×   Part 3: Backgrounds Chapter 1: Creating Your Background Chapter 2: Sample Backgrounds Chapter 3: Background Supplements Chapter 4: Tokens and Trinkets
Iron & Aether
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Part 3: Backgrounds   ☰

Chapter 2: Sample Backgrounds

Presented here is a list of sample backgrounds to use or draw inspiration from if you are having a hard time coming up with one yourself. You can use any of these exactly as they are or modify them at your desire.


You have great experience with chemicals, reagents, Aetherite, and more importantly, mixing them all together to brew concoctions and enchant items. You know your way around a distillation set and can tell all the different kinds of flasks from each other and what they’re used for, and your mortar and pestle looks extremely and thoroughly used.

Ability Score Improvement. Your DEX or INT increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Arcana and Nature, and have 2 SP to place as you choose; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 2 proficiency in Alchemy Supplies.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), a set of alchemy supplies, a weak Potion, Ether, or Elixir, a dagger, a flintlock & 10 miniballs & 1 pound of gunpowder, 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Skill Master (Alchemy Supplies), Skill Training (Arcana, Nature, Alchemy Supplies, or Herbalism Kits).


You’ve spent your life plundering the depths of ancient ruins and lost civilizations, be them Sentient or… otherwise. You know your way around dangerous environs and how the cultures have evolved through the ages.

Ability Score Improvement. Your INT score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 3 proficiency in Lore, and have 3 SP to distribute amongst the following: Appraisal, Arcana, Climb, Navigation, Perception, Swim, or Survival; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Thieving Tools and one of the following: Cartography Tools, Navigation Tools, or one type of Vehicle.

Equipment. A set of common clothes, a traveling cloak, 3 rations (that restore 10 Health each), a set of Thieving Tools, a dagger, one weapon that you gained proficiency in and 10 appropriate ammunition if needed, 1d3 trinkets from your delves, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Athlete, Keen Mind, Linguist, Skill Master (Lore), Skill Training (Appraisal, Arcana, Climb, Lore, Navigation, Perception, Swim, Survival, Cartography Tools, Navigation Tools, Thieving Tools, or Vehicles), Uncanny Reflexes.


Aristocrat is a singular term for a collection of different upper-class persons, including but not limited to: government officials, leaders, the wealthy, nobles, elites, and other such members of high society. The aristocracy tends to be perceived as snobby and arrogant, but this is not always the case. Many of them are charitable and kind, and use their positions of power and influence for good.

Ability Score Improvement. Your INT or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Beguilement, 1 proficiency in Lore, Insight, & Persuasion, and have 1 SP to place in any Action Skill of your choice.

Tool Skills. You gain 1 proficiency in one Gaming Set and one Musical Instrument of your choice.

Equipment. A set of fine clothes, 3 rations (that restore 10 Health each), one gaming set or musical instrument that you gained proficiency in, a dagger, one weapon that you gained proficiency in and 10 appropriate ammunition if needed, a piece of jewelry with your family's insignia on it, 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Inspiring Leader, Linguist, Sharpshooter, Skill Master (Beguilement), Skill Training (Beguilement, Lore, Insight, Persuasion, Gaming Sets, or Musical Instruments), Weapon Training (Archery, Exotic, Firearm, Medium, or Small).


Artists are those who work with their hands to depict the beauty of the world around them and within their minds. They may paint, draw, sculpt, whittle, or do something else or all of the above. Some are able to make a living off their works, but many choose to pursue art as a hobby for its own sake; in either case, an artist is still an artist.

Ability Score Improvement. Your DEX or WIS increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Appraisal, and have 4 SP to distribute between Lore and Nature; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Art Supplies and 1 proficiency in one of the following: Art Supplies, Cartography Tools, Disguise Kits, Forgery Kits, one type of Musical Instrument, or Woodcarving Kits.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), a set of art supplies, a dagger, an art piece of your own creation, 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Keen Eye, Skill Master (Art Supplies), Skill Training (Appraisal, Lore, Art Supplies, Cartography Tools, Disguise Kits, Forgery Kits, Musical Instruments, or Woodcarving Kits).


