Backgrounds

Backgrounds were designed to help players and Game Masters flesh out the backgrounds of 1st level fantasy characters, providing them with a skill set that will follow them throughout their entire adventuring career.

Backgrounds use occupations to reflect a player character’s former livelihood, taking “occupation” in its loosest sense: how did a player character occupy his time prior to adventuring? Each occupation offers class skills and starting money. Some occupations offer bonus feats as well. Each player character may have only one occupation, and this occupation is chosen at character creation.

A quick perusal through the occupations list will note that typical occupations for a particular character class don’t offer much benefit (e.g. the soldier occupation offers the same class skills and feats already available to a fighter). This was done on purpose, as it both reflects reality (the fighter class presumes combat experience) and encourages players to create more colorful backgrounds for their characters. A side benefit is game balance, as this system discourages “stacking” (e.g. coupling soldier with fighter will not increase the fighter’s combat prowess).

An occupation reflects the player character’s prior life, which normally occurs during adolescence. As such, the fantasy occupations presented here were constructed as adolescent occupations. A 1st level fighter might have been a squire, but he probably would not have been a knight. A 1st level initiate might have spent time in temple learning the basics and performing duties, but was probably not ordained, given the rite of initiation, as a priest or cleric until he gained 1st level.

Once a player character attains 1st level, he may or may not continue in his previous occupation. The class skills reflect his continuing proficiency in what he learned, regardless of whether he still follows his old calling. Should the character choose a new occupation, he will be limited to skills and feats that he acquires normally as he progresses in levels.
bq). Although occupations are learned prior to 1st level, a player character can take any bonus feats that have 1st level as a requirement. Some occupations are more broadly defined than others, due to the same skill set being more broadly applicable. A player character that takes the fisherman occupation was probably a fisherman, getting into a boat and casting nets on a daily basis. A player character with the apprentice occupation, by contrast, could be a butcher or a blacksmith. As a result, player characters that choose a broadly defined occupation should keep their narrow focus in mind when selecting class skills.

Backgrounds

Human characters have the following backgrounds to choose from. You may choose your background, or roll on the tables below. If you wish to play a non-human character, you must consult with the DM prior to play to discuss your character background and class options.

d8 – Background

1 – Tribal
2 – Marine
3 – Wandering
4 – Rural
5 – Village
6 – Urban
7 – Castle
8 – Outlaw

Tribal Background

“Tribal” is a bit of a misnomer; charcters from this background belong to uncivilized hunter-gatherer societies. They need not be aggressive, although all 1st level barbarians hail from this background.

d10 – Tribal Occupation

1 – Apprentice
2 – Arcane Student
3 – Bandit
4 – Guide
5 – Healer
6 – Hermit
7 – Nomad
8 – Primitive
9 – Slave
10 – Re-roll

Marine Background

A character with a marine background has spent most of his time in the water, usually in the open sea.

d10 Marine Occupation

1 – Adventurer
2 – Apprentice
3 – Arcane Merchant
4 – Diplomat
5 – Fisherman
6 – Guide
7 – Merchant
8 – Pirate
9 – Seaman
10 – Re-roll

Wandering Background

Some occupations require a lot of movement. Entertainers may have to go from castle to castle or village to village, while nomads are constantly moving from place to place. This background is also appropriate for unsavory occupations like bandits or thieves.

d100 Wandering Occupation

1-5 – Acolyte
6-9 – Adventurer
10-13 – Arcane Merchant
14-17 – Bandit
18-22 – ConArtist
23-27 – Courier
28-32 – Diplomat
33-37 – Entertainer
38-40 – Gladiator
41-45 – Guide
46-50 – Healer
51-53 – Hermit
54-58 – Hunter
59-63 – Investigator
64-68 – Merchant
69-72 – Noble Warrior
73-76 – Nomad
77-80 – Slave
81-85 – Soldier
86-90 – Squire
91-95 – Thief
96-100 – Woodsman

