45 backgrounds, from Saboteur to Surge Investigator.
Saboteur · Saboteur · Sailor · Sally Guard Neophyte · Saloon Entertainer · Saved By Clockwork · Scavenger · Scavenger · Scholar · Scholar Of The Ancients · Scion of Slayers · Scout · Second Chance Champion · Secular Medic · Seer Of The Dead · Sentinel Reflectance · Servant · Servant · Shadow Haunted · Sheriff · Shoufalam Raider · Siabriadrel Seeker · Sign Bound · Sitreiku Survivor · Sky Rider · Sleepless Suns Star · Snubbed Out Stoolie · Sodden Scavenger · Song Of The Deep · Spell Seeker · Sponsored By A Stranger · Sponsored By A Village · Sponsored By Family · Sponsored By Teacher Ot · Spotter · Squire · Squire · Starless One · Starwatcher · Storm Survivor · Street Preacher · Street Urchin · Student Of Magic · Sun Dancer · Surge Investigator
BACKGROUND
Whether you do it for personal enjoyment or at the behest of a mercenary company or military organization, you have a knack for destroying things. You have a sense for an object or structure's weak spots and know where to deliver a hammer strike or alchemical bomb. You adventure to hone your skills or complete a particular mission.
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You're trained in the Thievery skill and the Engineering Lore skill. You gain the Concealing Legerdemain skill feat.
Guns & Gears, page 45.
BACKGROUND
Whether you do it for personal enjoyment or at the behest of a mercenary company or military organization, you have a knack for destroying things. You have a sense for an object or structure’s weak spots and know where to deliver a hammer strike or alchemical bomb. You adventure to hone your skills or complete a particular mission.
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You're trained in the Thievery skill and the Engineering Lore skill. You gain the Concealing Legerdemain skill feat.
Player Core 2, page 85.
BACKGROUND
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.
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You're trained in the Athletics skill and the Sailing Lore skill. You gain the Underwater Marauder skill feat.
Player Core 1, page 88.
BACKGROUND
You joined the Sally Guard, Westgate's guard precinct, at an early age, bringing with you the requisite steel armor, sword, and lance, though your gear is of dubious make. The other guards may have suspected that you were a novice with less combat experience than them; if so, you proved their suspicions on your first day of training when your mount immediately threw you in the mud. A supervisor took mercy on you and offered to transfer you to another guard unit in the city, promising that you'd have a place on the Sally Guard when you decided you were ready for the challenge.
Biting your lip in shame, you took the Sugroumoriand reassignment in order to gain the experience necessary to go back to your home district with your head held high.
You'll prove them wrong, one way or another, and show everyone that you can protect the ones you hold most dear.
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 your choice of Hunting Lore or Stabling Lore. You start out with a riding horse, as well as a suit of shoddy half plate armor, a shoddy longsword, and a shoddy lance.
AoE0, page 8.
BACKGROUND
All you want to do is entertain the people, but sure enough, bad news seems to follow you. Gunfights, brawls, robberies, and more befall establishments you play at, and word is quick to spread. Keep one town ahead of the gossip, and you just might be able to play a gig, command a stage, or run a table again.
Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost.
You're trained in the Performance skill and a Lore skill of your choice. You gain the Virtuosic Performer skill feat.
Guns & Gears, page 123.
BACKGROUND
Through bloody combat, a terrible accident, or purposeful sacrifice, you've lost some piece of your body that has been replaced with a clockwork mechanism.
Whether your arm is now a whirring series of pumps, steel coils, and iron gears; your heart a intricate crystal clock that requires winding every day; or your lower leg a sculpted metal tube powered by adamantine springs and steam, part of you needs regular maintenance and repair. You might have received instructions from the brilliant inventor who saved you, or you might have woken up on a battlefield with no memory of the procedure or the individuals involved. Regardless, you possess the knowledge to take care of yourself—even if it's how to wind a key in your own heart or reconstruct a mechanical foot.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You're trained in the Crafting skill. Every day you must perform 10 minutes of maintenance and wind up your clockwork parts, or you risk failure of the components, with consequences depending on what you replaced (determined by you and the GM). Your clockwork components allow you to react to danger with alacrity. You gain a +2 circumstance bonus to initiative rolls.