Conmen, otherwise known as charlatans and con artists, get by using their wits and the sharpness of their tongue, manipulating and lying to others to get what they want, which is usually either power or money.

Ability Score Improvement. Your INT or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Beguilement and Persuasion, and gain 1 proficiency in Insight and Perception.

Tool Skills. You gain 1 proficiency in Forgery Kits and one of the following: Disguise Kits, Forgery Kits, one Gaming Set, Jeweling Tools, or Thieving Tools.

Equipment. A set of common clothes, a set of fine clothes, 3 rations (that restore 10 Health each), a set of tools that you gained proficiency in, a dagger, either a dagger or a flintlock (& 10 miniballs & 1 pound of gunpowder) depending on what Weapon Skill you gained proficiency in, 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Inspiring Leader, Keen Eye, Linguist, Lucky, Mimicry, Observer, Skill Master (Forgery Kits, Beguilement, or Persuasion), Skill Training (Beguilement, Insight, Perception, Persuasion, Disguise Kits, Forgery Kits, Gaming Sets, Jeweling Tools, or Thieving Tools).


The courtesan label applies to all of those who offer paid companionship, from high-class escorts to common brothel workers.

Ability Score Improvement. Your DEX or CHA increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, and gain 2 proficiency in Beguilement, Persuasion, and Sleight of Hand.

Tool Skills. You gain 2 proficiency in Disguise Kits.

Equipment. A set of common or fine clothes, 3 rations (that restore 10 Health each), a disguise kit, a dagger, a dagger or flintlock (& 10 miniballs & 1 pound of gunpowder) depending on what Weapon Skill you gained proficiency in, 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Keen Eye, Linguist, Skill Master (Disguise Kits), Skill Training (Beguilement, Persuasion, Sleight of Hand, or Disguise Kits).


Diplomats are special government workers who act as emissaries and representatives to other countries, territories, and tribes, reducing tensions, negotiating treaties, and preventing wars.

Ability Score Improvement. Your CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill and gain 2 proficiency in Beguilement, Insight, and Persuasion.

Tool Skills. You gain 1 proficiency in Forgery Kits and 1 proficiency in either Navigation Tools or any single Vehicle type of your choice.

Equipment. A set of fine clothes, 3 rations (that restore 10 Health each), a forgery kit, a dagger, a flintlock & 10 miniballs & 1 pound of gunpowder, a handful of maps showing nearby lands/countries, 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Inspiring Leader, Keen Eye, Linguist, Navigator, Observer, Skill Master (Persuasion), Skill Training (Beguilement, Insight, Persuasion, Disguise Kits, Forgery Kits, Navigation Tools, Vehicles).


Divine is a broad term that applies to all those who work in the church and is not inherently indicative of rank. Priests, cardinals, bishops, and more would all qualify as divines.

Ability Score Improvement. Your WIS score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 3 proficiency in Lore, and have 3 SP to place as you choose; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to distribute amongst the following: Art Supplies, Carpentry Tools, Cooking Supplies, Herbalism Kits, Masonry Tools, Medicine Kits, one Musical Instrument, or Woodcarving Tools.

Equipment. A set of religious vestments, 3 rations (that restore 10 Health each), a set of tools that you gained proficiency in, a dagger, a holy symbol, a book detailing the important tales and tenets of your religion, 1 trinket, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Indomitable Mind, Inspiring Leader, Linguist, Skill Master (Lore), Skill Training (Lore, Art Supplies, Carpentry Tools, Cooking Supplies, Herbalism Kits, Masonry Tools, Medicine Kits, Musical Instruments, or Woodcarving Tools).


