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Iron & Aether
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Part 3: Backgrounds   ☰

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. Remember that every character starts with 1 proficiency in every Action Skill (not counting any proficincies you may have gained from your Race or will gain from your Class).

Suggested Ability Score Improvement (ASI). As part of your Background, you can increase one Ability Score by .5, up to 5; each sample Background will suggest one or more Ability Scores to increase that fit the theme of that Background.

Suggested Action Skills. Every character starts with 1 proficiency in every Action Skill (not counting any proficincies they may have gained from your Race or will gain from their Class), and will gain 3 Skill Points (SP) from their Background to place into one or more Action Skill(s) of their choice; each sample Background will suggest 1 - 3 Action Skill(s) to place these points into that fit the theme of that Background.

Suggested Tool Skills. Every character gains 2 SP from their Background to place into one or more Tool Skill(s) of their choice; each sample Background will suggest 1 - 2 Tool Skill(s) to place these points into that fit the theme of that Background.

Suggested Equipment. Every character gains a smattering of equipment from their Background, and each sample Background will have a few suggested pieces of equipment that fit the theme of that Background. All equipment can be found in Part 5.

Suggested Classless Feat(s). Every character gains a Classless Feat from their Background, and each sample Background will suggest one or more Classless Feat(s) that fit the theme of that Background; if you aren't sure which to pick, the Skill Training and Skill Master feats work well with any Background.

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.

Suggested ASI: DEX or INT.

Suggested Action Skills: Arcana, Medicine (this will also increase your proficiency in Medicine Kits), and Nature.

Suggested Tool Skills: Alchemy Supplies or Medicine Kits*.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • a set of alchemy supplies;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a weak Potion, Ether, or Elixir;
  • 1 trinket, 10 + 1d6 Aeons, and 2d100 change.
Suggested Classless Feat: Alchemist.
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.

Suggested ASI: INT.

Suggested Action Skills: Appraisal, Climb, Lore, Navigation, Perception, or Swim.

Suggested Tool Skills: Cartography Tools, Navigation Tools, Thieving Tools, or one type of Vehicle.

Suggested Equipment:
  • A set of common clothes and a traveling cloak;
  • 3 rations and a full canteen;
  • a set of Thieving Tools;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets from your delves, 10 + 1d4 Aeons, and 3d100 change.
Suggested Classless Feats: Alert, Athlete, Keen Mind, Linguist, or 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.

Suggested ASI: INT or CHA.

Suggested Action Skills: Beguilement, Insight, Lore, or Persuasion.

Suggested Tool Skills: One type of Gaming Set or one type of Musical Instrument.

Suggested Equipment:
  • A set of fine clothes;
  • 3 rations and a full canteen;
  • a gaming set or musical instrument that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a piece of jewelry with your family's insignia on it;
  • 1 trinket and 10 + 1d10 Aeons.
Suggested Classless Feats: Inspiring Leader, Linguist, Sharpshooter, or Weapon Training.
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.

Suggested ASI: DEX or WIS.

Suggested Action Skills: Appraisal, Lore, or Insight.

Suggested Tool Skills: Art Supplies, Cartography Tools, Disguise Kits, Forgery Kits, one type of Musical Instrument, or Woodcarving Kits.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • one set of tools that you gain proficiency with;
  • an art piece of your own creation;
  • 1d2 trinkets, 10 + 1d3 Aeons, and 3d100 change.
Suggested Classless Feat: Keen Eye.
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.

Suggested ASI: INT or CHA.

Suggested Action Skills: Beguilement, Insight, Perception, or Persuasion.

Suggested Tool Skills: Disguise Kits, Forgery Kits, one type of Gaming Set, Jeweling Tools, or Thieving Tools.

Suggested Equipment:
  • A set of common and fine clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 + 1d6 Aeons, and 2d100 change.

Suggested Classless Feats: Alert, Inspiring Leader, Keen Eye, Linguist, Lucky, Mimicry, or Observer.
The courtesan label applies to all of those who offer paid companionship, from high-class escorts to common brothel workers.

Suggested ASI: DEX or CHA.