Village Background

Villagers are an intermediary step between rural backgrounds and urban backgrounds. They are a small com- munity that can afford specialists, though not to the degree of a big city.

d12 Village Occupations

1 – Acolyte
2 – Apprentice
3 – Arcane Merchant
4 – Arcane Student
5 – Entertainer
6 – Guardian
7 – Guide
8 – Healer
9 – Merchant
10 – Scribe
11 – Stablehand
12 – Tavern server

Rural Background

A character with a rural background comes from the countryside. This includes the forest as well as the territory of a feudal noble.

d12 Rural Occupation

1 – Acolyte
2 – Apprentice
3 – Farmer
4 – Guardian
5 – Healer
6 – Hermit
7 – Hunter
8 – Laborer
9 – Miner
10 – Serf
11 – Soldier
12 – Woodsman

Urban Background

Urban occupations are those frequently encountered in a large town or city. Specialists thrive in this environment.

d100 Urban Occupations

1-4 – Acolyte
5-7 – Adventurer
8-10 – Animal Catcher
11-14 – Apprentice
15-18 – Arcane Merchant
19-21 – Arcane Student
22-24 – Athlete
25-27 – Beggar
28-31 – Con Artist
32-34 – Courtesan
35-38 – Courier
39-42 – Entertainer
43-45 – Gladiator
46-49 – Guardian
50-53 – Guide
54-57 – Healer
58-61 – Investigator
62-65 – Laborer
66-69 – Merchant
70-73 – Scholar
74-77 – Scribe
78-81 – Servant
82-84 – Slave
85-88 – Soldier
89-92 – Stablehand
93-96 – Tavern Server
97-00 – Thief

Castle Background

Castle backgrounds are occupations, both common and aristocratic, commonly found within the walls of a castle or palace.

d12 Castle Occupations

1 – Apprentice
2 – Courtesan
3 – Courier
4 – Courtier
5 – Diplomat
6 – Entertainer
7 – Guardian
8 – Noble Warrior
9 – Servant
10 – Soldier
11 – Squire
12 – Stablehand

Outlaw Background

The outlaw background is an example of a “utility” background. Some players know they want a criminal occupation, but would rather randomly generate the specific occupation.

d8 Outlaw Occupation

1 – Adventurer
2 – Bandit
3 – ConArtist
4 – Nomad
5 – Pirate
6 – Seaman
7 – Acolyte
8 – Thief

Background Descriptions

Acolytes

Description: Acolytes are neophytes of a particular temple. In civilized lands, they live in dormitories and spend their days performing various mundane duties for their superiors. In more primitive or rural societies, they may be a single student of a mid or high level cleric.
Alignment: As appropriate
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Linguistics, Profession, Spellcraft
Starting Money: 2d4x10

Animal Catcher

Description: Animal catchers are employed to rid a city of certain animals, usually vermin. It is an unsavory occupation, but a necessary one.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Acrobatics, Handle Animal, Perception, Profession, Stealth, Survival
Starting Money: 3d4x10

Apprentice

Description: Apprentices are those learning a trade. This category is broadly defined, including blacksmiths, butchers, chandlers, leather workers, and even street prostitutes.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Craft, Diplomacy, Disable Device, Profession, Sense Motive
Starting Money: 4d4x10

Arcane Merchant

Description: Arcane merchants deal in magical items (a variant, the divine merchant, peddles holy items).
Alignment: Any; divine merchants need to have compatible alignments with their wares.
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Knowledge (arcana), Knowledge (religion) Linguistics, Profession, Sense Motive, Spellcraft
Starting Money: 3d4x10

Arcane student

Description: The arcane student studies magic in the hopes of one day becoming a wizard. An arcane student may be enrolled in a magical academy or privately tutored by a more powerful wizard.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Knowledge (arcana), Knowledge (the planes), Linguistics, Spellcraft, Use Magic Device
Bonus Feat: Choose either Spell Focus or Spell Mastery.
Starting Money: 3d4x10