Doctors, physicians, medics, and the like, are the non-arcane healers of the world. They study Sentient bodies and the medical sciences, as well as the medical applications of Aetherite and its various concoctions. Some doctors are (former) alchemists, but not all. Many, if not most, simply study medicine for the sake of itself and helping others.

Ability Score Improvement. Your DEX or INT score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Medicine (this will also increase your proficiency in Medicine Kits by 2), and have 4 SP to place as you choose; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 2 proficiency in Medicine Kits (this will also increase your proficiency in Medicine by 1).

Equipment. Your medical vestments, 3 rations (that restore 10 Health each), 2 medicine kits, 2 daggers, 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Linguist, Skill Master (Medicine/Medicine Kits), Skill Training (Medicine/Medicine Kits), Weapon Training (Small).


Bards, jesters, minstrels, performers, troupers, and the like are all entertainers, and they live and work to spread joy and merriment through their arts and performances.

Ability Score Improvement. Your AGI, DEX, or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 3 proficiency in Beguilement, and have 3 SP to distribute between the following: Beast Handling, Persuasion, and Sleight of Hand; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to distribute between the following: Disguise Kits, one Musical Instrument, one Gaming Set.

Equipment. A set of common clothes, a set of fine clothes, a costume, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Athlete, Beastmaster, Inspiring Leader, Linguist, Lucky, Mimicry, Practiced Dodge, Sharpshooter, Skill Master (Beguilement, Disguise Kits, or one Musical Instrument), Skill Training (Beast Handling, Beguilement, Persuasion, Sleight of Hand, Disguise Kits, Musical Instruments, or Gaming Sets), Tough, Uncanny Reflexes, Weapon Training (Archery, Exotic, Firearm, Throwing).


Few are happy to see the executioner. These bringers of death, these beheaders, hangers, and torturers, are symbols of fear and dispensers of a ruler’s justice, known throughout the world for carrying out their duty with strict discipline at best, and sadistic fervor at worst.

Ability Score Improvement. Your STR score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Intimidation, and have 4 SP to place as you choose; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to place in any Tool Skills of your choice.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Skill Master (Intimidation), Skill Training (Intimidation), Weapon Training (Large).


Simple folk, who live by the plow and quite literally reap what they sow. They are responsible for feeding the world's populations, and are usually quite humble, in both manner and economic status.

Ability Score Improvement. Your STR or CON score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Beast Handling, gain 1 proficiency in Nature, and have 3 SP to distribute between the following: Beast Handling, Climb, Insight, Intimidation, Nature, Navigation, Perception, Survival, and Swim; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Carpentry Tools and one of the following: Blacksmithing Tools, Carpentry Tools, Cooking Supplies, Herbalism Kits, Leatherworking Tools, Medicine Kits, Vehicles (Land), or Woodcarving Tools.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in that is not a vehicle, a dagger, a weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Athlete, Beastmaster, Skill Master (Beast Handling), Skill Training (Beast Handling, Climb, Nature, Perception, Survival, Swim, Carpentry Tools, Cooking Supplies, Herbalism Kits, Leatherworking Tools, Vehicles (Land), or Woodcarving Tools), Tough, Unbreakable Body, Weapon Training (Polearm).


Those who live for risk, who earn their money gambling, who like to bet it all for the chance to earn riches fit for a king are gamblers. This title applies to everyone from card sharks to those who love to make bets whenever possible.

Ability Score Improvement. Your INT or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Beguilement and Insight, and have 2 SP to distribute between the following: Appraisal, Beguilement, Insight, Perception, Persuasion, and Sleight of Hand; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Gaming Sets (Dice) and Gaming Sets (Cards).

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), a set of cards, a set of dice, a dagger, 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Keen Eye, Linguist, Lucky, Observer, Skill Master (Beguilement, Insight, Gaming Sets (Cards), or Gaming Sets (Dice)), Skill Training (Appraisal, Beguilement, Insight, Perception, Persuasion, Sleight of Hand, or Gaming Sets).