Suggested Action Skills: Beguilement, Insight, Persuasion, or Sleight of Hand.

Suggested Tool Skill: Disguise Kits.

Suggested Equipment:
  • A set of common or fine clothes;
  • 3 rations and a full canteen;
  • one disguise kit;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 + 1d6 Aeons, and 2d100 change.
Suggested Classless Feats: Keen Eye or Linguist.
Diplomats are special government workers who act as emissaries and representatives to other countries, territories, and tribes, reducing tensions, negotiating treaties, and preventing wars.

Suggested ASI: CHA.

Suggested Action Skills: Beguilement, Insight, Lore, or Persuasion.

Suggested Tool Skills: Forgery Kits, Navigation Tools, or one type of Vehicle.

Suggested Equipment:
  • A set of fine clothes;
  • 3 rations and a full canteen;
  • a forgery kit;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a handful of maps showing nearby lands/countries;
  • 1d2 trinkets, 10 + 1d4 Aeons, and 2d100 change.
Suggested Classless Feats: Inspiring Leader, Keen Eye, Linguist, Navigator, or Observer.
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.

Suggested ASI: WIS or CHA.

Suggested Action Skills: Beguilement, Insight, Lore, or Persuasion.

Suggested Tool Skills: Art Supplies, Carpentry Tools, Cooking Supplies, Herbalism Kits, Masonry Tools, Medicine Kits*, one type of Musical Instrument, or Woodcarving Tools.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of religious vestments;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a holy symbol and a book detailing the important tales & tenets of your religion;
  • 1 trinket, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Indomitable Mind, Inspiring Leader, or Linguist.
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.

Suggested ASI: DEX or INT

Suggested Action Skills: Insight, Medicine (this will also increase your proficiency in Medicine Kits), Nature, Persuasion, or Sleight of Hand.

Suggested Tool Skills: Herbalism Kits or Medicine Kits*.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • Your medical vestments;
  • 3 rations and a full canteen;
  • 2 medicine kits;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 + 1d6 Aeons, and 2d100 change.
Suggested Classless Feats: Linguist or 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.

Suggested ASI: AGI, DEX, or CHA.

Suggested Action Skills: Beast Handling, Beguilement, Climb, Persuasion, Sleight of Hand, or Stealth.

Suggested Tool Skills: Disguise Kits, one type of Gaming Set, or one type of Musical Instrument.

Suggested Equipment:
  • A set of common and fine clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a costume;
  • 1d3 trinkets, 10 + 1d3 Aeons, and 4d100 change.
Suggested Classless Feats: Athlete, Beastmaster, Inspiring Leader, Linguist, Lucky, Mimicry, Practiced Dodge, Sharpshooter, Tough, Uncanny Reflexes, or Weapon Training.
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.

Suggested ASI: STR.

Suggested Action Skills: Intimidation, Lore, Medicine (this will also increase your proficiency in Medicine Kits), or Sleight of Hand.

Suggested Tool Skills: Alchemy Supplies, Blacksmithing Tools, Explosives Kits, Gunsmithing Tools, Herbalism Kits, or Medicine Kits*.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 Aeons, and 2d100 change.
Suggested Classless Feat: Weapon Training.
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.

Suggested ASI: STR or CON.

Suggested Action Skills: Beast Handling, Climb, Nature, or Survival.

Suggested Tool Skills: Blacksmithing Tools, Carpentry Tools, Cooking Supplies, Herbalism Kits, Leatherworking Tools, Medicine Kits*, Vehicles (Land), or Woodcarving Tools.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1 trinket, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Athlete, Beastmaster, Tough, Unbreakable Body, or 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.

Suggested ASI: INT, DEX, or CHA.

Suggested Action Skills: Appraisal, Beguilement, Insight, Perception, Persuasion, or Sleight of Hand.

Suggested Tool Skills: Gaming Sets (Dice) or Gaming Sets (Cards).

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • a set of cards and/or a set of dice, depending on what you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 + 1d3 Aeons, and 3d100 change.
Suggested Classless Feats: Keen Eye, Linguist, Lucky, or Observer.
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.

Suggested ASI: STR, DEX, or CON.

