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: Insight
Choose one from Deception, Insight,
Perception, Persuasion, Stealth, or Survival.Friendly Face
Upon spending an hour in a town or other settlement
and making a DC 10 Wisdom (Insight) check, you can
track down an ally that you made on a previous visit
during your wandering. This ally begins as friendly to
you and will answer questions you have regarding the
town, its services, and its inhabitants. - 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 walking stick, an old wool
cloak, and an iron pot.
Those paupers who choose to leave their past behind
and take to the open road are known as vagabonds.
Some do so in an attempt to flee whatever painful
memories caused their descent into poverty, while others
hold out hope of starting a new life in another city. Most
don’t survive outside the protective walls of a guarded
settlement, but those that do often find little welcome
in the cities they visit. Vagabonds must therefore work
hard to gain trust and forge what connections they may
have in each place they visit, and invariably they
Rank 1 – Outcast
For whatever reason, you can’t go home again. Bereft of
family, property, and support, you are now cut loose to
wander and survive as best you can. You stand out more
as a stranger in smaller settlements, where people shun
you as if you have the plague, but even in larger cities
you are viewed with suspicion by the local authorities.
Holdings
• A tarnished compass.
• A posting from a town seeking able-bodied workers to
deal with a recent disaster.
Progression
Survive a major storm on the road or participate
meaningfully in a town’s internal disputes.
Rank 2 – Drifter
You have gotten used to life on the road and now travel
aimlessly from town to town. At each stop you take on
odd jobs, greet familiar faces, and then move on. Outside
your small group of friends spread across Etharis, others
are beginning to recognize you as a frequent visitor.
Holdings
• News from far parts of your current region that are not
public knowledge.
• A letter or package that one of your contacts asked you
to deliver to another town.
Progression
Save the life of one of your contacts.
Rank 3 – Seeker
Your aimless wanderings have taken on a new purpose.
Competent in the rigors of the road and dealing with
suspicious villagers, you travel from place to place in
search of a new life or new direction. For good or ill, you
are recognized as you travel, much as a caravan leader or
traveling merchant.
Holdings
• A lightweight tent and bedroll.
• The ability to send messages across long distances
through your network of contacts.
Progression
Play a major role in the downfall of a prominent member
of society.
Rank 4 – Wanderer
You now travel the world not out of necessity, but
choice. Your deeds have garnered you an almost
mythical reputation, and whispers follow you whenever
you enter a new city or settlement. As a champion of
righteousness or a walking plague, everyone knows that
even the best laid plans are uncertain when you arrive.
Holdings
• A respected or feared reputation in any settlement
you visit.
• Information about major events across Etharis that has
not yet made its way to your current location.
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.
Previous Versions
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