Athlete

Description: Advanced societies can afford to sponsor athletic competitors for the benefit of the masses. Athletes are not gladiators; they compete in track and field games.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Climb, Escape Artist, Handle Animal, Profession, Ride, Swim Bonus Feat: Choose Athletic, Endurance, or Run.
Starting Money: 3d4x10

Bandit

Description: Bandits are robbers that steal from their prey through intimidation. They are adept at surprising their opponents and catching them off-guard. While the rural highwayman is the traditional bandit archetype, this occupation also includes urban muggers.
Alignment: Non-lawful
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Appraise, Bluff, Climb, Disguise, Escape Artist, Intimidate, Perception, Ride, Stealth, Sense Motive
Bonus Feat: Choose either Blind-Fight or Persuasive.
Starting Money: 2d4x10

Beggar

Description: Beggars are common in any urban environment. Some of them are shunned due to their status or their health. Others are merely down on their luck. While beggars can be found in any age category, as a fantasy occupation it is assumed that the player character had to beg to survive in childhood.
Alignment: Any
Skills: Choose 4 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), Perception, Stealth, Survival
Bonus Feat: Choose either Persuasive or Self Sufficient
Starting Money: 1d4x10

Con Artist

Description: Con artists are criminals that steal from others using their social skills. They might run a rigged game or gain a person’s confidence just to steal from him when his back is turned.
Alignment: Non-lawful
Skills: Choose 1 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Disguise, Perform (acting), Perception, Profession, Sense Motive, Sleight of Hand
Bonus Feat: Choose either Deceitful or Persuasive
Starting Money: 2d4x10

Courtesan

Description: Courtesans are a higher class of prostitute. They are escorts or concubines of those that can afford their services. Courtesans are usually found as escorts of aristocrats or employees of a city brothel.
Alignment: Any, tend toward neutral
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Disguise, Knowledge, Linguistics, Perform, Profession, Sense Motive, Sleight of Hand, Stealth.
Starting Money: 4d4x10

Courier

Description: Couriers are messengers, often selected for their quick feet. Couriers are found in castles and cities. A variant of the courier is the town crier, who travels from place to place to publicly deliver news.
Alignment: Any, usually lawful or good
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Diplomacy, Handle Animal, Knowledge (local), Knowledge (nature), Knowledge (geography), Linguistics, Ride, Survival
Bonus Feat: Choose either Animal Affinity or Run
Starting Money: 3d4x10

Courtier

Description: The courtier is an attendant of the ruling authority. They are nobles that spend most of their time in the castle or palace of the ruler, where he can keep an eye on them and influence their families.
Alignment: Any
Skills: Choose 1 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Sense Motive
Starting Money: 5d4x10

Diplomat

Description: The diplomat is a noble that specializes in negotiation.
Alignment: Any
Skills: Choose 1 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Intimidate, Knowledge, Linguistics, Perception, Profession, Sense Motive
Bonus Feat: Persuasive
Starting Money: 4d4x10

Entertainer

Description: Court jesters, tavern singers, circus jugglers, and stage actors have one thing in common; they want to entertain their audience.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Climb, Escape Artist, Handle Animal, Perform, Sleight of Hand
Bonus Feat: Choose either Acrobatic or Athletic
Starting Money: 3d4x10

Farmer

Description: The farmer works his land to grow crops. Unlike a serf, farmers are landowners, giving them a certain level of status and protection in society. Ranchers and shepherds are also covered under this occupation as most farmers also keep animals. Farmers live away from urban areas and enjoy the freedom and solitude.
Alignment: Any (usually chaotic)
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (farming), Profession (ranching), Profession (shepherding), Ride
Starting Money: 4d4x10

Fisherman

Description: The fisherman is a key food supplier in coastal areas. In addition to knowing how to fish, fishermen are also used to interacting with merchants and foreigners.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Perception, Profession, Sense Motive, Swim
Bonus Feat: Choose either Deft Hands or Athletic
Starting Money: 3d4x10