Suggested Action Skills: Beast Handling, Beguilement, Intimidation, or Perception.

Suggested Tool Skills: Blacksmithing Tools, Gunsmithing Tools, or Medicine Kits*.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • Gambeson Torso armor;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d2 trinkets, 10 + 1d4 Aeons, and 3d100 change.
Suggested Classless Feats: Pick one of the following: Alert, Arcanist Slayer, Athlete, Beastmaster, Combat Maneuvers, Keen Eye, Practiced Dodge, Sharpshooter, Tough, Unbreakable Body, Uncanny Reflexes, or Weapon Training.
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.

Suggested ASI: INT or WIS.

Suggested Action Skills: Beast Handling, Insight, Nature, Navigation, Perception, or Survival.

Suggested Tool Skills: Carpentry Tools, Cooking Supplies, Herbalism Kits, or Woodcarving Kits.

Suggested Equipment:
  • An old set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Alchemist, Beastmaster, Keen Mind, Navigator, or Otherworldly Touch.
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.

Suggested ASI: CON or WIS.

Suggested Action Skills: Beast Handling, Nature, Navigation, Stealth, Survival, or Swim.

Suggested Tool Skills: Cooking Supplies, Herbalism Kits, Medicine Kits*, or Navigation Tools.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of hunting clothes;
  • 3 rations and a full canteen;
  • an herbalism kit;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a simple hunting trap;
  • 1d3 trinkets, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Alert, Athlete, Beastmaster, Keen Eye, Keen Mind, Mimicry, Mobile, Navigator, Practiced Dodge, Sharpshooter, Uncanny Reflexes, or Weapon Training.
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.

Suggested ASI: CHA.

Suggested Action Skills: Beguilement, Insight, Lore, Perception, Persuasion, or Sleight of Hand.

Suggested Tool Skills: Carpentry Tools, Cooking Supplies, one type of Gaming Set, Masonry Tools, one type of Musical Instrument, and Woodcarving Tools.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 + 1d4 Aeons, and 3d100 change.
Suggested Classless Feats: Alert, Keen Eye, Linguist, Observer, or Weapon Training.
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.

Suggested ASI: STR, WIS, or CHA.

Suggested Action Skills: Appraisal, Beast Handling, Beguilement, Insight, Intimidation, Lore, Mechanics, Perception, Persuasion, Sleight of Hand, or Stealth.

Suggested Tool Skills: Disguise Kits, Explosives Kits, Forgery Kits, Gunsmithing Tools, Medicine Kits*, Thieving Tools, or Vehicles (any).
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • Your uniform;
  • 3 rations and a full canteen;
  • a set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 + 1d4 Aeons, and 2d100 change.
Suggested Classless Feats: Pick one of the following: Alert, Arcanist Slayer, Athlete, Beastmaster, Combat Maneuvers, Inspiring Leader, Keen Eye, Keen Mind, Linguist, Mobile, Navigator, Observer, Practiced Dodge, Sharpshooter, or Weapon Training.
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.

Suggested ASI: INT or WIS.

Suggested Action Skills: Arcana, Lore, Mechanics, Medicine (this would also increase your proficiency in Medicine Kits), Nature, or Navigation.

Suggested Tool Skills: Art Supplies, Cartography Tools, Forgery Kits, or one type of Gaming Set.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a copy of your favorite book;
  • 1 trinket, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Indomitable Mind, Keen Eye, Keen Mind, Linguist, or Observer.
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.

Suggested ASI: INT, WIS, or CHA.

Suggested Action Skills: Beguilement, Insight, Lore, Perception, or Persuasion.

Suggested Tool Skill: Forgery Kits.

Suggested Equipment:
  • A set of fine clothes;
  • 3 rations and a full canteen;
  • one forgery kit;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a ledger full of your rulings over the last year;
  • 1 trinket, 10 + 1d6 Aeons, and 2d100 change.
Suggested Classless Feats: Indomitable Mind, Inspiring Leader, Keen Eye, or Linguist.
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.

Suggested ASI: STR, DEX, or INT.

Suggested Action Skills: Appraisal, Arcana, Lore, Mechanics, or Sleight of Hand.