Gladiators, pugilists, wrestlers and the like are all those who fight in the arena for glory, fame, fortune, and the thrills. There are many different types of gladiators, and though very few of them fight to the death, they do exist.

Ability Score Improvement. Your STR or CON score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 1 proficiency in Beguilement and Intimidation, and have 4 SP to place as you choose; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to place in any Tool Skill(s) of your choice.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), a set of Light or Medium armor, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Arcanist Slayer, Athlete, Beastmaster, Charger, Combat Maneuvers, Keen Eye, Practiced Dodge, Sharpshooter, Skill Training (Beguilement or Intimidation), Tough, Unbreakable Body, Uncanny Reflexes, Weapon Training (any).


As a hermit, you have chosen to leave civilization behind and seclude yourself in the wilds. You have spent significant time alone, in untamed lands, in contemplation and reflecting on the nature of yourself, the world, and your place within it.

Ability Score Improvement. Your WIS score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill and gain 1 proficiency in Beast Handling, Insight, Nature, Navigation, Perception, and Survival.

Tool Skills. You gain 1 proficiency in Cooking Supplies and Herbalism Kits.

Equipment. An old set of common clothes, 3 rations (that restore 10 Health each), a set of cooking supplies or an herbalism kit, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Beastmaster, Keen Mind, Navigator, Otherworldly Touch, Skill Training (Beast Handling, Insight, Nature, Navigation, Perception, Survival, Cooking Supplies, or Herbalism Kits).


Like a hermit, you also spent time in the wilds, but rather than focusing on solitude and self-reflection, your primary concern was survival. You stalked animals and lived off the land to survive and see tomorrow. You may have been on your own or part of a tribe; either qualifies as a hunter-gatherer.

Ability Score Improvement. Your CON or WIS score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill and gain 2 proficiency in Nature, Stealth, and Survival.

Tool Skills. You gain 1 proficiency in Herbalism Kits and one of the following: Cooking Supplies, Herbalism Kits, Medicine Kits, or Navigation Tools.

Equipment. A set of hunting clothes, 3 rations (that restore 10 Health each), a simple hunting trap, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1 trinket, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Athlete, Beastmaster, Keen Eye, Keen Mind, Mimicry, Mobile, Navigator, Practiced Dodge, Sharpshooter, Skill Master (Nature, Stealth, Survival, or Herbalism Kits), Skill Training (Nature, Stealth, Survival, Cooking Supplies, Herbalism Kits, Medicine Kits, or Navigation Tools), Uncanny Reflexes, Weapon Training (Archery, Firearm, or Throwing).


For a significant length of time, you worked in a tavern or inn or other resting place of some sort, either as an owner, server, cook, or something else.

Ability Score Improvement. Your CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill and gain 1 proficiency in Beguilement, Insight, Lore, Perception, Persuasion, and Sleight of Hand.

Tool Skills. You have 2 SP to distribute between the following: Carpentry Tools, Cooking Supplies, one Gaming Set, Masonry Tools, Medicine Kits, one Musical Instrument, and Woodcarving Tools.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Alert, Keen Eye, Linguist, Observer, Skill Master (Cooking Supplies), Skill Training (Beguilement, Insight, Lore, Perception, Persuasion, Sleight of Hand, Carpentry Tools, Cooking Supplies, Gaming Sets, Masonry Tools, Medicine Kits, Musical Instruments, or Woodcarving Tools), Weapon Training (Firearm).


You’ve spent years enforcing the law of the land. The people looked to you for protection and guidance in times of need, and you were their beacon of hope in times of fear. Perhaps you abused the power of your position to further your own gains, or maybe you earnestly protected and served the people of whatever town you policed. In any case, you’ve spent a lot of time in a position of authority, and the years you spent as your town’s sentinel have left an irremovable mark on you.

Ability Score Improvement. Your WIS or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 1 proficiency in Beguilement, Insight, Intimidation, Perception, Persuasion, and have 1 SP to place as you choose.

