855 lines
38 KiB
YAML
855 lines
38 KiB
YAML
background:
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Wisdom
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Intelligence
|
||
or Wisdom, and one is a free ability boost.\n\nYou're trained in the Religion
|
||
skill and the Scribing Lore skill. You gain the Student of the Canon skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Acolyte
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 60
|
||
page_stop: 60
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Dexterity
|
||
descr: 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.\n\nChoose two ability boosts. One must be to
|
||
Strength or Dexterity, and one is a free ability boost.\n\nYou're trained in the
|
||
Acrobatics skill and the Circus Lore skill. You gain the Steady Balance skill
|
||
feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Acrobat
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 60
|
||
page_stop: 60
|
||
- ability_boost_choices:
|
||
- Wisdom
|
||
- Charisma
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Wisdom
|
||
or Charisma, and one is a free ability boost.\n\nYou'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). You gain the Train Animal skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Animal Whisperer
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 60
|
||
page_stop: 60
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Intelligence
|
||
descr: 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.\n\nChoose two ability boosts. One
|
||
must be to Strength or Intelligence, and one is a free ability boost.\n\nYou're
|
||
trained in the Crafting skill and the Guild Lore skill. You gain the Specialty
|
||
Crafting skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Artisan
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 60
|
||
page_stop: 60
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Charisma
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Dexterity or Charisma, and
|
||
one is a free ability boost.\n\nYou're trained in the Crafting skill and the Art
|
||
Lore skill. You gain the Specialty Crafting skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Artist
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 60
|
||
page_stop: 60
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Charisma
|
||
descr: '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.\n\nChoose two ability boosts. One must be to Constitution
|
||
or Charisma, and one is a free ability boost.\n\nYou''re trained in the Diplomacy
|
||
skill and the Alcohol Lore skill. You gain the Hobnobber skill feat.'
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Barkeep
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 60
|
||
page_stop: 60
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Charisma
|
||
descr: 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.\n\nChoose two ability boosts. One
|
||
must be to Intelligence or Charisma, and one is a free ability boost.\n\nYou're
|
||
trained in the Diplomacy skill and the Legal Lore skill. You gain the Group Impression
|
||
skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Barrister
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 60
|
||
page_stop: 60
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Wisdom
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Strength
|
||
or Wisdom, and one is a free ability boost.\n\nYou're trained in the Survival
|
||
skill and the Legal Lore skill. You gain the Experienced Tracker skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Bounty Hunter
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 61
|
||
page_stop: 61
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Charisma
|
||
descr: 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.\n\nChoose two ability boosts.
|
||
One must be to Intelligence or Charisma, and one is a free ability boost.\n\nYou're
|
||
trained in the Deception skill and the Underworld Lore skill. You gain the Charming
|
||
Liar skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Charlatan
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 61
|
||
page_stop: 61
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Intelligence
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Dexterity or Intelligence, and one is a free
|
||
ability boost.\n\nYou're trained in the Stealth skill and the Underworld Lore
|
||
skill. You gain the Experienced Smuggler skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Criminal
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 61
|
||
page_stop: 61
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Wisdom
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Intelligence or Wisdom,
|
||
and one is a free ability boost.\n\nYou're trained in the Society skill and the
|
||
Underworld Lore skill. You gain the Streetwise skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Detective
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 61
|
||
page_stop: 61
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Charisma
|
||
descr: As a diplomat or messenger, you traveled to lands far and wide. Communicating
|
||
with new people and forming alliances were your stock and trade.\n\nChoose two
|
||
ability boosts. One must be to Intelligence or Charisma, and one is a free ability
|
||
boost.\n\nYou're trained in the Society skill and a Lore skill related to one
|
||
city you've visited often. You gain the Multilingual skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Emissary
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 61
|
||
page_stop: 61
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Charisma
|
||
descr: 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.\n\nChoose two ability boosts. One must
|
||
be to Dexterity or Charisma, and one is a free ability boost.\n\nYou're trained
|
||
in the Performance skill and the Theater Lore skill. You gain the Fascinating
|
||
Performance skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Entertainer
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 61
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Wisdom
|
||
descr: 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.\n\nChoose two ability
|
||
boosts. One must be to Constitution or Wisdom, and one is a free ability boost.\n\nYou're
|
||
trained in the Athletics skill and the Farming Lore skill. You gain the Assurance
|
||
skill feat with Athletics.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Farmhand
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Wisdom
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
|
||
boost.\n\nYou're trained in the Medicine skill and the Warfare Lore skill. You
|
||
gain the Battle Medicine skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Field Medic
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Charisma
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Intelligence or Charisma, and one is a free
|
||
ability boost.\n\nYou're trained in the Occultism skill and the Fortune-Telling
|
||
Lore skill. You gain the Oddity Identification skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Fortune Teller
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Charisma
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Dexterity
|
||
or Charisma, and one is a free ability boost.\n\nYou're trained in the Deception
|
||
skill and the Games Lore skill. You gain the Lie to Me skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Gambler
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Charisma
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Strength or Charisma, and one is a free ability
|
||
boost.\n\nYou're trained in the Performance skill and the Gladiatorial Lore skill.