Suggested Tool Skills: Blacksmithing Tools, Explosives Kits, Gunsmithing Tools, Tinkering Tools, or one type of Vehicle.

Suggested Equipment:
  • An oil and grease-stained set of common clothes;
  • 3 rations and a full canteen;
  • one set of tinkering tools;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a small mechanical device you built yourself;
  • 1 trinket, 10 + 1d6 Aeons, and 2d100 change.
Suggested Classless Feats: Tough or Unbreakable Body.
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.

Suggested ASI: INT or CHA.

Suggested Action Skills: Appraisal, Beguilement, Insight, Lore, Navigation, Perception, Persuasion, or Sleight of Hand.

Suggested Tool Skills: Forgery Kits or Jeweling Tools.

Suggested Equipment:
  • A set of fine clothes;
  • 3 rations and a full canteen;
  • a forgery kit or a set of jeweling tools;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a set of merchant scales;
  • 1d3 trinkets, 10 + 1d8 Aeons, and 2d100 change.
Suggested Classless Feats: Keen Eye, Linguist, or Observer.
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.

Suggested ASI: AGI or WIS.

Suggested Action Skills: Climb, Insight, Lore, Nature, Navigation, Perception, Sleight of Hand, Stealth, Survival, or Swim.

Suggested Tool Skills: Cartography Tools, Cooking Supplies, Disguise Kits, Forgery Kits, Herbalism Kits, Navigation Tools, Thieving Tools, or one type of Vehicle.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 Aeons, and 3d100 change.
Suggested Classless Feats: Alert, Athlete, Beastmaster, Keen Mind, Linguist, Mobile, Navigator, or 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.

Suggested ASI: INT or CHA.

Suggested Action Skills: Arcana, Beguilement, Lore, Mechanics, Nature, Perception, or Persuasion.

Suggested Tool Skills: Any.

Suggested Equipment:
  • A set of clothes that you were wearing when you arrived in this universe;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Arcanist Slayer, Beastmaster, Indomitable Mind, Linguist, Lucky, Otherworldly Touch, Toe Dip, Tough, Unbreakable Body, or Weapon Training.
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, are currently wanted, or are a ghost whose name is spoken only in hushed whispers.

Suggested ASI: Any.

Suggested Action Skills: Appraisal, Beast Handling, Beguilement, Climb, Insight, Intimidation, Lore, Mechanics, Navigation, Perception, Persuasion, Sleight of Hand, Stealth, Survival, or Swim.

Suggested Tool Skills: Alchemy Supplies, Cooking Supplies, Disguise Kits, Explosives Kits, Forgery Kits, one type of Gaming Set, Gunsmithing Tools, Jeweling Tools, one type of Musical Instrument, Thieving Tools, or one type of Vehicle.

Suggested 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: Alchemist, Alert, Arcanist Slayer, Athlete, Beastmaster, Combat Maneuvers, Keen Eye, Keen Mind, Linguist, Lucky, Mimicry, Mobile, Navigator, Observer, Practiced Dodge, Sharpshooter, Toe Dip, Tough, Unbreakable Body, Uncanny Reflexes, or Weapon Training.
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.

Suggested ASI: STR or CON.

Suggested Action Skills: Climb, Lore, Mechanics, Navigation, Perception, Sleight of Hand, or Swim.

Suggested Tool Skills: Cartography Tools, Cooking Supplies, Explosives Kits, Gunsmithing Tools, Medicine Kits*, Navigation Tools, or Vehicles (Water).
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 + 1d3 Aeons, and 3d100 change.
Suggested Classless Feats: Alert, Athlete, Beastmaster, Combat Maneuvers, Inspiring Leader, Keen Eye, Keen Mind, Linguist, Navigator, Practiced Dodge, Sharpshooter, Tough, Unbreakable Body, Uncanny Reflexes, or Weapon Training.
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.

Suggested ASI: INT.

Suggested Action Skills: Arcana, Lore, Mechanics, Medicine (this will also increase your proficiency in Medicine Kits), or Nature.

