11 backgrounds, from Harbor Guard Moonlighter to Hunter.
Harbor Guard Moonlighter · Harrow-led · Haunted · Haunted Citizen · Haunting Vision · Herbalist · Hermit · Hired Killer · Historical Reenactor · Hounded Thief · Hunter
BACKGROUND
The Harbor Guard isn't known for being the most honorable precinct in town. A few years after you joined the force, you became disillusioned by the rampant corruption within the precinct and the district at large. One night, you stumbled on an ad for a local monster hunter's guild. You joined on a whim, but fell in love with the swashbuckling lifestyle of an independent bounty hunter. You've since earned quite a reputation for your nocturnal adventures; everyone still knows that you're a Harbor Guard, but stories of your dungeondelving adventures have long overshadowed that facet of your life. Unfortunately, long nights of monster-hunting have negatively impacted your performance at your day job, so maybe it wasn't a surprise when your supervising officer put in a transfer request for you, spelling the end of your plucky nighttime antics with that particular guild.
Despite the decline in your performance, Lieutenant Sakron of Sugroumoriand sees potential (and even, maybe, a bit of himself) in you. You're eager to be on a new unit and for the chance to bring your monster-hunting skills to a district that has been plagued by such supernatural beasts for far too long.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Athletics skill and your choice of Sailing Lore or Hunting Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Harbor Guards, ship captains, and freelance adventurers.
You gain the Quick Jump skill feat.
AoE0, page 7.
BACKGROUND
You were the subject of a harrow reading at a pivotal point in your life, such as on an important birthday, or upon reaching adulthood. The reading was eerily accurate and has been relevant, for good or ill, at more points in your life than you could call mere coincidence.
Randomly determine two harrow suits tied to your character, each reflecting a specific ability score. You can do so by drawing cards from a harrow deck or by rolling a d6: 1 = hammers (Strength), 2 = keys (Dexterity), 3 = shields (Constitution), 4 = books (Intelligence), 5 = stars (Wisdom), 6 = crowns (Charisma). The first suit is your aligned score, and the second suit is your misaligned score.
Choose two ability boosts. One must be to your aligned or misaligned score, and one is a free ability boost.
You're trained in your choice of the Occultism, Performance, or Society skill and the Harrow Lore skill. You gain the Dubious Knowledge skill feat.
AoE4, page 66.
BACKGROUND
You are followed by a spirit or entity, either from childhood or since a traumatic or momentous event. You may have seen this entity. Others may have seen it as well. You have studied esoteric subjects trying to understand your situation, but this presence in your life remains a mystery. Whatever this entity is or wants, it influences your life in subtle ways, not always good. Sometimes the entity helps you, but at other times, its influence is malevolent or harmful. The entity is most likely to surface in stressful situations.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You are trained in Occultism and an additional skill in which the haunting entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were Aiding you. If you accept but fail the check, you are frightened 2 (frightened 4 on a critical failure). The initial frightened value can't be reduced by effects that would reduce or prevent the condition (such as a fighter's bravery).
Advanced Player’s Guide, page 51.
BACKGROUND
You grew up in a region where undead lurk everywhere. This could be a domain as small as a vampire's fief or as vast as the nation of Giakhaed. As an ever-present concern, the undead greatly shaped your life. Living with fear became an everyday skill... as did pleading for your life.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You're trained in the Diplomacy skill and the Lore skill for your home settlement. You gain the No Cause for Alarm skill feat (Advanced Player's Guide 208).
Book of the Dead, page 16.
BACKGROUND
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, Bafela, 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.
Your latest dream, for the first time, had enough details to identify its setting—in this last dream, you saw the town of Reisuk burning. You've decided to join the Call for Heroes hoping to save the town you fear might burn to the ground soon.
Choose two ability boosts. One must be Constitution or Wisdom, and one is a free ability boost.
You're trained in the Religion skill and the Bafela Lore skill. You gain the Student of the Canon skill feat.
Age of Ashes Player’s Guide, page 4.
BACKGROUND
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 ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Nature skill and the Herbalism Lore skill. You gain the Natural Medicine skill feat.
Player Core 1, page 86.
BACKGROUND
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 ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Nature or Occultism skill, plus 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.
Player Core 1, page 87.
BACKGROUND
Your life truly began after your first kill.
Maybe you killed in self-defense, maybe it was a crime of passion, or maybe it was just an accident and you were a kid in the wrong place at the wrong time. In the end, the why doesn't matter. You got away with it.
And then you found that maybe it didn't bother you as much as it should have. And maybe, just maybe, you had a talent you could use to forge a life for yourself. A blood-soaked talent and a blood-soaked life, sure. But it's yours.
Choose two ability boosts. One boost must be to Strength or Dexterity, and one is a free ability boost.
You're trained in the Stealth skill and the Underworld Lore skill. You gain the Terrain Stalker skill feat, choosing a terrain appropriate for where you make your kills.
Guns & Gears, page 122.
BACKGROUND
To Clan Stoustiad, history shouldn't be dry and boring; it deserves to be engaging and made relevant to the living. You couldn't agree more! Whether it's your hobby or career, you've developed a reputation for translating the past into the present through demonstrations, period performances, acting out famous events, donning replica armor, and other feats of living history—filling in a few historical blanks if it makes a better show. Having learned of your passion, Clan Stoustiad has sponsored your visit to Kheithun so that you can learn from each other. It's a wonderful opportunity, and Stoustiad puppetry arts, storytelling, props, and historical rigor are the stuff of legends. Already, you've begun researching dwarven history so that you're prepared for whatever lies ahead.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in either the Performance skill or the Society skill, and you're trained in the Dwarf Lore skill. If you selected Performance, you gain the Impressive Performance skill feat. If you chose Society, you gain the Dubious Knowledge skill feat.
Connection: Bulgra Veldollow, a matriarch in Clan Stoustiad and accomplished puppeteer
Reputation Points: +0
Sky King’s Tomb Player’s Guide, page 13.
BACKGROUND
Some time ago, you stole a unique item from a strange individual. It might have been a piece of clockwork from a far-off land or some other bit of strange technology. You might still have it or you might have sold it, but either way, you can't shake the feeling that you're being followed and watched, likely by forces who want to retrieve what you took. Luckily, a life of adventure keeps you on the move.
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You're trained in the Thievery skill and the Underworld Lore skill. You gain the Pickpocket skill feat.
Guns & Gears, page 45.
BACKGROUND
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 ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You're trained in the Survival skill and the Tanning Lore skill. You gain the Survey Wildlife skill feat.
Player Core 1, page 87.