|
||
You gain the Impressive Performance skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Gladiator
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Charisma
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Strength or Charisma, and one is a free ability
|
||
boost.\n\nYou're trained in the Intimidation skill and the Legal Lore skill or
|
||
Warfare Lore skill. You gain the Quick Coercion skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Guard
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Wisdom
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
|
||
boost.\n\nYou're trained in the Nature skill and the Herbalism Lore skill. You
|
||
gain the Natural Medicine skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Herbalist
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Intelligence
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Constitution or Intelligence, and one is a
|
||
free ability boost.\n\nYou'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). You gain the Dubious Knowledge skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Hermit
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Wisdom
|
||
descr: 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.\n\nChoose two
|
||
ability boosts. One must be to Dexterity or Wisdom, and one is a free ability
|
||
boost.\n\nYou're trained in the Survival skill and the Tanning Lore skill. You
|
||
gain the Survey Wildlife skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Hunter
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 62
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Constitution
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Strength or Constitution,
|
||
and one is a free ability boost.\n\nYou're trained in the Athletics skill and
|
||
the Labor Lore skill. You gain the Hefty Hauler skill feat in Athletics.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Laborer
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 62
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Dexterity
|
||
descr: '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.\n\nChoose
|
||
two ability boosts. One must be to Strength or Dexterity, and one is a free ability
|
||
boost.\n\nYou''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.'
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Martial Disciple
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Charisma
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Intelligence or Charisma, and one is a free
|
||
ability boost.\n\nYou're trained in the Diplomacy skill and the Mercantile Lore
|
||
skill. You gain the Bargain Hunter skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Merchant
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Wisdom
|
||
descr: 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.\n\nChoose two
|
||
ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.\n\nYou're
|
||
trained in the Survival skill and the Mining Lore skill. You gain the Terrain
|
||
Expertise skill feat with underground terrain.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Miner
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Charisma
|
||
descr: '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.\n\nChoose two ability boosts. One must be to Intelligence
|
||
or Charisma, and one is a free ability boost.\n\nYou''re trained in the Society
|
||
skill and the Genealogy Lore skill or Heraldy Lore skill. You gain the Courtly
|
||
Graces skill feat.'
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Noble
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Wisdom
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
|
||
boost.\n\nYou'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 the Assurance
|
||
skill feat with Survival.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Nomad
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Constitution
|
||
descr: 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.\n\nChoose two ability boosts. One must
|
||
be to Strength or Constitution, and one is a free ability boost.\n\nYou're trained
|
||
in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler
|
||
skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Prisoner
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Dexterity
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Strength or Dexterity,
|
||
and one is a free ability boost.\n\nYou're trained in the Athletics skill and
|
||
the Sailing Lore skill. You gain the Underwater Marauder skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Sailor
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 63
|
||
- ability_boost_choices:
|
||
- Intelligence
|
||
- Wisdom
|
||
descr: 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.\n\nChoose
|
||
two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability
|
||
boost.\n\nYou're trained in your choice of the Arcana, Nature, Occultism, or Religion
|
||
skill, and the Academia Lore skill. You gain the Assurance skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Scholar
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 63
|
||
page_stop: 64
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Wisdom
|
||
descr: 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.\n\nChoose two ability
|
||
boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.\n\nYou'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.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Scout
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 64
|
||
page_stop: 64
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Constitution
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Dexterity
|
||
or Constitution, and one is a free ability boost.\n\nYou'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.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Street Urchin
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 64
|
||
page_stop: 64
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Intelligence
|
||
descr: 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.\n\nChoose two ability boosts. One must be to Dexterity or
|
||
Intelligence, and one is a free ability boost.\n\nYou're trained in the Crafting
|
||
skill and the Engineering Lore skill. You gain the Specialty Crafting skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Tinker
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 64
|
||
page_stop: 64
