PF.2e Common & Crazy

1. Aspiring Free Captain

You have learned everything you need to know about sailing and bossing people around. Now you just need a crew, a strawhat and a ship.   Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.   You're trained in the Intimidation skill and the Sailing Lore skill.   You gain the Group Coercion skill feat.  

2. Aspiring Free Monarch

New kingdoms rise and fall constantly, and you intend to lead one of them. Making your reign last, however, will require both strength and grace.   Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.   You're trained in the Society skill and the Politics Lore skill. You gain the Courtly Graces skill feat.  

3. Aspiring Free Warrior

You live for the thrill of the fight, there is nothing better than a opponent stronger than you, You have been trained by a group of ancient warriors and seek to become the strongest of warrior of them all, and to train to defeat whoever opposes you.   Choose two ability boosts. One must be to Strenght or Charisma, and one is a free ability boost.   You're trained in the Society skill and the Martial Arts Lore skill. You gain the Aerobatics Mastery skill feat.  

4. Underground Dweller

You know how to work the less-than-legal side of the region's markets and know how to slip contraband past the authorities.   Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.   You're trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.  

5. Revolutionary Dragon

You seek to overthrow tyranny. You're experienced operating undercover and have had to be cautious of what you say and who you trust, lest you fall afoul of the god-king's terrible punishments.   Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.   You're trained in the Deception skill and a Regional Lore skill. You gain the Lie to Me skill feat.  

6. Charmer

You grew up steeped in the cultural legacy of pirates and smugglers, and you rely on your cleverness and charm as you make your way throughout the world.   Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.   You're trained in the Deception skill and the Underworld Lore skill. You gain the Charming Liar skill feat.  

7. Squalor Child

You're at home in tightly packed urban environments.   Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.   You're trained in the Acrobatics skill and a Regional Lore skill. You gain the Steady Balance skill feat.  

8. Acadmy Dropout

You were enrolled at a prestigious magical academy, but you’ve since dropped out. Maybe there was a momentous incident, maybe you had to return to other responsibilities, or perhaps it was just too much for you. Whatever the case, your exit from the academy has shaped your life as much as your entrance and led you to a life of adventure.   Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.   You’re trained in Arcana and Academia Lore. You gain the Dubious Knowledge skill feat.  

9. Amnesiac

Your background is… well… honestly, you can’t remember! You might have inklings deep within your mind, undercurrents of unusual emotions or unexpected responses to certain people or situations, but ultimately you don’t know who you once were. You might be adventuring specifically to help discover yourself. It’s up to you and the GM how to handle the truth of your character’s backstory. You could leave it to the GM so it’s a secret, work together with the GM, or even choose to leave it undecided until later. In any case, you and your GM should determine a few noteworthy details about your character or their belongings to get the first clues to your past.   You gain three free ability boosts. You choose two, and the GM chooses the third based on their first inklings of your character’s possible history.  

10. Farmsteader

You built your house using wood from the trees surrounding it. Raised it up from the dirt and called it home. You thought that it would be where you would grow old and die. But despite your best efforts, you were wrong. The land that once gave you food fell fallow, and dust took to the air and choked the livestock. Now you wander the world as an adventurer. Are you in search of a new place to settle down and try again, or have you become disillusioned by your old dreams, leading you to seek out a new purpose?   Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.   You're trained in the Survival skill and the Farming Lore skill. You gain the Forager skill feat.  

11. Hunter

You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.   Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.   You're trained in the Survival skill and the Tanning Lore skill. You gain the Survey Wildlife skill feat.  

12. Laborer

You've spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else's command. Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.   You're trained in the Athletics skill and the Labor Lore skill. You gain the Hefty Hauler skill feat in Athletics.  

13. Martial Deciple

You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.   Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.   You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics.  

14. Muscial Prodegy

Ever since you were young, you’ve been almost supernaturally skilled in a particular type of music. The people around you were sure you’d grow up to perform at royal courts or to become a world-famous composer, but you’ve chosen a life of adventure instead. You might have given up on those dreams to find your own meaning, or you might find that adventuring allows you to experience unfiltered emotions and exploits that you can translate into a wondrous symphony some day.   Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.   You’re trained in Performance and Music Lore. You gain the Virtuosic Performer skill feat.  

