You were a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You were a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became an experienced criminal with a history of breaking the law. You have spent a some time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by putting yourself first.
- Skill Proficiencies: Stealth, Insight
- Tool Proficiencies: One type of artisan’s tools, thieves’ tools
- Languages: One of your choice
- Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of dark common clothes including a hood, and a pouch containing 15 gp
There are many trades to devote one's skills too, just as thieves have strong preferences for certain kinds of crimes over others. You can select your greatest skill preference from either a criminal or artisanal career, or roll on the table below.
| d20 | Artistic / Criminal Specialty |
|---|---|
| 1 | Alchemists and apothecaries |
| 2 | Armorers, locksmiths, and smiths |
| 3 | Brewers, distillers, and vintners |
| 4 | Burglars, enforcers, and highway robbers |
| 5 | Calligraphers, scribes, and scriveners |
| 6 | Carpenters, roofers, and plasterers |
| 7 | Cartographers, surveyors, and chart-makers |
| 8 | Cobblers and shoemakers |
| 9 | Cooks and bakers |
| 10 | Glassblowers and glaziers |
| 11 | Hired killers and blackmailers |
| 12 | Jewelers and gemcutters |
| 13 | Leatherworkers, skinners, and tanners |
| 14 | Masons and stonecutters |
| 15 | Painters, limners, and sign-makers |
| 16 | Pickpockets, smugglers, and fences |
| 17 | Potters and tile-makers |
| 18 | Tinkers, pewterers, and casters |
| 19 | Weavers and dyers |
| 20 | Woodcarvers, coopers, and bowyers |
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals whom also created a second identity for you when you turned to crime, that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Your contact can also forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
You must pay dues of 5 gp per month to your contact. If you miss payments, you must make up for your past dues as well as complete a favor to regain services.
In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable.
You must pay dues of 10 gp per month to the guild for access to the guildhall. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. But upbringings are how we establish our primary ideals. Artisans understand the value of hard work and the importance of community, but they’re vulnerable to sins of greed and covetousness.
| d8 | Personality Trait |
|---|---|
| 1 | I always have a plan for what to do when things go wrong. |
| 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
| 3 | I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist. |
| 4 | I always want to know how things work and what makes people tick. |
| 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
| 6 | I don’t pay attention to the risks in a situation. Never tell me the odds. |
| 7 | The best way to get me to do something is to tell me I can’t do it. |
| 8 | I’m full of witty aphorisms and have a proverb for every occasion. |
| d6 | Ideal |
|---|---|
| 1 | Honor. I don’t steal from others in the trade. (Lawful) |
| 2 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
| 3 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) |
| 4 | Greed. I will do whatever it takes to become wealthy. (Evil) |
| 5 | People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
| 6 | Redemption. There’s a spark of good in everyone. (Good) |
| d6 | Bond |
|---|---|
| 1 | I’m trying to pay off an old debt I owe to a generous benefactor. |
| 2 | My ill-gotten gains go to support my family. |
| 3 | Something important was taken from me, and I aim to steal it back. |
| 4 | Someone I loved died because of I mistake I made. That will never happen again. |
| 5 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
| 6 | The workshop where I learned my trade is the most important place in the world to me. |
| d6 | Flaw |
|---|---|
| 1 | I’ll do anything to get my hands on something rare or priceless. |
| 2 | I’m never satisfied with what I have — I always want more. |
| 3 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. |
| 4 | I have a “tell” that reveals when I’m lying. |
| 5 | I turn tail and run when things look bad. |
| 6 | I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals. |
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