Backgrounds
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Your character’s background might represent their upbringing, an aptitude they’ve been honing since their youth, or another aspect of their life before they became an adventurer. Backgrounds provide two ability scores, and are intended to flesh out what a character did prior to launching their adventuring career. The background can be called upon for your backstory, or simply be a fondly remembered time the character spent learning a skill or trade.
Select from the backgrounds below, or use them as inspiration to work with your DM to create your own background.
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 attribute boosts. One must be to INS or SPR, and one is a free attribute boost.
You begin play as a Novice in the Religion skill. Additionally, you’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
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 attribute boosts. One must be to STR or AGI, and one is a free attribute boost.
You begin play as a Novice in the Acrobatics skill. Additionally, you can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a RES save to Grab an Edge.
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 attribute boosts. One must be to INS or PRE, and one is a free attribute boost.
You begin play as a Novice in the Animal Handling skill. Additionally, when spending time teaching an animal to do a certain action you can reduce the number of contested successes needed by 1. Alternatively, for a creature with a success count of 2 or less, the DM may rule that the time needed for training is reduced by 50%.
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 attribute boosts. One must be to AGI or PRE, and one is a free attribute boost.
You begin play as a Novice in the Crafting skill. Additionally, your training focused on creating fine art, including jewelry. You gain a +1 circumstance die to Crafting checks to Craft items of that type. If you are a master in Crafting, the bonus dice increases to +2. If it’s unclear whether the specialty applies, the DM decides.
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 attribute boosts. One must be to RES or PRE, and one is a free attribute boost.
You begin play as a Novice in the Carousing skill. Additionally, you are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Carousing and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
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 attribute boosts. One must be to LOG or PRE, and one is a free attribute boost.
You begin play as a Novice in the Business skill. Additionally, you may use the Business skill instead of the Diplomacy skill when attempting to Make an Impression. If you do so, you may select additional targets for each success beyond the base DC who are also affected by the skill check.
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 attribute boosts. One must be to STR or INS, and one is a free attribute boost.
You begin play as a Novice in the Survival skill. Additionally, tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a penalty die to your Survival check. If you’re a master in Survival, you don’t take the penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
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 attribute boosts. One must be to RES or LOG, and one is a free attribute boost.
You begin play as a Novice in the Cooking skill. Additionally, you've mastered the preparation of many types of food and drink. When preparing a food buff, you may swap one ingredient of equal value (or higher) of the same category to fulfill the requirement of a recipe.
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 attribute boosts. One must be to AGI or WIL, and one is a free attribute boost.
You begin play as a Novice in the Thievery skill. Additionally, you often smuggle things past the authorities. When the DM rolls your Thievery check to see if a passive observer notices a small item you have concealed, you have advantage on the check. If you’re legendary in Thievery, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts an Investigation check while actively searching you for hidden items, or concealing an item with an aura.
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 attribute boosts. One must be to LOG or INS, and one is a free attribute boost.
You begin play as a Novice in the Investigation skill. You know about life on the streets and feel the pulse of your local settlement. You can use your Investigation skill instead of your Carousing skill to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Investigation to know the same sorts of information that you could discover with Carousing to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
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 attribute boosts. One must be to LOG or PRE, and one is a free attribute boost.
You begin play as a Novice in the Linguistics skill. Additionally, you easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Linguistics and again if you are or become legendary.
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, or any other sort of performer.
Choose two attribute boosts. One must be to AGI or PRE, and one is a free attribute boost.
You begin play as a Novice in the Performance skill. When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it. You must choose which creature you’re trying to fascinate before you roll, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
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 attribute boosts. One must be to RES or STR, and one is a free attribute boost.
You begin play as a Novice in the Athletics skill. Even in the worst circumstances, you can perform basic Athletics tasks. You can forgo rolling an Athletics skill check to instead receive a success of 1. At proficiencies when you would automatically succeed, that number is increased by 1 (At Master you would automatically succeeds at any DC 3 check, and the DM may rule also critically succeeds at any DC 2 check.).
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 attribute boosts. One must be to RES or INS, and one is a free attribute boost.
You begin play as a Novice in the Medicine skill. You can patch up wounds, even in combat. You must still be holding a healer’s toolkit. Attempt a Medicine check as a single action with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
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 attribute boosts. One must be to LOG or PRE, and one is a free attribute boost.
You begin play as a Novice in the Occultism skill. When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.
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 attribute boosts. One must be to AGI or WIL, and one is a free attribute boost.
You begin play as a Novice in the Deception skill. You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
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 attribute boosts. One must be to STR or PRE, and one is a free attribute boost.
You begin play as a Novice in the Performance skill. Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.
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 attribute boosts. One must be to STR or RES, and one is a free attribute boost.
You begin play as a Novice in the Intimidation skill. You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
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 attribute boosts. One must be to RES or SPR, and one is a free attribute boost.