15. Sailor

You heard the call of the sea from a young age. Perhaps you signed onto a merchant's vessel, joined the navy, or even fell in with a crew of pirates and scalawags.   Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.   You're trained in the Athletics skill and the Sailing Lore skill. You gain the Underwater Marauder skill feat.  

16. Tax Collector

Reviled but required, you were sent when taxes were due. Performing your job might have required travel and persuasion, or perhaps you were responsible for collecting taxes on trade. Either way, it sometimes meant dirty hands, and adventuring seemed the next logical step to you.   Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.   You're trained in the Intimidation skill, and a Lore skill for the settlement that employed you. You gain the Quick Coercion skill feat.  

17. Undertaker

People die. This is the unfortunate fact of life on which you've founded your business, because wherever people die, there is a demand for mortuary services. You might be a priest or a secular professional, but your job is seeing to the body, comforting the bereaved, and making sure that the deceased goes to their ultimate reward with all due dignity. Of course, someone in your position sees a lot of strange deaths, and chances are one of them set you on the road to adventure.   Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.   You're trained in the Medicine skill and a Lore skill specializing in one local type of undead. You gain the Forensic Acumen skill feat.  

18. Teacher

You are incredibly knowledgeable, skilled, and perhaps even trained to teach children and adults about the world and its wonders. From books to classes, you’re committed to imparting knowledge to all. Not everything can be taught or learned from a book, though, so you’ve become an adventurer to learn subjects more directly and bring that wisdom back to your students.   Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.   You're trained in your choice of either the Performance or Society skill, as well as the Academia Lore skill. You gain the Experienced Professional skill feat.  

19. Wished Alive

Once you were a simple construct or inanimate doll, but due to a deeply felt wish, either yours or another's, you came to life, and so you're now a living, breathing creature.   Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.   You're trained in the Diplomacy skill. Once per day, you can fervently wish for something you could work towards achieving as a single action which has the concentrate trait. If you do, you gain a +2 circumstance bonus on the first skill check you attempt before the end of your turn to fulfill that wish.  

20. Pilgrim

In your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road.   Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.   You're trained in the Religion skill, and a Lore skill for your patron deity. You gain the Pilgrim's Token skill feat.  

21. Scavanger

You've made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you’ve left that life behind, you still keep one eye on the ground out of habit.   Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.   You're trained in the Survival skill, and a Lore skill for the settlement you grew up scavenging in. You gain the Forager skill feat.  

22. Detective

You solved crimes as a investigaror or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.   Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.   You're trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.  

23. Barber

Haircuts, dentistry, bloodletting, and surgery—if it takes a steady hand and a razor, you do it. You may have taken to the road to expand your skills, or to test yourself against a world that leaves your patients so battered and bruised.   Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.   You're trained in the Medicine skill, and the Surgery Lore skill. You gain the Risky Surgery skill feat.  

24. Artist

Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.   Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.   You're trained in the Crafting skill and the Art Lore skill. You gain the Specialty Crafting skill feat.  

25. Cook

You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself.   Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.   You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat.  

26. Entertainer

Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.   Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.   You're trained in the Performance skill and the Theater Lore skill. You gain the Fascinating Performance skill feat.  

27. Tavernkeep

You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize.   Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.   You're trained in the Diplomacy skill and the Alcohol Lore skill. You gain the Hobnobber skill feat.  

28. Courier

In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded cobblestone streets. Your dogged commitment to deliver your message was good training for the life of an adventurer.   Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.   You're trained in the Society skill, and a Lore skill for the city in which you were raised. You gain the Glean Contents skill feat.  

29. Guard

You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.   Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.   You're trained in the Intimidation skill and the Legal Lore skill or Warfare Lore skill. You gain the Quick Coercion skill feat.  

30. Miner

You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor- and if you have to head back underground, this time you plan to do so armed with a real weapon instead of a miner's pick.   Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.   You're trained in the Survival skill and the Mining Lore skill. You gain the Terrain Expertise skill feat with underground terrain.

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