Guns & Gears, page 47.
BACKGROUND
You've made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you've left that life behind, you still keep one eye on the ground out of habit.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Survival skill and the Lore skill for the settlement you grew up scavenging in. You gain the Forager skill feat.
Advanced Player’s Guide, page 49.
BACKGROUND
You’ve made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you’ve left that life behind, you still keep one eye on the ground out of habit.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Survival skill and a Lore skill for the settlement you grew up scavenging in. You gain the Forager skill feat.
Player Core 2, page 86.
BACKGROUND
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, always dreaming about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and gain the Assurance skill feat in your chosen skill. You're also trained in the Academia Lore skill.
Player Core 1, page 88.
BACKGROUND
You're fascinated by the lost Driraithod Empire and have dedicated yourself to seeking out and studying every broken artifact or scrap of knowledge that remains, whether as an academic pursuit or simply for the joy of treasure hunting.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Arcana skill and the Vrirainaer Lore skills. You gain the Quick Identification skill feat.
LOWG, page 70.
BACKGROUND
You were born into a lineage of undead slayers. No mere occupation, in your family slaying is a mantle of almost mystic responsibility passed from parent to child. Over the generations, this single-minded focus has begun to manifest in uncanny ways during combat.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You're trained in the Athletics skill and the Undead Lore skill. You can cast disrupt undead as an innate divine cantrip.
You can use Intelligence as your spellcasting ability for this innate spell.
Book of the Dead, page 16.
BACKGROUND
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.
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 a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the Forager skill feat.
Player Core 1, page 88.
BACKGROUND
You competed in the last Ruby Phoenix Tournament 10 years ago, though you didn't make it to the end. One wrong step, one mistimed punch, one blocked spell—whatever it was, that was all it took for your opponent to get the upper hand and knock you out of the tournament. Well, maybe it was a simple mistake or maybe you just weren't up to snuff, and you're too headstrong to admit it.
Now, after training for a decade to ensure you don't repeat any of your prior mistakes, you've joined forces with a team of fellow fighters in order to maximize your odds of making it all the way to the finals. Whatever happened before, you've vowed to return to the ring in Tuminaed for an epic rematch, and this time you're not walking out until you've been named Ruby Phoenix Champion.
Choose two ability boosts. One must be to Dexterity or Strength, and one is a free ability boost.
You're trained in Acrobatics and the Gladiatorial Lore skill. You gain the Cat Fall skill feat.
BACKGROUND
You're from Laibrom, where the Falaestegud taught you to reject the gods, yet you've seen firsthand how dangerous it can be to go without healing magic. As a result, you've thrown yourself into the study of medicine, so you can save lives without saving souls.
Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost.
You're trained in the Medicine skill and the Anatomy Lore skill.
You gain the Battle Medicine skill feat.
LOWG, page 58.
BACKGROUND
You have long been gifted with the ability to see and speak with the departed. This could have manifested at your birth or when a chance encounter linked you inextricably to the spirits of the dead. Their constant presence might feel like a curse, or it might provide you with welcome companionship.
You gain one ability boost. It must be to Constitution or Wisdom.
You're trained in Religion and Undead Lore. You gain the effects of the spirit sense spell at all times.
Secrets of Magic, page 31.
BACKGROUND
Either through witnessing their deeds and devout heroics firsthand, or through reading chronicles of their exploits, the Shining Sentinels of the Kaetiarn inspire you. You may idealize their philosophy or one day hope to join their ranks; the Shining Sentinels are your guiding star. 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 Shining Sentinels Lore skill. You gain the No Cause for Alarm skill feat (Advanced Player's Guide 208).
