Pauper: Pit Fighter (Advanced) (TP)

Grim Hollow: Player's Guide p. 102 (Third Party)

Competencias
Intimidation

Rasgos

Pauper

Any structured society has those who fall through the cracks. Misfortune is no stranger to Etharis, and those who suffer under its hand have to make do any way they can. Some attempt to survive by begging or turning their hands to whatever jobs they can find, while others are cast out to wander from place to place through the unforgiving wilds. This background is a good fit for characters who want to use adventuring as a way to escape their unfortunate circumstances or for those who possess character flaws relating to debt or misfortune. Their views on wealth and material goods are undoubtedly a primary feature of their adventuring career.

  • Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival.
  • Languages: Choose one standard language.
  • Tool Proficiency: Choose one gaming set.
  • Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Pit Fighter

Unterland was the first of the provinces to host blood sport arenas, back in the days before the formation of the Bürach Empire. Since then the practice has been driven underground, but, like poison spreading silently throughout a healthy body, it has infiltrated nearly every major city. Ostensibly illegal, you can almost always find small groups of desperate individuals putting their lives on the line for the amusement and enrichment of others. This hidden network of arenas has recently organized into the self-proclaimed Fighter's Guild and developed a series of coded phrases and symbols to identify its members. Following the unspoken rule of Etharis, it is a place where only the strong survive.

  • Skill Proficiency: Intimidation
  • Additional Equipment: A pair of tough leather gloves, one gaming set of your choice, and a mess kit.

Street Tough

While you are in a large town or city, you may spend an hour and make a DC 10 Charisma (Intimidation) check. If you do, your tough demeanor and familiarity with the Fighter's Guild attracts attention from the local members. You learn the location of any underground prize-fighting rings, guild friendly businesses, and the names of upper-class arena patrons. You also learn of any minor jobs being offered to street toughs, such as bodyguard positions or debt collection.

Rank 1 - Scrapper

Life on the streets has toughened you, and now you have started down the path of an illegal underground fighter. You have yet to make a name for yourself, but your training is starting to pay off. All you need is a chance to prove yourself.

Holdings:

  • Room and board at a guildhouse near an underground arena.
  • An invitation to an exhibition match that will be attended by promoters and scouts for the Fighter's Guild.

Progression: Attract the notice of a patron among the various underground fight handlers of the Guild.

Rank 2 - Prize Fighter

You've made your debut and are now a part of the Fighter's Guild. As part of a small stable of up-andcoming fighters, you are mostly booked for minor tournaments and as warmups for some of the bigger names in arena fighting.

Holdings:

  • A mentor in the form of a handler, trainer, or promoter who helps organize and book your fights.
  • Access to a small training area equipped with dummies and frequented by potential sparring partners.

Progression: Enter a fight with a high-ranked fighter and either last three rounds or knock your opponent out.

Rank 3 - Contender

Recognized as one of the most promising fighters in the Guild, you are now eligible for entry into major tournaments for ever-increasing amounts of prize money. Most of the money goes to your handlers, but your standard of living has increased dramatically along with your value.

Holdings:

  • A private room at a high quality inn or other establishment.
  • Several admirers among the arena patrons, willing to ingratiate themselves with gifts or bribes.

Progression: Win a major championship bout.

Rank 4 - Arena Champ

Being champion of an underground tournament makes you a major figure within the Fighter's Guild. As your fights draw greater and greater crowds, your duties are lessened and you live in relative luxury. Admired by some, envied by others, you nevertheless command respect among those in your line of work. Even your patron is willing to bend to most of your wishes, out of fear that you will defect to another noble or trainer.

Holdings:

  • A collection of toadies and sycophants, eager to follow your wishes.
  • Job offers and party invitations from various nobles and criminals aware of your status.
  • A fancy championship trophy, which can take the form of a belt, cup, or some other trinket.

Profession Dice

Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:

Profession Die Table:

Profession RankProfession Dice
11d4
21d6
31d8
41d10

Talents

Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.

Talent: Calloused Hands

Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.

Talent: Camper

When you make a Wisdom (Survival) check to construct a temporary shelter, you may add your profession die to the roll.

Talent: Charity Case

When you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your profession die to the roll.

Talent: Drunkard

Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.

Talent: Elusive

Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.

Talent: Flamboyant Presentation

Whenever you make a Charisma (Performance) check to entertain Aristocrats, Common Folk, or Seafarers, you can add your Profession Die to the roll.

Talent: Forecaster

Whenever you make a Wisdom (Survival) check to determine the weather for the next 48 hours, you can add your Profession Die to the roll.

Talent: Gambler

Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.

Talent: Gut Feeling

Whenever you make a Wisdom (Insight) check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die to the roll.

Talent: Hard-Working

Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.

Talent: Menacing Presence

Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.

Talent: Pitiable

When you make a Charisma (Persuasion) check to convince an Aristocrat, Criminal, Militarist, or Clergy that you are not a threat or beneath their notice, you may add your profession die to the roll.

Talent: Solidarity

When you make a Charisma (Persuasion) check and you are interacting with members of your background, you may add your profession die to the roll.

Talent: Sticky Fingers

When you make a Dexterity (Sleight of Hand) check to snatch something quickly, you may add your profession die to the roll.

Talent: Urban Sprinter

Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check while running away from a pursuer, or pursuing someone else, you can add your Profession Die to the roll.

Talent: Vacant Expression

When you make a Charisma (Deception) check to feign ignorance and you are interacting with an Academic, Aristocrat, Clergy, or Militarist, you may add your profession die to the roll.