After assigning your professional skill pool, you get another 250 skill points to spend on any skills you desire. You cannot increase any 15 professional skills that your character has beyond 100%, prior to your category bonus, while any other skill has a skill cap of 80%, prior to your category bonus.
You get another 150 skill points that you can spend on any skills other than your 15 professional skills again with the 80% cap.
A watcher of the stars, you are familiar with the face of the gods and the intricate movements of the constellations as they wheel across the heavens. You know the stars that watch over every aspect of life, and have charted their movements for years. Perhaps you have discovered dire prophecies of impending doom, and hope to spread news of your revelation. Or perhaps the gods themselves have commanded you to go forth into the world and learn more of the people around you. Armed with your atlas and your astrolabe, you can predict for yourself and interesting future.
Wealth: 300 extra Wages.
Skills: Appraise 15%, Etiquette 5%, Insight 5%, Knowledge (Astrology) 5%, Knowledge (Astronomy) 5%, Knowledge (History) 5%, Knowledge (Spellcraft) 5%, Language (Other) 0%, Literacy 25%, Melee Weapon skill, Navigate 10%, Persuade 15%, Repair/Devise 15%, Status 15% and 1 extra Knowledge 5% or Language(Other) 0%.
Choose 1 Combat Styles Trait.
Magic: Astrologers cast Divine magic and the character begins the game with ½ Intelligence of spells.
Gangs of bandits plague trade-routes, picking off lone travelers and attacking the caravans of the wealthy merchants. For all your life, the bandit group has been your family – ties deeper than blood bound you to your brothers. Somehow though, you have always sought something else; tales of riches and splendors from those you captured and robbed have fired your imagination and now you want to see these things for yourself. Leaving the company of highway thieves behind you, you have wandered abroad in search of the life that awaits you on the other side of the bandit's sword.
Wealth: 150 extra Wages.
Skills: Appraise 15%, Brawl, Dodge (DEX * 2), Fast Talk 5%, Grapple, Hide10%, Jump 25%, Knowledge (Region) 5%, Listen 25%, 2 Melee Weapon skills, Missile Weapon skill, Ride 5%, Spot 25% and Track 10%.
Choose 1 Combat Styles Trait.
You might have been a potter, weaver, carpenter or innkeeper, etc. Choose the craft. You kept to one village or one part of town, and your neighbors acknowledged your skill. Then something happened that changed your life into that of an Adventurer. What was it?
Wealth: 100 extra Wages.
Skills: Appraise 15%, any two Art 5%, Bargain 5%, any two Craft skills 5%, Etiquette 5%, Fast Talk 5%, Fine Manipulation 5%, Insight 5%, Literacy 0%, Knowledge (History) 5%, Melee Weapon skill, Persuade 15% and Repair (Mechanical) 15%.
Choose 1 Combat Styles Trait.
You prowl forests in search of boar, deer and other prey. You are careful and quiet, and praise natural beauty. You see townsmen as foolish loud-mouths. You're also a wander and curious about the great world.
Wealth: No extra Wages.
Skills: Climb 40%, Hide 10%, Listen 25%, Navigate 10%, Spot 25%, Stealth 10%, Track 10% and eight of the following; Knowledge (Natural History or Region) 5%, Language (Other) 0%, Melee Weapon skill, Missile Weapon skill and Ride 5%.
Choose 1 Combat Styles Trait.
You contract to fight for a set period in return for pay. You've finished your latest job and you're looking for employment. You tolerate people, but respect only skilled fighters.
Wealth: 150 extra Wages.
Skills: Bargain 5%, Brawl, Climb 40, 3 Melee or Missile Weapon skills, Dodge (DEX * 2)%, First Aid (INT * 1)%, Grapple, Jump 25%, Insight 5%, Listen 25%, Ride 5%, Spot 25% and Throw 25%.
Choose 1 Combat Styles Trait.
You once made a living from accounts and agents; documents flowed through your fat account books, and you didn't need to travel. But there was something missing in your life; maybe the exhilaration of being on the open road; maybe a deep-felt longing to join the freewheeling Adventurers who sometimes accompanied your caravans. Eventually you left behind your business and joined the ranks of the adventure seekers, placing the bright heady life of the Adventurer above the margin of profit.
Wealth: 200 extra Wages. The gamemaster and player should determine whether the character owns their own shop or trade vessel.
Skills: Appraise 15%, Bargain 5%, Fast Talk 5%, Knowledge (Accounting) 1%, Knowledge (Business) 1%, Persuade 15%, Research 25%, Status 15% and any seven other skills as specialties.
Choose 1 Combat Styles Trait.
You are far removed from the title, or your family might have fallen on hard times. In either case, no regular income comes with your title; perhaps you have been disinherited, or the wrong faction now controls the throne. Adventuring has become as noble a profession as you can afford. Appropriate titles might include baronet, burgrave, knight, margrave, marquis, marchioness or thane.
Wealth: 500 extra Wages.
Skills: Bargain 5%, Etiquette 5%, two Languages (Other) 0%, Literacy 0%, Status 15% and any nine other skills as hobbies or fields of interest.
Choose 1 Combat Styles Trait.
You're skilled with sails, boats and ships and know tides, the wind and the stars. You've already been to half the ports in the West and you want to visit the rest. Life is glorious, except for storms, pirates and the terrors of the deep, so why don't you ever have any money?