LOKL, page 73.
BACKGROUND
You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you're adventuring for a change and finding that in this new role, the skills you've learned now serve you.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Society skill and the Labor Lore skill.
You gain the Read Lips skill feat.
Advanced Player’s Guide, page 49.
BACKGROUND
You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former employers. Regardless, you’re adventuring for a change and finding that in this new role, the skills you’ve learned now serve you.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Society skill and the Labor Lore skill. You gain the Read Lips skill feat.
Player Core 2, page 86.
BACKGROUND
You are from Moroufalaik, and regardless of your personal values, Zamoulel has a claim on your soul due to an ancient pact. The Midnight Lord's unsettling influence is bred deep into your bones.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Intimidation skill and the Shadow Plane Lore skill. You gain the Quick Coercion skill feat.
LOWG, page 106.
BACKGROUND
You hold an official title of sheriff or deputy in a small community. Those that would do harm to others flee your gaze, for they know it brings the promise of castigation.
You protect your town, watch over those who have placed their trust in you, and make sure those that would do others harm are brought to justice.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill and the Hunting Lore skill. You gain the Group Coercion skill feat.
Guns & Gears, page 124.
BACKGROUND
You are an Shoufalam warrior, feared among Khaigraik for the merciless and devastating raids your people once conducted along the shores. Though the days of these Shoufalam raids are largely past, you have been trained to strike terror into the hearts of those who face you.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill and the Sailing Lore skill.
You gain the Intimidating Glare skill feat.
LOWG, page 118.
BACKGROUND
You've dedicated your life to unraveling the secrets of the ancient Siabriadrel Empire, either through meticulous research or by traveling into dangerous and distant ruins to track down longlost artifacts.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You're trained in the Crafting skill and the Siabriadrel Lore skill. You gain the Specialty Crafting skill feat.
LOWG, page 94.
BACKGROUND
You were born under a powerful manifestation of a specific constellation, and its connection to you is obvious. You tend to feel most at ease while your constellation is prominent and can draw upon your sign's influence from time to time. When you gain this background, choose a specific constellation, such as the Thrush or the Wagon. Your associated constellation determines one of the ability boosts you gain and an innate spell. The list includes benefits for the constellations of the Niatamak, but you might have been born under a different constellation and gain different benefits as determined by the GM.
Choose two ability boosts. One must be to the ability tied to your sign, and one is a free ability boost.
You're trained in Astrology Lore. You also gain the ability to cast an occult innate spell, as determined by your sign. The frequency with which you can cast this spell is listed below; cantrips can be used as often as you wish. As normal, you cast non-cantrip innate spells at the lowest level available to that spell, such as 2nd level for speak with animals, and cantrips are heightened to half your level. Additionally, once during the prominent time for your sign (such as 12 Pharast–18 Niatran for the Bridge), you can cast your sign's spell without expending its normal use.
The Thrush (Dexterity): ghost sound; at will
The Lantern Bearer (Wisdom): light; at will
The Newlyweds (Charisma): charm; once per day
The Bridge (Constitution): endure elements; once per week
The Daughter (Charisma): guidance; at will
The Rider (Strength): phantom steed; once per week
The Patriarch (Strength): know direction; at will
The Wagon (Constitution): longstrider; once per week
The Pack (Dexterity): speak with animals; once per week
The Mother (Wisdom): remove fear; once per week
The Star Gazer (Intelligence): true strike; once per week
The Stranger (Charisma): message; at will
The Follower (Intelligence): stabilize; at will
LOTG, page 122.
BACKGROUND
You managed to escape the devastation that the Falethiamath brought to your nation, but you lost everything to the lich-king's minions, including your home and many friends and family.
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 Undead Lore skill. You gain the Battle Medicine skill feat.
LOWG, page 46.
