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.
- A set of common clothes;
- 3 rations and a full canteen;
- one set of tools you gained proficiency in that is not a vehicle;
- a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
- one disguise;
- 1d2 trinkets, 10 + 1d4 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, Toe Dip, Tough, Unbreakable Body, Uncanny Reflexes, Weapon Training (any).