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Constitution
|
||
descr: 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.\n\nChoose two ability boosts. One must
|
||
be to Strength or Constitution, and one is a free ability boost.\n\nYou're trained
|
||
in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating
|
||
Glare skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: false
|
||
name: Warrior
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 64
|
||
page_stop: 64
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Intelligence
|
||
descr: You are the youngest child in a noble house (in [PI], [PI], or [PI]) and
|
||
stand to inherit nothing from your family. Although you have a minor title, it
|
||
affords you no lands or wealth, but it has garnered you a small amount of respect
|
||
and deference in your travels. When play begins, you are riding in a caravan bound
|
||
for [PI], where a cousin has promised to allow you to stay with them for a month.\n\nChoose
|
||
two ability boosts. One must be to Dexterity or Intelligence, and one is a free
|
||
ability boost.\n\nYou're trained in the Diplomacy skill and the Heraldry Lore
|
||
skill. You gain the Hobnobber skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Lesser Scion
|
||
source:
|
||
- abbr: TFoP
|
||
page_start: 55
|
||
page_stop: 55
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Charisma
|
||
descr: You were training to become a knight in [PI] when the [PI] escaped his imprisonment
|
||
and destroyed the nation. It was only by dumb luck that you are alive at all,
|
||
but the memories of that fateful day haunt your dreams. When play begins, you
|
||
have boarded a caravan heading toward a new town, having worn out your welcome
|
||
at the taverns and inns of [PI].\n\nChoose two ability boosts. One must be to
|
||
Strength or Charisma, and one is a free ability boost.\n\nYou're trained in the
|
||
Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare
|
||
skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Lost and Alone
|
||
source:
|
||
- abbr: TFoP
|
||
page_start: 55
|
||
page_stop: 55
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Wisdom
|
||
descr: You received training from clergy in a faraway temple, who sent you out into
|
||
the world to spread the faith. Although you are relatively new at this, you are
|
||
always on the lookout for new places in need of your deity’s teachings and guidance.
|
||
When play begins, you are riding along in a caravan making your way through sparsely
|
||
populated regions of [PI], spreading the news of your faith to those who will
|
||
listen.\n\nChoose two ability boosts. One must be to Constitution or Wisdom, and
|
||
one is a free ability boost.\n\nYou're trained in the Diplomacy skill and the
|
||
Scribing Lore skill. You gain the Group Impression skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Missionary
|
||
source:
|
||
- abbr: TFoP
|
||
page_start: 55
|
||
page_stop: 55
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Intelligence
|
||
descr: The fighting around the [PI] region has forced many of the people residing
|
||
there to flee from the violence. Although your home is gone, you have managed
|
||
to survive and are making your way south in search of a better life. When play
|
||
begins, you are riding along in a caravan taking you to what might be either a
|
||
new home in [PI] or simply another waypoint in your journey.\n\nChoose two ability
|
||
boosts. One must be to Constitution or Intelligence, and one is a free ability
|
||
boost.\n\nYou're trained in the Survival skill and the Hunting Lore skill. You
|
||
gain the Forager skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Refugee
|
||
source:
|
||
- abbr: TFoP
|
||
page_start: 55
|
||
page_stop: 55
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Wisdom
|
||
descr: You left your home a few months back for a life on the road, working for
|
||
one caravan company and then another, always on the lookout for a new job and
|
||
a better life. Last week, you were hired by the [PI] company in [PI]. You don’t
|
||
know anyone from the company just yet, but most of its members seem to be honest
|
||
merchants and traders.\n\nChoose two ability boosts. One must be to Strength or
|
||
Wisdom, and one is a free ability boost.\n\nYou're trained in the Nature skill
|
||
and the Mercantile Lore skill. You gain the Train Animal skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Teamster
|
||
source:
|
||
- abbr: TFoP
|
||
page_start: 55
|
||
page_stop: 55
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Charisma
|
||
descr: Dragons have fascinated you for as long as you can remember. The potent power
|
||
they possess, the long lives they lead, the ancient traditions they inspire—whatever
|
||
the source of your interest, you’ve spent much of your life to this point immersed
|
||
in all things draconic. These studies have bolstered your self-confidence and
|
||
given you a wide range of methods and tactics you can use to impose your will
|
||
on others.\n\nYou’ve likely chosen to attend the [PI] as a way to seek funds as
|
||
an adventurer to afford more texts about dragons or perhaps out of a desire to
|
||
encounter one in real life.\n\nChoose two ability boosts. One must be to Strength
|
||
or Charisma, and one is a free ability boost.\n\nYou're trained in the Intimidation
|
||
skill and the Dragon Lore skill. You gain the Intimidating Glare skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Dragon Scholar
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 4
|
||
page_stop: 4
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Charisma
|
||
descr: Until recently, the nation of [PI] was part of the larger nation of [PI],
|
||
where the church of Asmodeus is the law and slaves are traded freely in the open
|
||
market. You had the poor fortune to be born into slavery, but the good luck to
|
||
have grown up in the city of [PI]. When [PI] seceded from [PI], the leaders of
|
||
this new nation freed all slaves, and you’ve wasted no time in exploring and establishing
|
||
your new life. How and why you’ve come to [PI] is left to you to decide—but the
|
||
fact that you feel empowered to determine your own destiny continues to drive
|
||
you!\n\n The chance to become an adventurer has excited you for some time, as
|
||
you hope to build a new life for yourself as a hero rewarded with fame and fortune.