BACKGROUND
The freedom of a bird in flight is something to envy, and envy it you did, but not for long. You've borrowed mechanical gliders or sought out the benefits of magically aided gliding and flight, doing anything for an opportunity to look down on the world with only the wind to keep you aloft. The expense of these experiences may have been a notable factor in why you undertook the adventuring lifestyle or perhaps you are seeking new methods of flight to master. Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You're trained in the Acrobatics skill and the Plane of Air Lore skill. You gain the Cat Fall skill feat.
Rage of Elements, page 44.
BACKGROUND
Among your fellow guards who patrol the Foreign Quarter, you're something of a big deal. Your good work and big personality have made a big enough splash that word has gotten out about your status as a rising star among the watchdogs of Shoumeistai. Your popularity has also earned you the trust of many citizens of the Foreign Quarter.
Your laudable performance has earned you a transfer to the newly formed Sugroumoriand in the Precipice Quarter, where you'll put your formidable reputation to good use by patrolling the Radiant Festival and ensuring the safety of Shoumeistai's most vulnerable visitors.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You're trained in the Society, plus either Gladiatorial Lore or Genealogy Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with members of the Sleepless Suns and residents of the Foreign Quarter. You gain the Multilingual skill feat.
AoE0, page 9.
BACKGROUND
You were once a distinguished informant for the shieldmarshals, working deep undercover to infiltrate gangs of bootleggers and assassins. Then, one day, you discovered that the records of your service had all been completely destroyed. In an instant, you were no longer an elite spy impersonating a criminal—you were just a plain criminal.
Now, not a trace remains of your work for the city.
Not only is it as though you were never a shieldmarshal at all, but you've got a rap sheet implicating you as a key member in the criminal organizations you spent your career infiltrating. Luckily, no one could take away the skills you learned from your deep-cover missions, and your new notoriety has earned you quite a reputation among Tobraid's criminal elite. Through your underworld connections, you've identified Deputy Shieldmarshal Stekranith Braidaibail as the one responsible for your fall from grace. It seems you were onto something that she didn't want you to know about, but there's only one way to figure out exactly why Braidaibail ruined your reputation and gave you your outlaw status—find her.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Deception skill and the Underworld Lore skill. You gain the Lie to Me skill feat.
OoA0, page 12.
BACKGROUND
You've managed to eke out an existence in the storm-wracked Sodden Lands and have become an expert at scavenging food and tools.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Survival skill and the Swamp Lore skill.
You gain the Forager skill feat.
LOWG, page 94.
BACKGROUND
During a sea voyage, you washed overboard, ingested sea water, and drowned. Merfolk, kelpies, sea serpents, or another magical denizen of the sea pulled your unconscious body from the briny depths. Having spent so much time underwater, your lungs were filled with salt water. To restore your ability to breathe, they exhaled into your lungs and shared the ability to breathe underwater in the process. You came back with the ability to breathe water, as well as a newfound knowledge of your time beneath the waves.
You gain one ability boost. It must be to Strength, Constitution, or Charisma.
You're trained in the Athletics skill and the Ocean Lore skill. You have the ability to breathe underwater.
Special You can choose to lose the ability to breathe air when you take this background, making you only able to breathe underwater. If you do, you gain a second ability boost, which is a free ability boost.
Secrets of Magic, page 31.
BACKGROUND
Conventional magic can only hold your attention for so long.
Instead, you've devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in either the Arcana skill or Occultism skill, as well as the Library Lore skill. You gain the Recognize Spell skill feat.
LOPSG, page 8.
BACKGROUND
You remember the day the stranger approached you to make several peculiar inquiries. You don't remember much about them, other than a large head and a frail body. At first, the stranger's questions seemed odd: how might forgotten history nevertheless shape the present, whether an insect hive mind could be manipulated at a distance, and so on. You don't remember all of the questions, and you don't know why you could refuse to answer some but felt compelled to answer others. The stranger nevertheless seemed pleased with your responses and insisted you would find study at the Falutairn enlightening. You never saw them again, but you're now here at the Falutairn, with more questions than answers about your future.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of the Occultism or Nature skill. You gain your choice of the Dubious Knowledge or Quick Identification skill feat. You're also trained in Insect Lore.
