28 backgrounds, from Cannoneer to Cursed Family.
Cannoneer · Charlatan · Child Of Famoraebraid · Child of Notoriety · Child Of The Puddles · Child of the Twin Village · Chosen One · Circuit Judge · Circus Born · Clan Associate · Clockfighter · Clockwork Researcher · Clown · Codebreaker · Concordance Researcher · Concordance Scout · Conservator · Cook · Cook · Courier · Courier · Criminal · Crystal Healer · Cultist · Cultist · Curandero · Cursed · Cursed Family
BACKGROUND
You served as a crewmate aboard a military vessel or pirate ship and were responsible for the use and maintenance of the ship's cannons. A strong back and quick reflexes were equally important to you in your duties, and you know your way around explosives and the dangers that lie therein. These skills serve you well in your new life as an adventurer, as compared to the weight of a cannon, a gear load that makes your allies blanche just makes you laugh instead.
Choose two ability boosts. One boost must be to Dexterity or Strength, and one is a free ability boost.
You're trained in the Athletics skill and the Warfare Lore skill. You gain the Hefty Hauler skill feat.
Guns & Gears, page 122.
BACKGROUND
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.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Deception skill and the Underworld Lore skill. You gain the Charming Liar skill feat.
Player Core 1, page 85.
BACKGROUND
Whether you come from Famoraebraid or elsewhere, you hold the values of pre-Naetron Grezukhi dear. You disdain the infernal government, but you are proud of your country and do not consider yourself a rebel.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Diplomacy skill and the Famoraebraid Lore skill. You gain the Group Impression skill feat.
LOWG, page 106.
BACKGROUND
One or more of your ancestors committed a grave atrocity, and even though you've tried to live your own life, your family's grim past looms over you like a relentless shadow. You might have traveled a thousand miles to escape the legends, learned how to ingratiate yourself to others, just tried to ignore the everyday accusing glances, or even accepted the notoriety just to be left alone. You didn't commit the crime, yet it haunts you. Whether you're proving the world wrong, proving to yourself that you're no monster, earning wealth to pay reparations, or just driven to do some good with your life, it's time to break free of the past. That journey begins with understanding.
Clan Stoustiad preserves the deeds and misdeeds of dwarven legend. With their help, you might not only understand dwarven crimes and reparations, but also learn how to accept your past and leave the world a little better than when you found it. You've corresponded with Clan Stoustiad, but your most recent message came instead from one of the clan's guests: a lizardfolk mystic named Nobriaraen who studies the dead and is eager to meet you. He has lobbied on your behalf, earning you an invitation to Clan Stoustiad's upcoming Family Festival.
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.
Choose whether you've navigated your past through kindness or notoriety thus far. For the former, you're trained in the Diplomacy skill and the Genealogy Lore skill, and you gain the Group Impression skill feat. For the latter, you're trained in the Intimidation skill and the Underworld Lore skill, and you gain the Intimidating Glare skill feat.
Connection: Nobriaraen, an kibrebos mystic
Reputation Points: –1
Sky King’s Tomb Player’s Guide, page 12.
BACKGROUND
You grew up in the soggy, squalid quarter of Shoumeistai known as the Puddles. You're at home in tightly packed urban environments.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Acrobatics skill and the Shoumeistai Lore skill. You gain the Steady Balance skill feat.
LOWG, page 22.
BACKGROUND
You were born in a village where everyone has a twin with a special link. You have moved to the wider world for reasons of your own, but you still have an unbreakable connection to your twin through your dreams.
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.
You're trained in Diplomacy and Dreamlands Lore. You gain the ability to communicate with your twin in your dreams. You and your twin gain the effects of dream message every night, only between the two of you; this isn't a spell, but a natural effect. Unless your twin is another PC, your GM roleplays your twin or summarizes your interaction during these dreams.
Dark Archive, page 73.
BACKGROUND
Your birth has fulfilled a prediction, and people close to you are counting on you to do great things. There's intense pressure on you to be up to the task, and the fickle nature of prophecy complicates your path.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
Decide with your GM the basics of the prophecy in which you're meant to play a major part. You're trained in one skill related to the prophecy, and the Fortune-Telling Lore skill. You gain the Prophecy's Pawn free action.