Tool Skills. You gain 1 proficiency in Vehicles (Land) and 1 proficiency in Disguise Kits, Explosives Kits, Forgery Kits, Gunsmithing Tools, Medicine Kits, or Vehicles (any).

Equipment. Your uniform, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Arcanist Slayer, Athlete, Beastmaster, Charger, Combat Maneuvers, Inspiring Leader, Keen Eye, Keen Mind, Linguist, Mobile, Navigator, Observer, Practiced Dodge, Sharpshooter, Skill Training (Beguilement, Insight, Intimidation, Perception, Persuasion, Disguise Kits, Explosives Kits, Forgery Kits, Gunsmithing Tools, Medicine Kits, or Vehicles).


You owned or worked in a library or store dedicated to the selling and/or publishing of books. You’re extremely familiar with tomes and novels, and likely have an inextinguishable love for the written word.

Ability Score Improvement. Your INT or WIS score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Lore, and have 4 SP to distribute between the following: Arcana, Lore, Mechanics, Medicine, Nature, and Navigation; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to place into any Tool Skill(s) of your choice.

Equipment. A set of common clothes, your favorite book, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Indomitable Mind, Keen Eye, Keen Mind, Linguist, Observer, Skill Master (Lore), Skill Training (Arcana, Lore, Mechanics, Medicine, Nature, or Navigation).


You served as an adjudicator of the law of your town, country, tribe, or other community. You knew the law and served it, either out of an honest sense of duty and devotion to justice, or simply for your own gain.

Ability Score Improvement. Your INT or WIS score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Insight and Lore, and have 2 SP to distribute between the following: Beguilement, Insight, Perception, or Persuasion; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Forgery Kits and 1 proficiency in any Tool Skill of your choice.

Equipment. A set of fine clothes, a ledger full of your rulings over the last year, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Inspiring Leader, Keen Eye, Linguist, Skill Master (Insight), Skill Training (Beguilement, Insight, Lore, Perception, Persuasion, or Forgery Kits).


You've worked with machines of some form or another, and know their workings inside and out. The smell of oil and grease is like home to you, and the clicking and whirring of gears brings you comfort.

Ability Score Improvement. Your STR or INT score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Mechanics, and have 4 SP to distribute between the following: Appraisal, Lore, and Mechanics; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Tinkering Tools and in any one of the following: Blacksmithing Tools, Explosives Kits, Gunsmithing Tools, Tinkering Tools, or any one type of Vehicle.

Equipment. An oil and grease-stained set of common clothes, a small mechanical device you built yourself, 3 rations (that restore 10 Health each), a set of Tinkering Tools, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Skill Master (Mechanics or Tinkering Tools), Skill Training (Appraisal, Lore, Mechanics, Blacksmithing Tools, Explosives Kits, Gunsmithing Tools, Tinkering Tools, or Vehicles).


You spent time hawking wares, selling goods, haggling and driving bargains. You may have owned a shop, or a tent, or a stall; whatever the case, you know your way around a deal and how to handle – and talk people out of – money.

Ability Score Improvement. Your INT, WIS, or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Appraisal and Insight, and have 2 SP to distribute between the following: Beguilement, Navigation, Perception, Persuasion, Sleight of Hand; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Forgery Kits and Jeweling Tools.

Equipment. A set of fine clothes, a set of merchant scales, 3 rations (that restore 10 Health each), a forgery kit or set of jeweling tools, a dagger, 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Keen Eye, Linguist, Navigator, Observer, Skill Master (Appraisal or Insight), Skill Training (Appraisal, Beguilement, Insight, Navigation, Perception, Persuasion, Sleight of Hand, Forgery Kits, or Jeweling Tools).


You have lived your life moving from place to place, never having a home to call your own. The only life you know or have ever known is the road, and you have either been unable or unwilling to put down roots in any one location.