Gladiator

Description: The gladiator represents any occupation that involves fighting as a spectator sport. While gladiators can be arena fighters, they are also bare knuckle fighters and duelists.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Bluff, Escape Artist, Intimidate, Perception, Profession, Ride, Sense Motive
Bonus Feat: Choose either Weapon focus or Toughness
Starting Money: 3d4x10

Guardian

Description: Guardians are protectors of castles, cities, and villages.
Alignment: Lawful
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Diplomacy, Intimidation, Knowledge (local), Perception, Profession, Sense Motive
Starting Money: 3d4x10

Guide

Description: A guide specializes in helping others get to a particular location. They may be wilderness guides, taking customers through rough terrain, or they may be coachmen, driving a team of horses between towns.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Knowledge (geography), Knowledge (local), Knowledge (nature), Profession, Ride, Survival
Starting Money: 4d4x10

Healer

Description: The healer is proficient in herbal remedies and medical procedures. Healers are most commonly found in rural areas, where clerics and temples are sparse. Many healers choose to become druids.
Alignment: Non-evil
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Craft (alchemy), Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Survival
Starting Money: 3d4x10

Hermit

Description: The hermit lives apart from society. Unlike a nomad, the hermit has a place to call home, but it is often isolated. Adolescent hermits are either fugitives or children of established hermits. Students of druids or other reclusive spell casters are considered hermits.
Alignment: Any
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Climb, Handle Animal, Heal, Stealth, Survival, Swim
Bonus Feat: Choose either Alertness or Endurance.
Starting Money: 2d4x10

Hunter

Description: Hunters primarily earn a living by hunting game animals. Unscrupulous hunters, known as poachers, hunt game on land owned by another.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Climb, Disable Device, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Stealth, Survival
Bonus Feat: Choose either Deadly Aim or Point Blank Shot
Starting Money: 3d4x10

Investigator

Description: Despite the name, the investigator occupation includes magistrates, chancellors, and barristers as well as law enforcement investigators. Many feudal lords are also judges, and they may rely on subordinates to do the actual investigating for them. It is important to note that many “investigators” are more interested in extracting confessions rather than actually search for the truth.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Disable Device, Intimidate, Knowledge (local), Perception, Profession Sense Motive
Bonus Feat: Alertness
Starting Money: 3d4x10

Laborer

Description: Laborers are the builders and movers of society. They work the docks, raise castle walls, and load and unload carts.
Alignment: Any
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Climb, Craft, Disable Device, Knowledge (engineering), Profession, Survival
Bonus Feat: Choose either Endurance or Toughness
Starting Money: 2d4x10

Merchant

Description: The merchant is a buyer and seller of goods.
Alignment: Any (usually non-good)
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Intimidate, Linguistics, Perception, Profession, Sense Motive
Bonus Feat: Persuasive
Starting Money: 3d4x10

Miner

Description: Miners spend most of their life beneath the earth, extracting valuable minerals.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Appraise, Climb, Knowledge (dungeoneering), Profession (mining), Survival
Starting Money: 4d4x10

Noble Warrior

Description: The noble warrior is born of privilege. He is usually a low-ranking noble (knighthoods aren’t often acquired until after a player character has begun his career) and pledges his sword to his liege.
Alignment: Lawful
Skills: Choose 1 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Diplomacy, Intimidate, Knowledge (history), Knowledge (nobility), Knowledge (religion), Linguistics, Ride, Sense Motive
Bonus Feat: Choose either Martial Weapon Proficiency or Mounted Combat
Starting Money: 4d4x10

Nomad

Description: The nomad is a wanderer, never staying in the same place for too long. He might be following a herd or simply hawking his talents or wares from village to village. The nomad only owns as much as he can carry.
Alignment: Any (usually chaotic)
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Appraise, Bluff, Climb, Diplomacy, Knowledge (geography), Knowledge (nature), Perception, Ride, Sense Motive, Survival, Swim
Bonus Feat: Self-Sufficient
Starting Money: 2d4x10