You begin play as a Novice in the Nature skill. You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +1 circumstance die to your check to Treat Wounds using Nature, subject to the DM’s determination.
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 attribute boosts. One must be to RES or ZEN, and one is a free attribute boost.
You begin play as a Novice in either the Nature or Survival skill. In your wanderings, you have found a natural sanctum, hidden away in the wild. Only you know the directions to this place, and you can't be tracked or magically perceived in it. If you invite others, they do not gain the same benefits.
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 attribute boosts. One must be to AGI or INS, and one is a free attribute boost.
You begin play as a Novice in the Survival skill.You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a penalty die to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
Insurgent
You were more than a rebel; you were a revolutionary, fighting for the promise of a new or better country. You may or may not still believe in the cause, or perhaps victory or exile has led you on this new journey to trumpet your glory... or to escape the consequences of your defeat.
Choose two attribute boosts. One must be to STR or INS, and one is a free attribute boost.
You begin play as a Novice in the Deception skill. When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the DM (minimum 1 additional round).
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 attribute boosts. One must be to STR or RES, and one is a free attribute boost.
You begin play as a Novice in the Athletics skill. You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
Librarian
Hours spent reading numerous compendiums dedicated to various academic topics honed your knowledge. You might have taken to adventuring to finance your acquisition of rare tomes, to explore mysteries that can't be found in the pages of a book, or perhaps to put your skills to the test.
Choose two attribute boosts. One must be to LOG or INS, and one is a free attribute boost.
You begin play as a Novice in the Academics skill. The breadth of knowledge you have absorbed is a borderline eidetic memory. Even in the worst circumstances, you can perform basic Academic tasks. You can forgo rolling an Academics skill check to instead receive a success of 1. At proficiencies when you would automatically succeed, that number is increased by 1 (At Master you would automatically succeeds at any DC 3 check, and the DM may rule also critically succeeds at any DC 2 check.).
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 attribute boosts. One must be to STR or AGI, and one is a free attribute boost.
You begin play as a Novice in either the Acrobatics or Athletics skill. If you choose Acrobatics, your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. If you choose Athletics, you can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
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 attribute boosts. One must be to WIL or PRE, and one is a free attribute boost.
You begin play as a Novice in the Diplomacy skill. You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, you start play with an additional 2 gp.
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 attribute boosts. One must be to STR or WIL, and one is a free attribute boost.
You begin play as a Novice in the Survival skill. Your experience in navigating underground terrain makes you supremely confident while doing so. You gain a +1 circumstance die to Survival checks in mountain and underground terrains.
Musical Prodigy
Ever since you were young, you've been almost supernaturally skilled in a particular type of music. The people around you were sure you'd grow up to perform at royal courts or to become a world-famous composer, but you've chosen a life of adventure instead. You might have given up on those dreams to find your own meaning, or you might find that adventuring allows you to experience unfiltered emotions and exploits that you can translate into a wondrous symphony some day.
Choose two attribute boosts. One must be to PRE or ZEN, and one is a free attribute boost.
You begin play as a Novice in the Performance skill. You have exceptional talent with one type of performance. You gain a +1 circumstance die when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select a performance specialty and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
Necromancer’s Apprentice
You apprenticed under a necromancer—a hard education in a field where a cadaver you were dissecting could suddenly animate and every magical artifact seemed deadly. Now on your own, you're grateful you learned to identify magical threats quickly and thoroughly.
Choose two attribute boosts. One must be to RES or LOG, and one is a free attribute boost.
You begin play as a Novice in the Magecraft skill. You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
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 attribute boosts. One must be to LOG or PRE, and one is a free attribute boost.
You begin play as a Novice in the Society skill. You have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility . You can use Society to Make an Impression on a noble or impersonate one. If you use the normal skills in those situations, you receive a +1 circumstance die instead.
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 attribute boosts. One must be to RES or INS, and one is a free attribute boost.
You begin play as a Novice in the Survival skill. Even in the worst circumstances, you can perform basic Survival tasks. You can forgo rolling an Survival skill check to instead receive a success of 1. At proficiencies when you would automatically succeed, that number is increased by 1 (At Master you would automatically succeeds at any DC 3 check, and the DM may rule also critically succeeds at any DC 2 check.).
Once Bitten
After an altercation with an undead creature, you feared you might be infected. Either through medical intervention, luck, or misunderstanding how undeath spreads, your fears abated. However, your brush with living death taught you the value of life. You do whatever you can to avoid the end you thought you'd been fated.
Choose two attribute boosts. One must be to RES or WIL, and one is a free attribute boost.
You begin play as a Novice in either the Academics or Medicine skill. When using either skill in regards to undead (researching, treating an affliction from an undead, etc.), you gain a +1 circumstance die.