Ability Score Improvement. Your AGI or WIS score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Navigation, gain 1 proficiency in Survival, and have 3 SP to distribute between the following: Climb, Insight, Lore, Nature, Navigation, Perception, Sleight of Hand, Stealth, Survival, and Swim; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to distribute between the following: Cartography Tools, Cooking Supplies, Disguise Kits, Forgery Kits, Herbalism Kits, Medicine Kits, Navigation Tools, Thieving Tools, Tinkering Tools, or one type of Vehicle.

Equipment. One set of common clothes, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Athlete, Beastmaster, Charger, Keen Mind, Linguist, Mobile, Navigator, Skill Master (Navigation), Skill Training (Climb, Insight, Lore, Nature, Navigation, Perception, Sleight of Hand, Stealth, Survival, Swim, Cartography Tools, Cooking Supplies, Disguise Kits, Forgery Kits, Herbalism Kits, Medicine Kits, Navigation Tools, Thieving Tools, Tinkering Tools, Vehicles), Tough.


You are not native to this world, to this universe even. Through some means or another, you arrived here from your own homeland, an alien in the truest sense of the word. You may have come from a place where arcane powers are nothing but myth, or you may have come from somewhere where they are commonplace. Whatever the case may be, you are a stranger in a strange land.

Ability Score Improvement. Your INT or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, and have 6 SP to distribute between the following: Arcana, Beguilement, Mechanics, Nature, Perception, and Persuasion; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to place into any Tool Skill(s) of your choice.

Equipment. One set of clothes that you were wearing when you arrived in this universe, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Arcanist Slayer, Beastmaster, Indomitable Mind, Linguist, Lucky, Otherworldly Touch, Skill Training (Arcana, Beguilement, Mechanics, Nature, Perception, Persuasion), Toe Dip, Tough, Unbreakable Body, Weapon Training (Exotic).


Your life, or part of it at least, has been lived outside of the law, perhaps working solo or in a gang; running heists, waylaying caravans, smuggling goods, or some other such illegal activity. You may have been caught at one point, or are currently wanted, or are a ghost whose name is spoken only in hushed whispers.

Ability Score Improvement. One of your ability scores increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, and have 6 SP to distribute between the following: Appraisal, Beast Handling, Beguilement, Climb, Intimidation, Perception, Persuasion, Sleight of Hand, and Stealth; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to distribute between the following: Cooking Supplies, Disguise Kits, Explosives Kits, Forgery Kits, one Gaming Set, Gunsmithing Tools, Jeweling Tools, Thieving Tools, or one type of Vehicle.

Equipment. One set of common clothes, one disguise, 3 rations (that restore 10 Health each), one set of tools you gained proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Alert, Arcanist Slayer, Athlete, Beastmaster, Combat Maneuvers, Keen Eye, Keen Mind, Linguist, Lucky, Mimicry, Mobile, Navigator, Observer, Practiced Dodge, Sharpshooter, Skill Training (Appraisal, Beast Handling, Beguilement, Climb, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, Cooking Supplies, Disguise Kits, Explosives Kits, Forgery Kits, Gaming Sets, Gunsmithing Tools, Jeweling Tools, Thieving Tools, or Vehicles), Toe Dip, Tough, Unbreakable Body, Uncanny Reflexes, Weapon Training (any).


Grouped together for their many similarities, sailors and pirates are, of course, those who made their living sailing the high seas, either honestly or otherwise.

Ability Score Improvement. Your STR or CON score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Navigation, and gain 1 proficiency in Climb, Perception, Sleight of Hand, and Swim.

Tool Skills. You gain 1 proficiency in Vehicles (Water) and 1 proficiency in one of the following: Cartography Tools, Cooking Supplies, Explosives Kits, Gunsmithing Tools, Medicine Kits, Navigation Tools, Thieving Tools, or Vehicles (Water).