Your recommended primary branch is the Rain-Scribes.
Strength of Thousands Player’s Guide, page 6.
BACKGROUND
You come from a small community far from any large cities, but the Falutairn is known even in your isolated corner of the world. You have shown more scholarly talent than anyone from your village in many years, perhaps even generations, and the village elders have insisted you explore your potential at the Falutairn. Whether you were eager to leave or not seemed irrelevant to the elders; you had the talent, so you must go. You don't know how the elders had the connections or influence to sponsor your education there, but you've left your tightknit community behind for the city of Briamorumorein and the Falutairn at its heart.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of the Crafting or Survival skill. You gain a skill feat: Crafter's Appraisal if you chose Crafting or Forager if you chose Survival. You're also trained in the Deiledial Nukhul Lore skill appropriate for the terrain around your community (such as Forest Lore or Jungle Lore)
Your recommended primary branch is the Cascade Bearers.
Strength of Thousands Player’s Guide, page 7.
BACKGROUND
Several members of your family have studied at the Falutairn, although not all of them have graduated as lore-speakers (or even advanced past initiates to become attendants). Your family has decided that you're an excellent candidate to join their ranks. Although lore-speakers of the Falutairn know they are supported by the strength of thousands of graduates who have come before them, you can take the smaller, more personal comfort in the support of your family.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in your choice of the Diplomacy or Society skill. You gain a skill feat: Hobnobber if you chose Diplomacy or Eye for Numbers if you chose Society. You're also trained in Falutairn Lore.
Your recommended primary branch is the Morogrotrud.
Strength of Thousands Player’s Guide, page 6.
BACKGROUND
You have known the Falutairnn teacher Vousaend Ot and his wife Trotranai for many years. Both are amateur bird-watchers and musicians, and you share one of these hobbies. They are pleasant people and well-regarded in Briamorumorein, although their unshakable generosity and friendliness strike cynics as too earnest to be genuine.
You know otherwise; Vousaend and Trotranai are just as sincere as they appear.
Vousaend always seemed to watch you with a discerning eye, and one day he idly observed that you'd do well at the Falutairn.
Talking about it further with him, Vousaend agreed that he would sponsor you personally and be the one to give your intake interview. With a twinkle in his eye, he asked that you call him Teacher Ot from now on, just as all of his students do.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You're trained in your choice of the Survival or Performance skill. You gain a skill feat: Survey Wildlife if you chose Survival or Impressive Performance if you chose Performance. You're also trained in Briamorumorein Lore.
Your recommended primary branch is the Emerald Boughs.
Strength of Thousands Player’s Guide, page 6.
BACKGROUND
An eye for detail, a sense for the wind, and a strong trust in your gut feelings. These qualities have set you apart from others when it comes to assisting a sharpshooter with setting up the perfect shot against their target. Elevation, velocity, and concealment—these are all vital factors that need to be considered to pull off a feat of true marksmanship, and no sniper would be able to function without an experienced spotter. Since your younger days, you've put your skills as a spotter to work as an adventurer. Whether you're taking your own shots now or spotting for others, your talents grant you an edge in an adventuring career.
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You're trained in the Stealth skill and the Scouting Lore skill. You gain the Terrain Stalker skill feat.
Guns & Gears, page 123.
BACKGROUND
You trained at the feet of a knight, maintaining their gear and supporting them at tourneys and in battle. Now you search for a challenge that will prove you worthy of full knighthood, or you've spurned pomp and ceremony to test yourself in honest, albeit less formal, combat.
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 the Heraldry Lore or Warfare Lore skill. You gain the Armor Assist skill feat.