|
||
Joining the [PI] is a great opportunity to find a group to adventure with.\n\nChoose
|
||
two ability boosts. One must be to Dexterity or Charisma, and one is a free ability
|
||
boost.\n\nYou're trained in the Stealth skill and the [PI] Lore skill. You gain
|
||
the Terrain Stalker skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Emancipated
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 4
|
||
page_stop: 4
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Wisdom
|
||
descr: You’ve been haunted by frightening dreams of fires your whole life. This
|
||
could be the result of a past, neardeath experience with fire or it might have
|
||
no obvious source that you know of. Recently, you stumbled upon an image, story,
|
||
or other omen featuring the dragon god of destruction, [PI], and you were struck
|
||
with an unnerving sense of deja vu—you’ve come to think that the draconic deity
|
||
might have something to do with your dreams, and as such have been studying all
|
||
you can about the god. Your visions have bolstered your faith as well; even if
|
||
you don’t worship a specific deity, you have a deep passion for matters of faith.\n\n
|
||
Your latest dream, for the first time, had enough details to identify its setting—in
|
||
this last dream, you saw the town of [PI] burning. You’ve decided to join the
|
||
[PI] hoping to save the town you fear might burn to the ground soon.\n\nChoose
|
||
two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
|
||
boost.\n\nYou're trained in the Religion skill and the [PI] Lore skill. You gain
|
||
the Student of the Canon skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Haunting Vision
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 4
|
||
page_stop: 5
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Intelligence
|
||
descr: The various [PI] intrigue you, whether you seek to become one of their number
|
||
yourself, wish to oppose their goals at every turn, or are merely inspired by
|
||
or curious to learn more about them. You’ve heard that when the [PI] abandoned
|
||
[PI], they left behind the deed to the castle so anyone brave enough to explore
|
||
the ruins and the defenses no doubt left behind would be rewarded with ownership
|
||
of the abandoned fortress.\n\n You decided to join the [PI] to hoping to gain
|
||
an opportunity to explore [PI].\n\nChoose two ability boosts. One must be to Strength
|
||
or Intelligence, and one is a free ability boost.\n\nYou're trained in the Society
|
||
skill and the Architecture Lore skill. You gain the Courtly Graces skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Hellknight Historian
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 5
|
||
page_stop: 5
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Charisma
|
||
descr: You’re from [PI] and have lived there most, if not all, of your life. You
|
||
might be the son or daughter of a wellknown local adventuring family, or a family
|
||
with a storied tradition of military or other martial service. You likely also
|
||
have some sort of skill with your hands, as the people of [PI] are very self-sufficient.\n\n
|
||
The [PI] is one of your hometown’s most iconic traditions, and you want to attend
|
||
so you can prove your own merits to the council—beyond simply those of your family’s
|
||
name.\n\nChoose two ability boosts. One must be to Constitution or Charisma, and
|
||
one is a free ability boost.\n\nYou're trained in the Crafting skill and the [PI]
|
||
Lore skill. You gain the Specialty Crafting skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Local Scion
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 5
|
||
page_stop: 5
|
||
- ability_boost_choices:
|
||
- Constitution
|
||
- Intelligence
|
||
descr: 'You’ve never been to [PI], nor do you have roots in the town, but as chance
|
||
has it you find yourself visiting. You might be here traveling with a friend,
|
||
visiting an old acquaintance, or merely here to see a new part of the world. Before
|
||
coming to town, though, you spent many years living with an ancestry other than
|
||
your own, and your diverse childhood has left you with an open mind and a curious
|
||
nature.\n\n You’re excited to meet new people and cultures, and answering the
|
||
[PI] seems to be an interesting way to do so.\n\nChoose two ability boosts. One
|
||
must be to Constitution or Intelligence, and one is a free ability boost.\n\nYou''re
|
||
trained in the Diplomacy skill and a Lore skill thematically associated with the
|
||
members of the ancestry you grew up with: Dwarf, Elf, Gnome, Goblin, or Halfling.