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), a set of tools that you gain proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Athlete, Beastmaster, Charger, Combat Maneuvers, Inspiring Leader, Keen Eye, Keen Mind, Linguist, Navigator, Practiced Dodge, Sharpshooter, Skill Master (Navigation or Vehicles (Water)), Skill Training (Climb, Perception, Sleight of Hand, Swim, Cartography Tools, Cooking Supplies, Explosives Kits, Gunsmithing Tools, Medicine Kits, Navigation Tools, Thieving Tools, or Vehicles (Water)), Tough, Unbreakable Body, Uncanny Reflexes, Weapon Training (Firearm, Medium, Small).


Scholars are those who wished to study and learn as much as they could; maybe to satisfy their natural curiosity, or perhaps they saw education as their key to a better life. Either way, scholars pride themselves on their studiousness and their greater learning, sometimes to the point of arrogance. In any case, the time they spent studying certainly has its applications.

Ability Score Improvement. Your INT score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, and have 6 SP to distribute between the following: Arcana, Lore, Mechanics, Medicine, and Nature; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to distribute between the following: Alchemy Supplies, Cartography Tools, Herbalism Kits, Medicine Kits, Navigation Tools, Tinkering Tools, or one type of Vehicle.

Equipment. A set of common clothes, a book about your favorite subject, 3 rations (that restore 10 Health each), one set of tools you gained proficiency in that is not a vehicle, a dagger, 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Indomitable Mind, Keen Mind, Linguist, Otherworldly Touch, Skill Master (Lore), Skill Training (Arcana, Lore, Mechanics, Medicine, Nature, Alchemy Supplies, Cartography Tools, Herbalism Kits, Medicine Kits, Navigation Tools, Tinkering Tools, or Vehicles).


For a long time in your life, you voluntarily spent your time in the service of another. Some look down upon servants, viewing them as lesser, wondering why one would choose to be subservient. Servants themselves, however, know otherwise; that to serve a cause greater than oneself can be incredibly fulfilling, and to be the pillar that supports someone or something you believe in can be incredibly empowering.

Ability Score Improvement. Your INT, WIS, or CHA score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Insight and Persuasion, and have 2 SP to place as you desire; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to place into any Tool Skill(s) of your choice.

Equipment. A set of fine clothes, 3 rations (that restore 10 Health each), a set of tools you gained proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Alert, Keen Eye, Keen Mind, Linguist, Navigator, Observer, Skill Master (Insight), Skill Training (Insight or Persuasion).


Unlike servants, slaves did not choose to serve. They were forced into this life for one reason or another, and would like to leave it by any means possible as soon as the opportunity presents itself. Ability Score Improvements. Your STR and CON scores both increase by 1.

Ability Score Improvement. Your STR or CON score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, and have 6 SP to distribute between the following: Beast Handling, Beguilement, Climb, Intimidation, Mechanics, Nature, Navigation, Sleight of Hand, Stealth, Survival, and Swim; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to distribute between the following: Blacksmithing Tools, Carpentry Tools, Cooking Supplies, Disguise Kits, Explosives Kits, Forgery Kits, one type of Gaming Set, Leatherworking Kits, Masonry Tools, Medicine Kits, one type of Musical Instrument, Navigation Tools, Thieving Tools, one type of Vehicle, or Woodcarving Tools.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Alert, Athlete, Beastmaster, Indomitable Mind, Keen Eye, Keen Mind, Linguist, Observer, Skill Training (any), Tough, Unbreakable Body.


Soldiers spent their time in the employ of a military of some sort; perhaps it was a privately owned force of a wealthy family, or a governmental force under the command of a king or council of some form. Either way, the result and relative experience is the same.

Ability Score Improvement. Your STR increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 1 proficiency in Climb, Intimidation, and Swim, and have 3 SP to distribute between the following: Beast Handling, Insight, Intimidation, Lore, Navigation, Perception, Stealth, or Survival; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Medicine Kits and one of the following: Alchemy Supplies, Blacksmithing Tools, Cartography Tools, Cooking Supplies, Disguise Kits, Explosives Kits, one type of Gaming Set, Gunsmithing Tools, Leatherworking Kits, Medicine Kits, one type of Musical Instrument, Navigation Tools, or one type of Vehicle.