Wealth: 50 extra Wages.
Skills: Climb 40%, Craft (any) 5%, Dodge (DEX * 2)%, Grapple 25%, Navigate 10%, Pilot (Boat) 1%, Swim 25% and eight of the following; Artillery , Melee Weapon skill, Command, Craft (any), Language (Other), Listen, Repair (Mechanical), Repair (Structural) or Spot.
Choose 1 Combat Styles Trait.
You are an idealist who helped administer laws or manage construction projects. You may have been independent of governments and rulers, but nonetheless became cynical because of the corruption with which you had to cooperate. You resigned in disgust. Now you respect only the sharpness of steel and maintain the bright honor of an Adventurer.
Wealth: 200 extra Wages.
Skills: Appraise 15%, 2 Craft skills 5%, Insight 5%, 2 Languages (Other), Repair (Mechanical), Research, Teach and Melee Weapon skill and five Knowledge skills.
Choose 1 Combat Styles Trait.
You were a seer who had been granted visions of the supernatural. Perhaps what you learned clashed with the ways of your tribe, village or church, or perhaps you learned something so horrifying about the future that you wander the world, enlisting aid in the great struggle to come. Perhaps you quietly plot against things as they are. Perhaps you question your Allegiance. As a spiritual leader, you have already shown dedication to your path: add 1d6 points to Balance, Darkness or Light.
Wealth: 100 extra Wages.
Skills: Fast Talk, Insight, Knowledge (History), Knowledge (Philosophy), Knowledge (Religious Lore), Knowledge (Spell Lore), Perform (Ritual), Persuade and seven of the following; Melee Weapon or Missile skill, Knowledge (Blasphemous Lore), Language (Other), Listen, Literacy, Perform (Oratory), Research, Status or Teach.
Choose 1 Combat Styles Trait.
Magic: Shaman, priests and cultists cast Divine magic and the character begins the game with ½ Intelligence of spells.
If from a wealthy family, you might be able to do almost anything. If from any other background, you usually did only menial and disgusting chores. Since a slave is helpless, you spent much of each day trying to keep out of trouble and in shifting blame. But now you are free. Did you earn it or take it by force? Are your old masters after you?
Wealth: No extra Wages.
Skills: Craft (any), Dodge, Etiquette, Fast Talk, Hide, Insight, Language (Other), Listen, Melee or Missile Weapon skill, Stealth and five other skills as an occupational specialty.
Choose 1 Combat Styles Trait.
You might also be a marine. You used to work for some nobleman, a kingdom or a city or a wealthy merchant. Week by week, you had to do little but practice with weapons and keep yourself in shape. You achieved nothing. Your boss gave you plenty to die for, but nothing to live for. Now that you work for yourself, great things could happen.
Wealth: 150 extra Wages.
Skills: Brawl, Climb, Dodge, First Aid and eleven of the following; Artillery, Command, Drive, Grapple, Hide, Language (Other), Listen, Jump, Medicine, Melee Weapon, Missile Weapon, Navigate, Repair (Mechanical), Ride, Spot, Stealth or Throw.
Choose 1 Combat Styles Trait.
You were a criminal specialist - a robber, a mugger, a pickpocket, etc. At first doing this seemed clever and profitable to you. Then some theft went wrong or you robbed the wrong person and made a powerful enemy. Now perhaps you've reformed. Success as an Adventurer will put your past behind you, or will it?
Wealth: 150 extra Wages.
Skills: Appraise 15%, Dodge, Fast Talk, Hide, Stealth and ten of the following; Bargain, Brawl, Climb, Disguise, Fine Manipulation, Grapple, Insight, Listen, Jump, Knowledge (Law), Melee Weapon skill, Missile Weapon skill, Persuade, Repair (Mechanical) or Spot.
Choose 1 Combat Styles Trait.
You're witty and interesting-looking, and you love to get attention. You might be adept with song, musical instruments, satirical poems, stories that everyone already knows, stage magic, wire-walking, tumbling, juggling, sleight-of-hand or some other entertaining craft. You have little money and you're tired of living hand-to-mouth. Maybe adventuring is a better life.
Wealth: 100 extra Wages.
Skills: Three Art (any), Craft (any), Disguise, Fast Talk, Fine Manipulation, Insight, two Languages (Other), Listen, two Melee or Missile Weapon skills, Perform (any) and Persuade.
Choose 1 Combat Styles Trait.
You have spent years studying ancient tomes, or perhaps spirits have whispered the secrets of the cosmos into your sleeping mind. Whatever the cause of your eldritch knowledge, you are an adept at arcane powers of which most can only dream. You desire power, knowledge, revenge or solace. You may haunt a tower filled with arcane lore, or scour the world for knowledge in ancient ruins.
Wealth: 300 extra Wages.
Skills: Craft (any), Insight, Knowledge (Spell Lore), two Knowledge skills (Other), Language (Other), Listen, Melee or Missile Weapon skill, Perform (Rituals), Persuade, Research, Teach and three of the following Craft (any) or Knowledge (any).
Choose 1 Combat Styles Trait.
Magic: Shaman, priests and cultists cast Divine magic and the character begins the game with ½ Intelligence of spells.
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