Backgrounds

Artisan:

  • Professions associated with being an artisan:

1. Blacksmith
2. Bowyer or fletcher
3. Brewer
4. Calligrapher
5. Carpenter
6. Cartographer
7. Cook
8. Goldsmith/Silversmith
9. Jeweler
10. Painter
11. Potter
12. Weaver

  • Benefits
    • Guild membership:
      • Food and lodging in towns with guild hall
      • Guild support when accused of a crime with case for innocence or justifiable crime
      • Donations (gold & magical items) will gain political favors
      • Guild dues of 5 gold per month
    • Skill Bonuses (choose 1):
      • +2 Appraise
      • +2 Craft
      • +2 Knowledge local
      • +2 Sense motive
    • Equipment:
      • Tool kit appropriate for profession
      • Masterwork item for profession

Bounty Hunter:

  • Tracking and capturing fugitives
  • Benefits
    • Bounty Board:
      • Always have access to an adventurer’s call board
      • Sometimes authorities will seek out for aid depending on reputation
      • Gain contacts to aid in getting information
    • Skill Bonuses (choose 1):
      • +2 Perception
      • +2 Stealth
      • +2 Sense motive
    • Equipment:
      • 2 sets of masterwork manacles

Charlatan:

  • Con artist
  • Benefits:
    • False Identity:
      • Start with an additional identity with all proper paperwork
    • Skill Bonuses (choose 1):
      • +2 Bluff
      • +2 Disguise
      • +2 Linguistics
      • +2 Perform
    • Equipment:
      • Set of nobility clothing
      • Disguise kit
      • Forgery kit
      • Signet ring

Commoner:

  • Based on Level
    • 1-2 Fisher
    • 3 Forester
    • 4-7 Laborer
    • 8-11 Messenger
    • 12 Sailor
    • 13-16 Serf
    • 17-18 Servant
    • 19 Shepherd
    • 20 Trapper
  • Benefits:
    • Salt of the Earth:
      • Can always hide in crowds
      • Commoners will give you a place to hide and rest
      • They will also hide you from the law if their lives are not at stake
    • Skill Bonuses (choose 1):
      • +2 Handle animal
      • +2 Knowledge local
      • +2 Perform
      • +2 Perception
    • Equipment:
      • Masterwork tool
      • Heavy horse

Guides:

  • Know the world like the back of their hand
  • Benefits:
    • Wanderers:
      • Excellent memories for maps and geography
      • Can provide fresh food and water for themselves and 5 other people each day
    • Skill bonuses (choose 1):
      • +2 Climb
      • +2 Knowledge Nature
      • +2 Perception
      • +2 Swim
    • Equipment:
      • Masterwork climber’s kit
      • Magnifying glass

Guild Thieves:

  • Member of the underworld
  • Benefits:
    • Thieves’ Chant:
      • Language of thieves using hand signals and key words and jargon
    • Skill bonuses (choose 1):
      • +2 Acrobatics
      • +2 Bluff
      • +2 Perception
      • +2 Stealth
    • Equipment:
      • Masterwork thieves’ tools

Jester:

  • Entertainers that use acrobatic stunts and jokes
  • Benefits:
    • Licensed Fool:
      • say what they want with no offense taken if it’s made into a joke
      • Access to Nobility
      • With a performance, a meal and night at inn are free
    • Skill Bonuses (choose 1):
      • +2 Acrobatics
      • +2 Diplomacy
      • +2 Perform
    • Equipment:
      • Jester’s clothes
      • Masterwork instrument

Knight:

  • Received training as a squire and the title of knight
  • Benefits:
    • Knight’s Station:
      • Recognized among nobility
      • Free accommodations for yourself and others when staying with a noble
    • Skill Bonuses (choose 1):
      • +2 Diplomacy
      • +2 Knowledge nobility
      • +2 Ride
    • Equipment:
      • Light warhorse
      • Lance
      • Signet ring

Minstrel:

  • Wandering performer and taleteller
  • Benefits:
    • Noted Performer:
      • Always find a place to perform
      • Receive free food and lodging each night you perform
      • Typically well-liked in small towns
    • Skill Bonuses (choose 1):
      • +2 Diplomacy
      • +2 Knowledge history
      • +2 Perception
      • +2 Perform
    • Equipment:
      • Masterwork instrument
      • Fine clothes

Noble:

  • Your family has, or at one point in time had, wealth, power and influence
  • Benefits:
    • Retainers:
      • Have up to 3 servants who will carry out mundane tasks (Attendance, messengers)
      • Will not fight for you and will leave if frequently endangered or abused
    • Skill Bonuses (choose 1):
      • +2 Diplomacy
      • +2 Intimidate
      • +2 Knowledge Nobility
      • +2 Sense Motive
    • Equipment:
      • Fine clothes
      • Signet ring
      • Scroll of pedigree
      • Riding horse

Priest:

  • Pledged your life to serve Hope
  • Benefits:
    • Temple Services:
      • Expected to perform religious ceremonies and preach sermons
      • Acolytes and fellow priests will provide assistance as long as it is not hazardous
      • Other temples of your chosen guardian will provide free healing, care, and religious services to you and your companions
    • Skill Bonuses (choose 1):
      • +2 Diplomacy
      • +2 Knowledge religion
      • +2 Sense motive
    • Equipment:
      • Masterwork holy symbol

Sage:

  • Learned in lore of the world
  • Benefits:
    • Researcher:
      • When you fail a knowledge check, you know where you can find the information
    • Skill Bonuses (choose 1):
      • +2 Diplomacy
      • +2 Any 2 knowledge skills
      • +2 Perception
    • Equipment:
      • A small oddity
      • A book containing general knowledge

Soldier:

  • Trained with military skills and possibly have fought in a war
  • Benefits:
    • Military Rank:
      • Have a rank in the military
      • Soldiers under you recognize your authority
      • You can requisition simple equipment, horses, and vehicles
    • Skill Bonuses (choose 1):
      • +2 Climb
      • +2 Intimidate
      • +2 Knowledge history
      • +2 Ride
    • Equipment:
      • Lucky charm (souvenir of a previous campaign)
      • Rank insignia

Spy:

  • Learn information from rumors, whispers, and hard-earned evidence
  • Benefits:
    • Contact:
      • Know how to communicate with your contact over great distances
      • Can exchange information you have gathered for information you are seeking
    • Skill Bonuses (choose 1):
      • +2 Bluff
      • +2 Perception
      • +2 Sense Motive
      • +2 Stealth
    • Equipment:
      • Disguise kit
      • Satchel with a secret compartment

Thug:

  • I didn’t choose the thug life…The thug life chose me.
  • Benefits:
    • Bad Reputation:
      • No matter where you go, people are afraid of you
      • In any city, you can get away with minor criminal offenses (breaking down a door, walking out without paying, etc.)
    • Skill Bonuses (choose 1):
      • +2 Intimidate
      • +2 Knowledge Local
      • +2 Perception
    • Equipment:
      • Sap
      • Tattoo

Backgrounds

Guardians of Terra rachelj