Pauper - Beggar (Grim Hollow) Image

 

Any structured society has those who fall through the
cracks. Misfortune is no stranger to Etharis, and those
who suffer under its hand have to make do any way
they can. Some attempt to survive by begging or turning
their hands to whatever jobs they can find, while others
are cast out to wander from place to place through the
unforgiving wilds.

This background is a good fit for characters who want
to use adventuring as a way to escape their unfortunate
circumstances or for those who possess character flaws
relating to debt or misfortune. Their views on wealth
and material goods are undoubtedly a primary feature of
their adventuring career

 
Skill Proficiencies: Persuasion

Choose one from Deception, Insight,
Perception, Persuasion, Stealth, or Survival.

Friends in Low Places

Upon spending an hour speaking to other beggars and
making a DC 10 Charisma (Persuasion) check, you can
manipulate the underground currents of information
that flow throughout the city. This allows you to
manipulate the mood of the lower classes for or against
a specific individual, group, or decision. The unrest
caused may manifest itself in a number of ways, at the
GM’s discretion.

 

Tool Proficiencies: Choose one gaming set.

 

 

Languages: Choose one standard language.

 

 

Equipment: A worn blanket, a set of ragged clothing, a
sack, and 10 copper pieces.

Additional Equipment: A begging bowl or tin cup
for collecting coins, a crutch, spare scraps of cloth, and a
small stick of grease paint.

 
Profession Ranking

 

Any structured society has those who fall through the
cracks. Misfortune is no stranger to Etharis, and those
who suffer under its hand have to make do any way
they can. Some attempt to survive by begging or turning
their hands to whatever jobs they can find, while others
are cast out to wander from place to place through the
unforgiving wilds.

This background is a good fit for characters who want
to use adventuring as a way to escape their unfortunate
circumstances or for those who possess character flaws
relating to debt or misfortune. Their views on wealth
and material goods are undoubtedly a primary feature of
their adventuring career.

Rank 1 – Street Beggar

Driven by desperation, you are forced to the streets to
earn what you need to survive. Poor decisions or bad luck
drained away whatever funds you managed to scrape
together, and you have no real home to return to. As an adventurer
you have certain alternatives not available to most,
but between forays into the wilds the fact remains that you
have no steady occupation and no place to call home.

Holdings

• A spot in an alley that you have managed to stake out
and must defend against newcomers.                                                                                                                                                                                                                                                                      • The name of a sympathetic merchant with space in a
high-traffic area of the city.

Progression

Gain the friendship of a local business owner by
performing odd jobs or doing some other service.

Rank 2 – Mendicant

A common sight to locals, you have moved up to a better
location in a busy street or plaza. You no longer have to
fight for your place and have gained the tolerance of the
guards and the friendship of other local beggars. By this
time you have established a begging “pitch” designed to
attract attention without inconveniencing those passing
by. This could be a persona or some sort of script that
you devise in order to amuse or elicit sympathy from the
general populace.

Holdings

• A safe place to sleep near a merchant stall or building.
• Friendship with local beggars and a few local traders,
who may offer you some spare coin, food, or odd jobs
from time to time.

Progression

Split a significant windfall with other beggars, earning
their loyalty.

Rank 3 – Gutter Baron

You have risen to a position of prominence, such as it is,
among the beggars in your city. You are able to direct the
actions of a number of other paupers and split the rewards
in a far more efficient manner than they could do alone,
and they respect and defer to you in important decisions.

Holdings

• Squatter’s rights in an abandoned building.
• A handful of other beggars who defer to your authority
and aid you in gathering money and information.
• Knowledge of an illicit deal that took place in an alley
in the dead of night, which implicates a minor noble.

Progression

Perform a great service for the poor of the city either
by thwarting the plans of a ranking noble or leveraging
your influence to gain a powerful aristocrat patron.

Rank 4 – Beggar King

You have become the undisputed master of the city’s
destitute population, and none of them act without
your knowledge. Having control of such a wideranging
network of informants and agents puts you at
the center of the city’s political power struggles. Even
leaders of criminal organizations know that you are not
someone to be trifled with.

Holdings

• A comfortable hideout hidden in the slums or sewers.
• A network of beggars, informants, and criminals that
keep you informed of all illicit activity within the city.
• Influence with at least one major player in local crime
or politics

 
Feature: Profession Talents

 

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.

Camper

When you make a Wisdom (Survival) check to
construct a temporary shelter, you may add your profession
die to the roll.

Charity Case

When you make a Charisma
(Performance) check to fake an illness, injury, or other
condition, you may 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.

Elusive

Whenever you make a Dexterity (Stealth) check
to hide or blend into a crowd of humanoids
that share your background, you can add your
Profession Die to the roll.

Flamboyant Presentation

Whenever you make a Charisma (Performance)
check to entertain Aristocrats, Common Folk,
or Seafarers, you can 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.

Gut Feeling

Whenever you make a Wisdom (Insight) check to
detect if an Aristocrat or Criminal is lying, 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.

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.

Pitiable

When you make a Charisma (Persuasion)
check to convince an Aristocrat, Criminal, Militarist, or
Clergy that you are not a threat or beneath their notice,
you may add your profession die to the roll.

Solidarity

When you make a Charisma (Persuasion)
check and you are interacting with members of your
background, you may add your profession die to the roll.

Sticky Fingers

When you make a Dexterity (Sleight
of Hand) check to snatch something quickly, you may
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.

Vacant Expression

When you make a Charisma
(Deception) check to feign ignorance and you are
interacting with an Academic, Aristocrat, Clergy, or
Militarist, you may add your profession die to the roll.

 

 

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Pauper - Beggar (Grim Hollow) Image

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