You can always find a job, but somehow you can never find a place to sleep. People know youre good for the work, but the fact that you are indicates that youre probably not the sort of person they want to have around. People view adventurers in a mixed light with conflicting values. On the one hand, most adventurers are nothing more than murderous, grave-robbing vagrants. On the other hand, who else will rob that grave and murder those local bullies for you? Most common folk consider adventurers to be dangerous, unpredictable, and probably insane... But in a world filled with slavers, mad cults, dragons, walking dead, pit fiends, and extradimensional horrors, just about everyone could find a use for a psychotic sell-sword. Adventurers who survive and reach higher renown may find they have a small following of supporters or fans, but even they may cringe at the idea of that adventurer spending an evening in their home. Most adventurers by profession are members of an adventurers guild through which they can readily attain professional work and contacts in the field
Needed Psychic- Anyone with the Beloved Outcast background can read large groups of people and discover those most in need.
The character gain a +1 bonus to AC and saving throws
Skill Proficiencies: Athletics and Perception
Tool Proficiencies: Thieves' Tools
Languages: One language of your choice.
Equipment: A wooden training sword, a set of traveler's clothes, a cloak, a shovel, a crowbar, a trophy from your first adventure, and a small pouch containing 15g
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