Before you became a nomad, your life was filled with orders and honor as you were among a well known band of mercenaries. While fortune favored you enough to save you from the fate that befell your companions; you were left with a mark that reminds you of that day. You keep on the move not because you wish to, but because no matter where you go your brand burns the same way it did the day you lost everything. You might be searching for a way to free yourself of this loop you've spent years in, you might be searching for research that can help you, or you may be preparing to hunt what you believe is hunting you. Either way you know it cannot be done alone, so your on a search for people as reliable as your armor is, but you've been lost so much it may take a while to open back up to others again.
- Skill Proficiencies: Being on the run, you're constant wariness has made you much more perceptive over time. You are proficient in Perception and one other skill of your choice.
- Tool Proficiencies: Whether sharpening your skills or your instrument of death you're always up to something, because you've grown at odds with silence. Every moment basked in it breads dread due to the reality that is your story. You spend your time searching whether for the next road to take or to understand the curse upon your head, but you've learned that the best method to drown out the longest of days is through music, so you've picked up an instrument from scratch. Choose between Cartographer's Tools or Alchemist's Supplies, and choose one instrument of your choice.
- Languages: You often find yourself sharing a bowl with strangers by the light of a fire on the outskirts of a nearby city. Sharing stories and learning about the world you've yet travelled, you've picked up an understanding for reading, writing, and speaking Common and 1 additional language.
- Equipment: You must've donned this armor a thousand times over, but lean winters have taught you wiser. It's wear may be obvious to others but the armor you wear has shown to be solid and reliable over the years. Favoring maneuverability, you're quickest in leather armors, and your adventurer's pack has never let you down, yet. You keep a pouch at your side containing 10 gp.
That bad feeling again. The brand they left you has become a sudo sixth sense. Choose 1 type from fey, fiend, demon, devil, celestial. Your brand begins to throb when a creature of the that type is within 1 mile of you. While it's never clear who or where its coming from, that's enough to get you gearing up for a fight or abandoning the city you've spent the week trekking to.
When it reacts your brand begins to bleed and burn like a wound touched with alcohol, but it's never been strong enough to rouse you from sleep, which may be why you've become an insomniac. You fear your not the only one receiving this ping though.
Suggested Characteristics
Use the tables for the criminal background below as the basis for your bounty hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
| 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 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
| 4 | I would rather make a new friend than a new enemy. |
| 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 blow up at the slightest insult. |
| d6 | Ideal |
|---|---|
| 1 | Honor. I don’t steal from others in the trade. (Lawful) |
| 2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
| 3 | Charity. I steal from the wealthy so that I can help people in need. (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 | I will become the greatest thief that ever lived. |
| 5 | I’m guilty of a terrible crime. I hope I can redeem myself for it. |
| 6 | Someone I loved died because of a mistake I made. That will never happen again. |
| d6 | Flaw |
|---|---|
| 1 | When I see something valuable, I can’t think about anything but how to steal it. |
| 2 | When faced with a choice between money and my friends, I usually choose the money. |
| 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 | An innocent person is in prison for a crime that I committed. I’m okay with that. |
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