You started out as a simple hunter or warden of the forest, but as time went on and your skill improved you learned the value of keeping a hide intact and the that nobles paid more if the hide still had the fur on it. You learned all manner of methods to preserve not only the kill but also the hides and the pelts.
You learned the varied ways to use plants, chemical solutions and minerals to preserve and dye hides and pelts, as well as how to obtain the materials used to make the preservatives and dyes. As a side benefit you you have also learned the various methods to preserve the other usable parts of your kill,
- Skill Proficiencies: Survival, and Stealth or nature
- Tool Proficiencies: Butchering tool, tanning tools and brewing tools / or leather working tools
- Equipment: two sets of artisan’s tools (directly tied to background), 2 hunting traps, hunting knife set, 100 feet twine, an pot, iron, a Clothes, Common;set of common clothes, leather apron and a pouch containing 10 gp
| d10 | Defining Event |
|---|---|
| 1 | I stood up to a tyrant’s agents. |
| 2 | I saved people during a natural disaster. |
| 3 | I stood alone against a terrible monster. |
| 4 | I stole from a corrupt merchant to help the poor. |
| 5 | I led a militia to fight off an invading army. |
| 6 | I broke into a tyrant’s castle and stole weapons to arm the people. |
| 7 | I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers. |
| 8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. |
| 9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. |
| 10 | Recruited into a lord’s army, I rose to leadership and was commended for my heroism. |
You have the ability to process a kill in half the time as an untrained person. You can identify all of the most valuable parts of the kill and sell them at 5d10% higher than anyone without your training. You can also preserve the meat from a kill given the time and resources to do so. This ability only applies to land animals with a skin-able hide or pelt. Most importantly given 1d4 hours of searching you can harvest materials required to dye and preserve 1d4 X (hours spent searching) hides and pelts. Processing the harvested materials into preservatives and dyes also takes 1d4 hours.
All hides and pelts sell at 3d10 plus 20% of the normal selling price. you have the ability to make basic clothing and adventuring gear from the pelts and hides you personally harvest at the standard crafting cost. You start play with up to 30gp of basic leather and fur clothing and gear.
You generally tend to ordain your gear and clothing with pieces of fur or fur lining using left over bits of fur.
Gain proficiency with tanning tools and butchering tools
Suggested Characteristics
Furriers are often loners and given the nature of their work often have a particularly unpleasant odor about them. When not working however they tend to over compensate for the odor of their work by wearing strong perfume or cologne and have an unnatural obsession with bathing and washing.
They tend to wear clothing made from fur and exotic materials.
| d8 | Personality Trait |
|---|---|
| 1 | I judge people by their actions, not their words. |
| 2 | If someone is in trouble, I’m always ready to lend help. |
| 3 | When I set my mind to something, I follow through no matter what gets in my way. |
| 4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. |
| 5 | I’m confident in my own abilities and do what I can to instill confidence in others. |
| 6 | Thinking is for other people. I prefer action. |
| 7 | I misuse long words in an attempt to sound smarter. |
| 8 | I get bored easily. When am I going to get on with my destiny? |
| d6 | Ideal |
|---|---|
| 1 | Respect. People deserve to be treated with dignity and respect. (Good) |
| 2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) |
| 3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) |
| 4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) |
| 5 | Sincerity. There’s no good in pretending to be something I’m not. (Neutral) |
| 6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
| d6 | Bond |
|---|---|
| 1 | I have a family, but I have no idea where they are. One day, I hope to see them again. |
| 2 | I worked the land, I love the land, and I will protect the land. |
| 3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
| 4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
| 5 | I protect those who cannot protect themselves. |
| 6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
| d6 | Flaw |
|---|---|
| 1 | The tyrant who rules my land will stop at nothing to see me killed. |
| 2 | I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. |
| 3 | The people who knew me when I was young know my shameful secret, so I can never go home again. |
| 4 | I have a weakness for the vices of the city, especially hard drink. |
| 5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. |
| 6 | I have trouble trusting in my allies. |
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