Otherworldly Mission
You're called to serve a specific purpose—your deity told you so, and so it must be true. Maybe you grew up knowing all along, or maybe it came to you one day in a vision, clear as a bell and twice as loud. You have some task that only you can accomplish. You mission might be as dangerous as killing a deadly tyrant or as simple as opening a particular door on a particular day. You should work with your DM on how to handle the truth of your character's backstory or leave it to the DM to decide in secret.
Choose two attribute boosts. One must be to WIL or SPR, and one is a free attribute boost.
You begin play as a Novice in either the Religion skill. Once per adventure, you can ask the voice you believe to be a deity for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn't always safe, but it's usually interesting.
Plant Whisperer
You've always had a green thumb, allowing you to care for plants that others found too difficult to grow and tend with a skill that borders on the magical. As you travel, you encounter all sorts of new plants and plant creatures, allowing you to expand your horizons and deepen your understanding of flora.
Choose two attribute boosts. One must be to INS or SPR, and one is a free attribute boost.
You begin play as a Novice in either the Nature skill. Once per adventure, you can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.
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 attribute boosts. One must be to STR or RES, and one is a free attribute boost.
You begin play as a Novice in the Escape skill. Even in the worst circumstances, you can perform basic Escape tasks. You can forgo rolling an Escape skill check to instead receive a success of 1. At proficiencies when you would automatically succeed, that number is increased by 1 (At Master you would automatically succeeds at any DC 3 check, and the DM may rule also critically succeeds at any DC 2 check.).
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 attribute boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free attribute boost.
You begin play as a Novice in your deity’s chosen skill. When using that skill, you gain +1 Sacred Die.
Reconstituted Soul
At one point, your soul was in shambles or on the verge of expiring. Perhaps someone stole it, and only because a kind hero found and returned it were you able to survive. Alternatively, you might have struck a bargain with an entity to restore it, or had a turn of fortune or circumstance. Since, you have become obsessed with the soul and its perseverance.
Choose two attribute boosts. One must be to SPR or ZEN, and one is a free attribute boost.
You begin play as a Novice in the Soulcraft skill. The DC for anyone to attempt to tamper, touch, or steal your soul is increased by 1.
Returned
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 attribute boosts. One must be to RES or WIL, and one is a free attribute boost.
You begin play with the Diehard Scar.
Revenant
You died. No real doubt about that. Bullet to the brain or knife to the throat, you were dead as dead can be. Then you got back up again. Maybe you had some unfinished business, or maybe you were just so tough and so mean that Hell itself spat you out. Either way, you came back for a reason.
Choose two attribute boosts. One must be to RES or SPR, and one is a free attribute boost.
You begin play as a Novice in the Religion skill. You're still alive, not undead, but you have the negative healing ability, which means you're harmed by positive damage and healed by negative effects as if you were undead. Your soul occasionally flickers with the taint of undeath.
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 attribute boosts. One must be to STR or AGI, and one is a free attribute boost.
You begin play as a Novice in the Athletics skill. You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
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 attribute boosts. One must be to LOG or INS, and one is a free attribute boost.
You begin play as a Novice in the Academics skill. You also begin play as a Novice in your choice of any other LOG-based 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 attribute boosts. One must be to AGI or INS, and one is a free attribute boost.
You begin play as a Novice in the Perception skill. Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.
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 attribute boosts. One must be to AGI or WIL, and one is a free attribute boost.
You begin play as a Novice in the Society skill. Additionally, you may use the Society skill instead of the Carousing skill when attempting to Gather Information.
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 attribute boosts. One must be to AGI or RES, and one is a free attribute boost.
You begin play as a Novice in the Thievery skill. Additionally, you may use the Society skill instead of the Carousing skill when attempting to Gather Information. You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the 2 penalty dice. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a 2 penalty dice.
Student of Magic
You are currently enrolled at a school of magic, where you're learning the fundamentals of your magical tradition. Whether your adventuring occurs during breaks between semesters, as part of a work study program, or even within the halls of the academy itself, you'll have to learn to juggle your dual life.
Choose two attribute boosts. One must be to LOG or WIL, and one is a free attribute boost.
You begin play as a Novice in the Magecraft skill. You gain 1 mana and may select an Arcane cantrip.
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 attribute boosts. One must be to WIL or PRE, and one is a free attribute boost.
You begin play as a Novice in the Intimidation skill. You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
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 attribute boosts. One must be to LOG or INS, and one is a free attribute boost.
You begin play as a Novice in the Academics skill. Once per day you can spend 5 minutes with someone to give them pointers on a skill. This grants them a +1 circumstance die to the roll. You must have proficiency in the skill to give instruction, and you must be at least the same proficiency (or higher) as the person you are instructing.
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 attribute boosts. One must be to STR or RES, and one is a free attribute boost.
You begin play as a Novice in the Intimidation skill. Additionally, you can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.