading goods, investing in businesses, or developing new products. Your business savvy has made you one of the most successful individuals in your town, and you’re always looking for new opportunities to expand your wealth and influence.
Skills
Gain +12 Skill Points that you can spend on any of the following skills. With this feature, you may put up to 6 points into any individual skills with the Crafting* tag, and up to 3 points into any individual skills with any other tag. You may exceed this limit by gaining Skill Points from another feature.
• Crafting: Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*
• Influence: Deceiving, Empathy, Gossiping, Persuading
• Knowledge: Art, Economics, History, Law, Politics of [choose region]
• Luck: Fortuity
• Performance: Entertaining, Instrument* [choose one], Savoir Faire
• Observation: Appraising, Eavesdropping, Intuiting, Perceiving
• Subterfuge: Forging*, Sleight of Hand
Occupational Bonus
If you take a profession with the mercantile tag, gain +2 Appraising.
Professions with the mercantile tag: Charlatan, Entertainer, Guard, Sailor, Trader
Starting Wealth
Gain 10d20x2 sc (or take the average, 210 sc).
You command a versatile set of skills and an equally versatile personality. A classic jack-of-all-trades, and master of none, you are equally skilled charming your way out of a sticky situation, picking locks, or evading attackers with your quick wits and nimble movements. You have learned to adapt to whatever situation life throws at you and have a pension for being able to handle any job with some amount of success due to your sheer adaptability.
Skills
Gain +4 Savoir Faire.
Multiple Professions
As a knave, you enter two professions of your choice. Gain the starting equipment, Skill Points, and abilities of both professions. Each time you gain a professional rank, choose which profession you want to advance.
Starting Wealth
Gain 5d20x3 sc (or take the average, 156 sc).
Noble Title
You might have been born into wealth and privilege, with a strong family lineage and a respected name; or alternatively, through luck or deed, you have been bestowed a title among the aristocracy of your region. With your education, wealth, and connections, you have the capacity to shape the world around you, whether it is through politics, diplomacy, or simply using your family’s wealth and influence to fund worthy causes and projects. You strive to maintain the honor and prestige of your family name, to protect your position, and to ensure your continued prosperity.
Skills
Gain +12 Skill Points that you can spend on any of the following skills. With this feature, you may put up to 4 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.
• Crafting: Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*
• Influence: Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading
• Performance: Dancing, Entertaining, Instrument* [choose one], Savoir Faire
• Knowledge: Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]
• Observation: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
Occupational Bonus
If you take a profession with the aristocratic tag, gain +2 Gossiping.
Professions with the aristocratic tag: Barrister, Entertainer, Honorable, Knight, Pioneer
Starting Wealth
Gain 10d20x3 sc (or take the average, 315 sc).
Outlander
You come from a different place, with different customs and beliefs than those around you. Perhaps you hail from a far off nation, or maybe you are more at home in the wilderness than in an urban environment. Your unique perspective makes you a valuable asset, as you bring fresh ideas and new ways of thinking to the table. However, it can also make you an outsider, seen as strange or untrustworthy by those who don’t understand your ways.
Skills
Gain +12 Skill Points that you can spend on any of the following skills. With this feature, you may put up to 6 points into any individual skills with the Survival tag, and up to 3 points into any individual skills with any other tag. You may exceed this limit by gaining Skill Points from another feature.
• Acrobatics: Balancing, Contorting
• Athleticism: Applied Force, Athletics, Sprinting
• Crafting: Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*
• Performance: Instrument* [choose one]
• Knowledge: Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]
• Observation: Intuiting, Perceiving
• Stamina: Distance Running, Forced March
• Survival: Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking
Occupational Bonus
If you take a profession with the wanderer tag, gain +2 Navigating*.
Professions with the wanderer tag: Nomad, Pioneer, Sailor
Starting Wealth
Gain 5d20x2 sc (or take the average, 104 sc).
Student
You are constantly seeking knowledge and understanding, driven by a thirst for discovery and a desire to make a difference in the world. Whether you are studying magic, history, or the natural sciences, you are always eager to learn and to put your newfound knowledge to the test, eager to make a name for yourself and achieve great things. With your unwavering determination and quick mind, you are well on your way to becoming a respected master in your field.
Skills
Gain +12 Skill Points that you can spend on any of the following skills. With this feature, you may put up to 6 points into any individual skills with the Knowledge tag, and up to 3 points into any individual skills with any other tag. You may exceed this limit by gaining Skill Points from another feature.
• Crafting: Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*
• Influence: Deceiving, Gossiping, Persuading
• Knowledge: Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]
• Performance: Dancing, Entertaining, Instrument* [choose one]
• Observation: Appraising, Eavesdropping, Investigating
• Subterfuge: Disguising*, Forging*
• Survival: Animal Handling, Navigating*
Occupational Bonus
If you take a profession with the academic tag, gain +2 History.
Professions with the academic tag: Archivist, Barrister, Clergy, Physician
Starting Wealth
Gain 5d20 sc (or take the average, 52 sc).
True Believer
You are guided by a strong faith in your chosen deity or belief system. You see the world through a lens of reverence and devotion. When able, you pursue acts of charity and stand up against those who would do harm to your beliefs.
Skills
Gain +12 Skill Points that you can spend on any of the following skills. With this feature, you may put up to 4 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.
• Survival: Animal Handling, Navigating*
• Crafting: Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*
• Influence: Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading
• Knowledge: Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]
• Luck: Fortuity
• Observation: Intuiting, Perceiving
• Stamina: Forced March
• Performance: Entertaining, Instrument* [choose one], Savoir Faire
Occupational Bonus
If you take a profession with the religious tag, gain +2 Religion [choose one].
Professions with the religious tag: Clergy, Inquisitor, Physician
Starting Wealth
Gain 5d20x2 sc (or take the average, 104 sc).
Urchin
You’ve had to fend for yourself from a young age, relying on your wits and cunning to survive in a harsh and unforgiving world. Growing up on the streets, you’ve learned to be quick on your feet; to pick pockets and slip away from danger without being detected. Despite the hardships you’ve faced, you’ve developed a fierce independence and a sense of humor that has helped you get by, and you always have a trick or two up your sleeve to help you out of a tight spot.
Skills
Gain +24 Skill Points that you can spend on any skill of your choice. With this feature, you may put up to 6 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.
No Professional Experience
As an urchin, you do not get to select a profession at level 1.
Starting Wealth
Gain 5d20 sc (or take the average, 52 sc).
Additional Equipment
Additionally, as an urchin you gain the following equipment: backpack, leather armor, 2 tools or kits, clothes (simple), rations (5), waterskin, utensils, sewing kit, bedroll, blanket, flint & steel, torch (10)