Your old life never really appealed to you. Maybe you grew up in an isolated community and longed to see the world? Maybe you were a member of the urban masses, eking out a squalid living in one of your city's workhouses. One day, you were approached by an unsavory individual who made you an offer you couldn't refuse. Enticed by the money, the lifestyle or both, you agreed to be taken under their wing, setting off to learn the art of skullduggery along the open road.
You were a quick study—a true wunderkind. Your talent for the roguish arts earned you respect among your gang's older sergeants and garnered jealousy among your more novice peers. Sure, you spent most nights shivering, bivouacked under the stars, but that never bothered you. You were sustained by the camaraderie and your penchant for the craft. These were supposed to be the best years of your life. So, why then were you forced to leave?
Only you can say. Maybe you crossed the wrong sergeant or maybe you were dragged into gang politics by your old mentor? For whatever reason, you were forced to leave but still made it out with a fat share of your gang's latest haul. You find yourself on the run, but set up with the resources and skills necessary to make it on your own.
- Skill Proficiencies: (1) Survival and (2) choose Sleight of Hand or Athletics
- Tool Proficiencies: (1) Thieves’ Tools or Forgery Kit and (2) Cartographer’s Tools or Navigator's Tools
- Languages: Thieve's Cant
- Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Crowbar, 2 Pouches, Traveler’s Clothes, 116 GP; or (B) 150 GP
Previous Versions
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1/22/2025 3:52:48 AM
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6
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1
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1.0
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Coming Soon
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