Suggested Tool Skills: Alchemy Supplies, Cartography Tools, Forgery Kits, Herbalism Kits, Navigation Tools, Tinkering Tools, or one type of Vehicle.

Suggested 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;
  • a copy of a book about your favorite subject;
  • 1 trinket, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Alchemist, Indomitable Mind, Keen Mind, Linguist, or Otherworldly Touch.
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.

Suggested ASI: INT, WIS, or CHA.

Suggested Action Skills: Beguilement, Insight, Lore, Persuasion, or Stealth.

Suggested Tool Skills: Alchemy Supplies, Art Supplies, Cooking Supplies, Disguise Kits, Forgery Kits, one type of Gaming Set, Medicine Kits*, one type of Musical Instrument, or one type of Vehicle.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of fine 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;
  • 1 trinket, 10 + 1d6 Aeons, and 2d100 change.
Suggested Classless Feats: Alchemist, Alert, Keen Eye, Keen Mind, Linguist, Navigator, or Observer.
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.

Suggested ASI: STR or CON.

Suggested Action Skills: Beast Handling, Beguilement, Climb, Intimidation, Mechanics, Nature, Navigation, Sleight of Hand, Stealth, Survival, or Swim.

Suggested Tool Skills: Blacksmithing Tools, Carpentry Tools, Cooking Supplies, Disguise Kits, Explosives Kits, Forgery Kits, one type of Gaming Set, Leatherworking Kits, Masonry Tools, one type of Musical Instrument, Navigation Tools, Thieving Tools, one type of Vehicle, or Woodcarving Tools.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1 trinket, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Alchemist, Alert, Athlete, Beastmaster, Indomitable Mind, Keen Eye, Keen Mind, Linguist, Observer, 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.

Suggested ASI: STR, CON, or DEX.

Suggested Action Skills: Beast Handling, Climb, Insight, Intimidation, Lore, Navigation, Perception, Stealth, Survival, or Swim.

Suggested Tool Skills: 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.
*Proficiency in Medicine Kits is typically equal to your Medicine proficiency - 1 unless you specifically spend a single SP to make the two equivalent.

Suggested Equipment:
  • A set of common clothes and your old uniform;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a symbol of your rank;
  • 1d2 trinkets, 10 + 1d3 Aeons, and 2d100 change.
Suggested Classless Feats: Alert, Arcanist Slayer, Athlete, Combat Maneuvers, Inspiring Leader, Linguist, Navigator, Practiced Dodge, Sharpshooter, Toe Dip, Tough, Unbreakable Body, Uncanny Reflexes, or Weapon Training.
Bankers, 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.

Suggested ASI: Any.

Suggested Action Skills: Any.

Suggested Tool Skills: Any.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in that is not a vehicle;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1 trinket, 10 + 1d3 Aeons, and 2d100 change.
Suggested Classless Feats: Alchemist, Beastmaster, Linguist, or Navigator.
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 poverty and found a better life for yourself, sooner or later.

Suggested ASI: AGI or DEX.

Suggested Action Skills: Appraisal, Beguilement, Climb, Insight, Navigation, Persuasion, Sleight of Hand, Stealth, or Survival.

Suggested Tool Skills: One type of Gaming Set, one type of Musical Instrument, Thieving Tools, or Woodcarving Tools.

Suggested Equipment:
  • A dirty set of common clothes;
  • 3 rations and a full canteen;
  • one set of tools that you gained proficiency in;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • 1d3 trinkets, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Alert, Keen Eye, or Keen Mind.
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.

Suggested ASI: INT or WIS.

Suggested Action Skills: Appraisal, Arcana, Insight, Lore, Mechanics, Nature, Navigation, Perception, or Persuasion.

Suggested Tool Skills: Art Supplies or Forgery Kits.

Suggested Equipment:
  • A set of common clothes;
  • 3 rations and a full canteen;
  • a forgery kit;
  • a dagger, a non-Mechanical weapon of your choice, and 10 appropriate ammunition if needed;
  • a copy of one of your books;
  • a trinket, 10 Aeons, and 2d100 change.
Suggested Classless Feats: Keen Eye, Keen Mind, Linguist, or Observer.