For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale.
This is a misfortune effect. You can't use prophecy's pawn again until the GM uses this option or 24 hours pass, whichever comes first.
Secrets of Magic, page 30.
BACKGROUND
You're a circuit judge, a courtroom on horseback who serves a group of communities out in the Krougriaror Wastes or a similar backwoods region. You show up every couple of months, hear the cases that have piled up since your last visit, give verdicts, and then it's on to the next town in your itinerary. It's not the easiest life in the world, but it's an interesting one, and you hear some mighty strange cases. Chances are, it was one of those cases that set you on the road to adventure.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in Deception and Legal Lore. You gain the Lie to Me skill feat.
Guns & Gears, page 124.
BACKGROUND
The itinerant life of a traveling circus performer is nothing new to you; you were born and raised in the circus. You've seen more acts than you can count and grew up hearing the tall tales of circus performers while gathered around their campfires. You've experienced the thrill of captivating a crowd ever since you were young. You may have tried a few times to settle down, but the lure of the open road and the glamor of the big top always called you back.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Performance skill and the Circus Lore skill. You gain the Experienced Professional skill feat.
Extinction Curse Player’s Guide, page 5.
BACKGROUND
You already have a close connection to Clan Stoustiad, such as having been born into the clan, worked as an esteemed contractor for them, or married into the clan (even if you chose to retain your prior clan affiliation). Whether through dedicated study or just overhearing your fellows' academic debates, you've absorbed boundless trivia about history—especially local lore. Beyond Stoustiad halls, your affiliation earns you respect in Kheithun. Your clan expects you to behave well, as your actions reflect on them.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Society skill and the Kheithun Lore skill. You gain the Multilingual skill feat.
Connection: You have no special connection or sponsor in Clan Stoustiad.
Reputation Points: +2
Sky King’s Tomb Player’s Guide, page 12.
BACKGROUND
While others choose to use their engineering ability to heal the injured or make brilliant innovations, you've used your skill to repair and modify clockwork constructs that battle in gladiatorial combat. You know how to get a crowd electrified for your clockwork gladiator, win or lose, and you know how to repair it when it gets damaged. These skills serve you well as an adventurer.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Crafting skill and the Gladiatorial Lore skill. You gain the Experienced Professional skill feat.
Guns & Gears, page 44.
BACKGROUND
New forms of clockwork technology are incredibly interesting to you, and you've been studying examples of them to see where else they might be best put to use.
You might eventually develop a new prototype machine or find a way to make related technologies practical enough for everyone to benefit. Though before you do, you must continue your research! Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Society skill and the Engineering Lore skill. You gain the Eye for Numbers skill feat.
Guns & Gears, page 44.
BACKGROUND
Although you've spent time in greasepaint and colorful clothing to amuse crowds, your skills with buffoonery and physical comedy are exceptional whether or not you're in costume. In the employ of Mistress Sheikaibath's Celestial Menagerie, you spent too many routines distracting an audience from an ill-timed accident or evidence of abused animals or performers. You've had enough of that, and the Celestial Menagerie isn't your home any longer.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Performance skill and the Clown Lore skill. You gain the Virtuosic Performer (comedy) skill feat.
Extinction Curse Player’s Guide, page 6.
BACKGROUND
Whether you're employed by a military organization to decipher coded messages sent by enemy factions or work independently to crack an enigma created by a past civilization, you have a head for patterns and linguistics.
You might even use new clockwork devices to aid you in your efforts.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Society skill and the Cryptography Lore skill. You gain the Glean Contents skill feat.
Guns & Gears, page 44.
BACKGROUND
Tasked by the Concordance of Elements (page 7) to research a variety of enigmatic planar phenomena, you've acquired very specific knowledge about the planes and the interactions between them. While being a researcher is usually a peaceful profession, the Concordance might require you to go out into the field and research unstable planar situations. Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You're trained in four of the following: Plane of Air Lore, Plane of Earth Lore, Plane of Fire Lore, Plane of Metal Lore, Plane of Water Lore, or Plane of Wood Lore.
Rage of Elements, page 44.