|
||
You gain the Hobnobber skill feat.'
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Out-of-Towner
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 5
|
||
page_stop: 5
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Intelligence
|
||
descr: You’re likely from [PI], but unlike the Local Scion, your family has no notable
|
||
legacy in the area. You might not even have much of a family at all to call your
|
||
own, and could be an orphan. You’ve seen so many people make names for themselves
|
||
that you set out on your own and spent some time abroad in the jungles or deserts
|
||
of Garund or in the upper reaches of the [PI]—regions that proved too dangerous
|
||
to remain in for long on your own. You returned home with more caution and knowledge
|
||
of the world beyond [PI]’s borders, but still determined to win fame.\n\n You’ve
|
||
decided that joining an adventuring group would be the best way to secure aid
|
||
in your quest to build your own reputation, and are attending the [PI] to find
|
||
such allies.\n\nChoose two ability boosts. One must be to Dexterity or Intelligence,
|
||
and one is a free ability boost.\n\nYou're trained in the Survival skill and the
|
||
[PI], Desert, or Jungle Lore skill. You gain the Terrain Expertise skill feat
|
||
(underground if you have [PI] Lore, desert if you have Desert Lore, or forest
|
||
if you have Jungle Lore).
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Reputation Seeker
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 5
|
||
page_stop: 5
|
||
- ability_boost_choices:
|
||
- Dexterity
|
||
- Wisdom
|
||
descr: You aren’t from [PI] yourself—you might not even be from [PI] or [PI] at
|
||
all. You’ve lived a hard life, in any event. You have often had to make tough
|
||
decisions, and have developed a knack for understanding how things work (and the
|
||
best way to take them apart) that has helped you support yourself. Recently you
|
||
discovered that an ancestor was from the town of [PI] and had a modest career
|
||
as an adventurer. You can’t help but wonder if you would have had an easier life
|
||
if you’d grown up there instead, and have decided to seek out this small town
|
||
to learn more about it.\n\nYou’ve decided to respond to the [PI] to follow in
|
||
your ancestor’s footsteps, either to honor their memory or accomplish the great
|
||
deeds they did not.\n\nChoose two ability boosts. One must be to Dexterity or
|
||
Wisdom, and one is a free ability boost.\n\nYou're trained in the Thievery skill
|
||
and the Engineering Lore skill. You gain the Pickpocket skill feat.
|
||
is_comty_use: false
|
||
is_specific_to_adv: true
|
||
name: Returning Descendant
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 5
|
||
page_stop: 6
|
||
- ability_boost_choices:
|
||
- Strength
|
||
- Wisdom
|
||
descr: Whether you are a local or from out of town, you’ve heard rumors that [PI]’s
|
||
past contains a hidden secret. Perhaps you’ve heard strange rumors that the town’s
|
||
founder, [PI], was not the hero everyone touts, or maybe your grandmother heard
|
||
stories from her own grandmother that contradict the town’s accepted narrative
|
||
of its establishment. In the pursuit of the truth, you’ve learned to navigate
|
||
the tangles of politics, and to never take anyone’s word at face value.\n\n You
|
||
plan to join the [PI] so that you can make yourself known to the council, or perhaps
|
||
even ingratiating yourself to them, so you can seek the truth and eventually uncover
|
||
[PI]’s secrets!\n\nChoose two ability boosts. One must be to Strength or Wisdom,
|
||
and one is a free ability boost.\n\nYou're trained in the Deception skill and
|
||
the Politics Lore skill. You gain the Lie to Me skill feat.
|
||
is_comty_use: true
|
||
is_specific_to_adv: true
|
||
name: Truth Seeker
|
||
source:
|
||
- abbr: AoAPG
|
||
page_start: 6
|
||
page_stop: 6
|