Pauper: Vagabond (Advanced) (TP)

Grim Hollow: Player's Guide p. 101 (Third Party)

Competencias
Insight

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.

Vagabond

Those paupers who choose to leave their past behind and take to the open road are known as vagabonds. Some do so in an attempt to flee whatever painful memories caused their descent into poverty, while others hold out hope of starting a new life in another city. Most don't survive outside the protective walls of a guarded settlement, but those that do often find little welcome in the cities they visit. Vagabonds must therefore work hard to gain trust and forge what connections they may have in each place they visit, and invariably they must move on before they wear out their welcome.

  • Skill Proficiency: Insight
  • Additional Equipment: A walking stick, an old wool cloak, and an iron pot.

Friendly Face

Upon spending an hour in a town or other settlement and making a DC 10 Wisdom (Insight) check, you can track down an ally that you made on a previous visit during your wandering. This ally begins as friendly to you and will answer questions you have regarding the town, its services, and its inhabitants.

Rank 1 - Outcast

For whatever reason, you can't go home again. Bereft of family, property, and support, you are now cut loose to wander and survive as best you can. You stand out more as a stranger in smaller settlements, where people shun you as if you have the plague, but even in larger cities you are viewed with suspicion by the local authorities.

Holdings:

  • A tarnished compass.
  • A posting from a town seeking able-bodied workers to deal with a recent disaster.

Progression: Survive a major storm on the road or participate meaningfully in a town's internal disputes.

Rank 2 - Drifter

You have gotten used to life on the road and now travel aimlessly from town to town. At each stop you take on odd jobs, greet familiar faces, and then move on. Outside your small group of friends spread across Etharis, others are beginning to recognize you as a frequent visitor.

Holdings:

  • News from far parts of your current region that are not public knowledge.
  • A letter or package that one of your contacts asked you to deliver to another town.

Progression: Save the life of one of your contacts.

Rank 3 - Seeker

Your aimless wanderings have taken on a new purpose. Competent in the rigors of the road and dealing with suspicious villagers, you travel from place to place in search of a new life or new direction. For good or ill, you are recognized as you travel, much as a caravan leader or traveling merchant.

Holdings:

  • A lightweight tent and bedroll.
  • The ability to send messages across long distances through your network of contacts.

Progression: Play a major role in the downfall of a prominent member of society.

Rank 4 - Wanderer

You now travel the world not out of necessity, but choice. Your deeds have garnered you an almost mythical reputation, and whispers follow you whenever you enter a new city or settlement. As a champion of righteousness or a walking plague, everyone knows that even the best laid plans are uncertain when you arrive.

Holdings

  • A respected or feared reputation in any settlement you visit.
  • Information about major events across Etharis that has not yet made its way to your current location.

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.