BACKGROUND
You were hired by the Concordance of Elements to seek out rumors of planar breaches or other evidence of planar imbalances. After reporting back to the Concordance, they'd send agents more well equipped to deal with the situation. Still, this job has led you into more trouble than your employers suspect, and you've learned how to get your information quickly and get out relatively unscathed.
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You're trained in the Diplomacy skill and one of the following lore skills: Plane of Air Lore, Plane of Earth Lore, Plane of Fire Lore, Plane of Metal Lore, Plane of Water Lore, or Plane of Wood Lore. You gain the Hobnobber skill feat.
Rage of Elements, page 44.
BACKGROUND
Some history survives only so long as its physical remains do. You've developed robust museum skills to identify relics, preserve artifacts, recreate ancient technologies, and even rebuild shattered treasures—often with painstaking patience, a steady hand, and even a little magic. Your contributions don't end there, as whether you've mastered diligent recordkeeping or helped uncover smuggling rings that are looting archaeological sites, you've made an impression. Hearing of your promising abilities, representatives from Clan Stoustiad contacted you, inviting you to study with their museum masters and share your own techniques, all while helping preserve over 10,000 years of history!
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in either the Crafting skill or the Thievery skill, and you're trained in either the Accounting Lore or the Underworld Lore skill. If you selected Crafting, you gain the Quick Repair skill feat. If you chose Thievery, you gain the Assurance (Thievery) skill feat.
Connection: Ria, an oread gnome curator who studies gaigaeke traditions
Reputation Points: +1
Sky King’s Tomb Player’s Guide, page 12.
BACKGROUND
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 ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Survival skill and the Cooking Lore skill. You gain the Seasoned skill feat.
Advanced Player’s Guide, page 48.
BACKGROUND
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 ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat.
Player Core 1, page 85.
BACKGROUND
In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded cobblestone streets. Your dogged commitment to deliver your message was good training for the life of an adventurer.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Society skill and the Lore skill for the city in which you were raised. You gain the Glean Contents skill feat.
Advanced Player’s Guide, page 48.
BACKGROUND
In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded city streets. Your dogged commitment to deliver your message was good training for the life of an adventurer.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Society skill and the Lore skill for your city of origin. You gain the Glean Contents skill feat.
Player Core 2, page 84.
BACKGROUND
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 ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
Player Core 1, page 85.
BACKGROUND
Mineral formations can be beautiful things, sparkling and arrayed in geometric configurations. To you, they are also potent natural healing aids. You may have taken up adventuring to prove yourself by healing the ailing or to find new crystals with unique properties to add to your growing collection.
Choose two attribute boosts. One must be to Wisdom or Charisma and one is a free attribute boost.
You're trained in the Nature skill and the Plane of Earth Lore skill. You gain the Natural Medicine skill feat.
Rage of Elements, page 44.
BACKGROUND
You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult's aims, to initiate yourself into the world's grander mysteries, or to flee unsavory practices or strictures.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Occultism skill and the Lore skill related to your deity or cult. You gain the Schooled in Secrets skill feat.
Advanced Player’s Guide, page 48.
BACKGROUND
You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult’s aims, to initiate yourself into the world’s grander mysteries, or to flee unsavory practices or strictures.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Occultism skill, and a Lore skill related to your deity or cult. You gain the Schooled in Secrets skill feat.
Player Core 1, page 86.
BACKGROUND
You learned the healing arts of your community wielding your ceremonial chonta, a tool you carved yourself and imbued with sacred oils and herbs. This process opened your eyes to ailments of a more mystical nature: malefic spirits, haunts, possession, and more. You likely took up adventuring to combat these horrors, or you may have fled an evil beyond your power to vanquish.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Medicine skill and the Herbalism Lore skill. You gain the Inoculation skill feat (Advanced Player's Guide 207).
Book of the Dead, page 16.
BACKGROUND
You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You are trained in Occultism and Curse Lore. You gain the Warding Sign reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects.
Advanced Player’s Guide, page 50.
BACKGROUND
Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Occultism skill and the Curse Lore skill. You gain the Oddity Identification skill feat.
LOWG, page 46.