Militarists either work within a formal military
structure, or fight for pay on an individual
basis. Militarists are often respected or feared,
depending on the nature of their organisation.
High-ranking Militarists are often paid
handsomely, as their skills can decide battles or
even wars. Lower-level Militarists make great
warriors, mercenaries, and guards.
It is not unheard of for militaristic individuals to
accompany adventurers on dangerous missions.
These tasks are said to keep the mind sharp and
skills honed, especially in times of relative peace.
- Skill Proficiencies: Intimidation
Choose one from Animal Handling, Athletics, Insight, Intimidation,
Perception, Survival.Street Tough
While you are in a large town or city, you may spend an
hour and make a DC 10 Charisma (Intimidation) check.
If you do, your tough demeanor and familiarity with the
Fighter’s Guild attracts attention from the local members.
You learn the location of any underground prize-fighting
rings, guild friendly businesses, and the names of
upper-class arena patrons. You also learn of any minor
jobs being offered to street toughs, such as bodyguard
positions or debt collection. - Tool Proficiencies: One type of gaming set.
- Equipment: A gaming set you are proficient with,
an insignia detailing your rank within a military
organization, and 10 gp.Additional Equipment: A pair of tough leather
gloves, a net, and a mess kit
Unterland was the first of the provinces to host blood
sport arenas, back in the days before the formation of
the Bürach Empire. Since then the practice has been
driven underground, but, like poison spreading silently
throughout a healthy body, it has infiltrated nearly
every major city.
Ostensibly illegal, you can almost always find small
groups of desperate individuals putting their lives on the
line for the amusement and enrichment of others. This
hidden network of arenas has recently organized into the
self-proclaimed Fighter’s Guild and developed a series
of coded phrases and symbols to identify its members.
Following the unspoken rule of Etharis, it is a place
where only the strong survive.
Rank 1 – Scrapper
Life on the streets has toughened you, and now you have
started down the path of an illegal underground fighter.
You have yet to make a name for yourself, but your
training is starting to pay off. All you need is a chance to
prove yourself.
Holdings
• Room and board at a guildhouse near an
underground arena.
• An invitation to an exhibition match that will be attended
by promoters and scouts for the Fighter’s Guild.
Progression
Attract the notice of a patron among the various
underground fight handlers of the Guild.
Rank 2 – Prize Fighter
You’ve made your debut and are now a part of the
Fighter’s Guild. As part of a small stable of up-andcoming
fighters, you are mostly booked for minor
tournaments and as warmups for some of the bigger
names in arena fighting.
Holdings
• A mentor in the form of a handler, trainer, or promoter
who helps organize and book your fights.
• Access to a small training area equipped with dummies
and frequented by potential sparring partners.
Progression
Enter a fight with a high-ranked fighter and either last
three rounds or knock your opponent out.
Rank 3 – Contender
Recognized as one of the most promising fighters in
the Guild, you are now eligible for entry into major
tournaments for ever-increasing amounts of prize
money. Most of the money goes to your handlers, but
your standard of living has increased dramatically along
with your value.
Holdings
• A private room at a high quality inn or
other establishment.
• Several admirers among the arena patrons, willing
to ingratiate themselves with gifts or bribes.
Progression
Win a major championship bout.
Rank 4 – Arena Champ
Being champion of an underground tournament makes
you a major figure within the Fighter’s Guild. As your
fights draw greater and greater crowds, your duties
are lessened and you live in relative luxury. Admired
by some, envied by others, you nevertheless command
respect among those in your line of work. Even your
patron is willing to bend to most of your wishes, out of
fear that you will defect to another noble or trainer.
Holdings
• A collection of toadies and sycophants, eager to follow
your wishes.
• Job offers and party invitations from various nobles
and criminals aware of your status.
• A fancy championship trophy, which can take the form
of a belt, cup, or some other trinket.
Astute Intuition
Whenever you make a Wisdom (Insight) check
while trying to detect a lie from Aristocrats,
Criminals, or Common Folk, you can add your
Profession Die to the roll.
Applied Leverage
When you make a Strength
(Athletics) check to force open a door or container,
you may add your profession die to the roll.
Beast Whisperer
Whenever you make a Wisdom (Animal Handling)
check to train or direct orders to a beast, you can
add your Profession Die to the roll.
Born in the Saddle
Whenever you make a Wisdom (Animal Handling)
check while riding an animal or interacting with
your mount, you can add your Profession Die
to the roll.
Bounty Hunter
Whenever you make a Wisdom (Survival) to track
Criminals, you can add your Profession Die
Calloused Hands
Whenever you make a Strength (Athletics) check
to lift, drag, or shove a heavy object, you can add
your Profession Die to the roll.
Copycat
Whenever you make an Intelligence or
Intelligence (Forgery Kit) check to forge or create
a document, you can add your Profession Die
to the roll.
Disciplinarian
Whenever you make a Charisma (Intimidation)
check while issuing a command to an individual
of lower rank within your background, you can
add your Profession Die to the roll.
Drunkard
Whenever you make a Constitution check to
determine if you will throw up, pass out, or how
severe a hangover is, you can add your Profession
Die to the roll.
Figure of Authority
Whenever you make a Charisma (Persuasion)
check while interacting with Common Folk, you
may add your Profession Die to the roll.
Forecaster
Whenever you make a Wisdom (Survival) check to
determine the weather for the next 48 hours, you
can add your Profession Die to the roll.
Gambler
Whenever you make a Dexterity (Sleight of Hand)
or Wisdom (Perception) check to cheat at a game
or catch someone else cheating, you can add your
Profession Die to the roll.
Hard-Working
Whenever you make a Constitution check for a
repetitive task such as marching or labouring for
hours without rest, you can add your Profession
Die to the roll.
Interrogator
Whenever you make a Charisma (Intimidation)
check to extract information from an enemy who
is restrained, you can add your Profession Die
to the roll.
Looter
When you make an Intelligence (Investigation)
roll to find hidden valuables, you may add your
profession die to the roll.
Menacing Presence
Whenever you make a Charisma (Intimidation)
check, and are interacting with Academics,
Common Folk, or Seafarers, you can add your
Profession Die to the roll.
Navigator
Whenever you make a vehicle check, you can add
your Profession Die to the roll.
Passionate Orator
Whenever you make a Charisma (Performance)
check to influence an Academic, Military, or
Clergy member, you can add your Profession Die
to the roll
Recruiter
Whenever you make a Charisma (Persuasion)
check to recruit people into a role, you can add
your Profession Die to the roll.
Renowned
Whenever you make a Charisma (Persuasion)
check, and are interacting with Military,
Outlanders, or Criminals, you may add your
Profession Die.
Sentry
Whenever you make a Wisdom (Perception) check
while on watch duty or defending a fortification,
you can add your Profession Die to the roll.
Shrewd Deduction
Whenever you make an Intelligence
(Investigation) check to investigate a crime scene,
you can add your Profession Die to the roll.
Urban Sprinter
Whenever you make a Strength (Athletics) or
Dexterity (Acrobatics) check while running away
from a pursuer, or pursuing someone else, you
can add your Profession Die to the roll.
Wayfarer
Whenever you make a Wisdom (Survival) check to
find a path or avoid getting lost, you can add your
Profession Die to the roll.
Previous Versions
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