Advanced Player’s Guide, page 49.
BACKGROUND
You trained at the feet of a knight, maintaining their gear and supporting them at tourneys and in battle. Now you search for a challenge that will prove you worthy of full knighthood, or you’ve spurned pomp and ceremony to test yourself in honest, albeit less formal, combat.
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 the Heraldry Lore or Warfare Lore skill. You gain the Armor Assist skill feat.
Player Core 2, page 86.
BACKGROUND
You were born on a night when not a single star was in the night sky. While this is likely due to a haze, cloud cover, or other natural phenomena, there is always a chance that the stars hid from you on purpose. You have never been able to rely on the stars to guide you and you choose to exert your own will on your fortune rather than rely on the heavens. You've learned to reject outside influence on your fate, maintaining control of your own destiny.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You're trained in Occultism and Astrology Lore. You also gain the Reclaim Destiny action.
LOTG, page 123.
BACKGROUND
You're one of Giakraeth Breshinis's closest confidantes. You've spent many long nights with her under the stars, learning the tales associated with the Niatamak and how the heavens can predict the future. You know that Giakraeth has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all domed canvas that opens to the sky. If Giakraeth thinks there's trouble, you'll be the first to offer to help.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Occultism skill and the Astrology Lore skill. You gain the Dubious Knowledge skill feat.
Abomination Vaults Player’s Guide, page 4.
BACKGROUND
Through luck or through skill, you managed to survive a catastrophic maritime disaster, such as a shipwreck or being thrown overboard. You have a keen sense for weather or situations that are similar to the one you escaped.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You're trained in the Survival skill and the Weather Lore skill.
You gain the Forager skill feat.
LOWG, page 70.
BACKGROUND
Forget the church orthodoxy and the stuffy cloisters—spreading the word of your god to the people is your calling. You've preached on the street corners and in public houses, to wanderers on the road and to captives in the stocks. Adventuring can take you across the world. What vocation could better serve to take your holy words to fresh ears?
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You're trained in the Religion skill and the Lore skill for your patron deity. You gain the Dubious Knowledge skill feat.
Secrets of Magic, page 29.
BACKGROUND
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 adventure for the glory, you do so to survive.
Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.
You're trained in Thievery and a Lore skill for the city you lived in as a street urchin (such as Shoumeistai Lore or Bagralaid Lore). You gain the Pickpocket skill feat.
Player Core 1, page 88.
BACKGROUND
You are currently enrolled at a school of magic, where you're learning the fundamentals of your magical tradition. Whether your adventuring occurs during breaks between semesters, as part of a work study program, or even within the halls of the academy itself, you'll have to learn to juggle your dual life.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of Arcana, Nature, Occultism, or Religion, as well as Academia Lore. You gain the Recognize Spell skill feat.
Secrets of Magic, page 29.
BACKGROUND
You've been taught the Burning Mother's blessings could be invited through dances done under its presence, such as in welcoming the first rays of warmth in the spring. You could have been the apprentice of some primal caster who wished to harness the sun's power for their incantations or lived in a community who reveres the Daughter of the Niatamak through displays of veneration for the sun. Whatever the case, you developed a supernatural connection to the sun.
Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost.
You're trained in Performance. You gain the Fascinating Performance skill feat. If you use this feat outdoors in direct sunlight, you gain a +1 circumstance bonus to the skill check.
LOTG, page 123.
BACKGROUND
From rivers that charm all who come near to forests that speak through dream messages, you have seen and studied many kinds of magical terrain. The world is so rich in magic that it can affect the land itself, and you have traveled extensively to learn the ways of identifying the oddities of magical terrain wherever it arises.
Choose two ability boosts. One must be Constitution or Wisdom and one is a free ability boost.
You're trained in your choice of Nature or Occultism and the Magical Terrain Lore skill. You gain the Terrain Expertise skill feat.
Secrets of Magic, page 219.