Equipment. A set of common clothes, your old uniform, a symbol of your rank, 3 rations (that restore 10 Health each), one set of tools that you gained proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1 trinket, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Arcanist Slayer, Athlete, Charger, Combat Maneuvers, Inspiring Leader, Linguist, Navigator, Practiced Dodge, Sharpshooter, Skill Training (Beast Handling, Climb, Insight, Intimidation, Lore, Navigation, Perception, Stealth, Survival, Swim, Alchemy Supplies, Blacksmithing Tools, Cartography Tools, Cooking Supplies, Disguise Kits, Explosives Kits, Gaming Sets, Gunsmithing Tools, Leatherworking Kits, Medicine Kits, Musical Instruments, Navigation Tools, or Vehicles), Toe Dip, Tough, Unbreakable Body, Uncanny Reflexes, Weapon Training (any).


Bankers, farmers, cobblers, florists, smiths, cartographers, and miners; all of these and many, many more are tradesmen, those who earn their living via a trade or craft and live relatively simple and honest lives. To list them all would be long, tiresome, and impractical, so all of them have been placed under one title here. If your character was a simple commoner, peasant, or serf, then this is the background for them.

Ability Score Improvement. One of your ability scores increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill and have 6 SP to place in any Action Skills of your choice; remember proficiency in a single skill can only go up to 5.

Tool Skills. You have 2 SP to place in any Tool Skill(s) of your choice.

Equipment. A set of common clothes, 3 rations (that restore 10 Health each), a set of tools that you gained proficiency in that is not a vehicle, a dagger, one weapon that you gained proficiency in (and 10 appropriate ammunition if needed), 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alchemist, Beastmaster, Linguist, Navigator, Skill Master (any), Skill Training (any).


For one reason or another, you have known true poverty and destitution, and had to survive in the streets. You likely had several run-ins with other urchins, outlaws, criminals, gangs, and other unsavory types. Whatever the case, you survived a life of poverty and found a better life for yourself, sooner or later.

Ability Score Improvement. Your AGI or DEX score increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill and gain 2 proficiency in Beguilement, Sleight of Hand, and Stealth.

Tool Skills. You gain 2 proficiency in Thieving Tools.

Equipment. A dirty set of common clothes, 3 rations (that restore 10 Health each), a set of Thieving Tools, a dagger, 1d3 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Alert, Keen Eye, Keen Mind, Skill Master (Sleight of Hand, Stealth, Thieving Tools), Skill Training (Beguilement, Sleight of Hand, Stealth, or Thieving Tools).


You put your stock in the pen and the power therein, and made a living writing books and tomes and novels for others to read. Maybe you sook to educate the world, and chronicled objective and factual knowledge for others to learn from, or maybe you wanted to craft incredible and wondrous tales of fiction, of heroes rising and villains falling.

Ability Score Improvement. Your INT increases by .5, up to 5.

Action Skills. You start with 1 proficiency in every Action Skill, gain 2 proficiency in Lore, and have 4 SP to distribute between the following: Arcana, Lore, Mechanics, Nature, and Navigation; remember proficiency in a single skill can only go up to 5.

Tool Skills. You gain 1 proficiency in Forgery Kits and 1 proficiency in either Forgery Kits or Navigation Tools.

Equipment. A set of common clothes, one of your books, 3 rations (that restore 10 Health each), a Forgery Kit, a dagger, a weapon of your choice (and 10 appropriate ammunition if needed), 1d2 trinkets, 1d10 Aeons, and 2d100 change.

Suggested Classless Feats. Pick one of the following: Keen Eye, Keen Mind, Linguist, Observer, Skill Master (Lore), Skill Training (Arcana, Lore, Mechanics, Nature, Navigation, Forgery Kits, or Navigation Tools).