Pirate

Description: Pirates are the bandits of the seas.
Alignment: Any non-lawful
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Appraise, Climb, Intimidate, Knowledge (geography), Profession (sailor), Survival, Swim
Bonus Feat: Choose either Persuasive or Two-Weapon Fighting
Starting Money: 2d4x10

Primitive

Description: The primitive comes from a tribal society that is often well behind its more advanced neighbors. A primitive is first and foremost a survivalist; his society has not advanced enough to allow for specialization.
Alignment: Any non-lawful
Skills: Choose x of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Climb Handle Animal, Heal, Perception, Sense Motive, Stealth, Survival, Swim
Special: The primitive is illiterate.
Bonus Feat: Choose either Athletic or Toughness
Starting Money: 1d4x10

Scholar

Description: Scholars are researchers. They generally specialize in a particular field.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Knowledge (any), Linguistics, Perception, Profession, Spellcraft, Use Magical Device.
Bonus Feat: Skill Focus
Starting Money: 3d4x10

Scribe

Description: In preliterate societies, scribes were highly prized for keeping records and writing messages. In a literate society, the scribe is both librarian and copyist.
Alignment: Any
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Craft (calligraphy), Diplomacy, Knowledge (any), Linguistics, Perception, Spellcraft
Starting Money: 3d4x10

Seaman

Description: The seaman might not have been born on the sea, but he’s lived almost his entire life upon it. The seaman is essential for crewing merchant vessels and naval ships. Some seamen are former outlaws, pressed into service for their crimes.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Climb, Knowledge (geography), Profession (sailor), Survival, Swim
Bonus Feat: Choose either Dodge or Martial Weapons Proficiency
Starting Money: 3d4x10

Serf

Description: Serfs are tied to the land of a local lord. They are not slaves, but they are restricted from moving off the lord’s land. Most serfs are farmers, working the land for their master.
Alignment: Any
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Handle Animal, Knowledge (local), Profession (farming), Ride, Survival
Bonus Feat: Choose either Animal Affinity or Self-Sufficient
Starting Money: 2d4x10

Servant

Description: The servant’s job is to see to the needs of his master or patron.
Alignment: Lawful
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive
Starting Money: 2d4x10

Soldier

Description: The soldier is trained to fight and protect his homeland.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Climb, Handle Animal, Intimidate, Ride, Swim
Bonus Feat: Choose either Armor Proficiency (light) or Martial Weapons Proficiency
Starting Money: 3d4x10

Squire

Description: The squire is a noble warrior in training. He is assigned to a noble warrior and holds his extra weapons and shields. In return, the squire receives the training he needs to be a noble warrior one day.
Alignment: Lawful
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Diplomacy, Intimidate, Knowledge (nobility), Ride, Sense Motive
Starting Money: 4d4x10

Stablehand

Description: The stablehand grooms and takes care of horses for a lord or inn. Due to the comings and goings of horsemen, the stablehand learns a lot of information
Alignment: Any
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Handle Animal, Knowledge (local), Knowledge (nature), Perception, Profession (stablehand), Ride
Bonus Feat: Animal Affinity
Starting Money: 2d4x10

Tavern Server

Description: The tavern server is the bartender or serving wench that provides food and drink to customers while sharing information.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Acrobatics, Bluff, Diplomacy, Knowledge, Perception, Profession, Sense Motive
Bonus Feat: Choose either Nimble Moves or Catch Off-guard.
Starting Money: 3d4x10

Thief

Description: The thief spent his youth on the street, picking pockets and burgling homes. Even at this young age, he is a criminal.
Alignment: Any non-Lawful
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Appraise, Bluff, Climb, Disguise, Escape Artist, Perception, Sleight of Hand, Stealth
Starting Money: 3d4x10

Woodsman

Description: The woodsman is a forester that is generally engaged in providing lumber or firewood.
Alignment: Any
Skills: Choose 2 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (woodsman), Survival,
Starting Money: 4d4x10

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