Criminal: Burglar (Advanced) (TP)

Grim Hollow: Campaign Guide p. 92 (Third Party)

Proficiencies
Perception

Traits

Criminal

Criminals serve and thrive off the seedy underbelly of society. While many people run afoul of the law, this background is for people who make their livelihoods entirely outside the law. Rarely respected or honored within society, Criminals often hide their true profession from others.

  • Skill Proficiencies: Choose one from Acrobatics, Athletics, Deception, Intimidation, Sleight of Hand, Stealth.
  • Languages: Thieves' Cant.
  • Tool Proficiencies: Thieves' tools.
  • Equipment: Thieves' tools, fake currency in a drawstring pouch to deter pickpockets, a set of dark common clothes including a hood, and 15 gp.

Burglar

Burglars break into and steal from houses, storefronts, and warehouses, primarily operating out of major cities and ports. While thieving is a risky pursuit, the hardest part can be finding a buyer for rare and valuable items. The more unique the good, the more likely its original owner will want it returned, cutting your profit margin considerably. Goods and valuables generally need to be sold through a fence: someone who will purchase your stolen goods, sell them to unknowing customers, and take a cut of your profits.

  • Skill Proficiency: Perception.
  • Additional Equipment: a grappling hook and rope, kidskin gloves, glass cutter, a vial of flour.

Surveillance

Upon spending an hour observing it, and successfully completing a medium-DC Wisdom (Perception) check, you can map the general layout of a building. This includes the guard routes and rotation times, building entrances and exits, and the potential locations of valuables.

Rank 1 - Snatcher

Breaking into homes in the lower end of town is generally your trade. Authorities only worry about civilians with the power to cause a stir; everyone else is on their own. Locks in this end of town are easy to pick, if there is a lock at all. For the same reason, though, there is less to steal.

Holdings:

  • A safehouse in the poor district, used to store stolen goods and serving as emergency lodgings.
  • You have blueprints of a grand estate including secret entrances and passageways.

Progression: You rob a well-to-do store in a reputable district, gaining notoriety and a big payday.

Rank 2 - Burglar Specialist

Working in a team, while risky, allows for heists that would be beyond the reach of any one burglar, no matter how skilled. Increasingly, when someone has an ambitious crime planned and needs to assemble a team of "the best," they reach out to you.

Holdings:

  • A team of specialist thieves who operate under your instruction to execute more ambitious heists.
  • A contact working inside an establishment which you plan on robbing, who provides you information on the routine of the occupants, the location of valuable items, and escape routes.

Progression: Membership in an established Thieves' Guild in a major city or town.

Rank 3 - Heist Master

Your skill as both a burglar and a leader has grown considerably over time. Whether by virtue of your own confidence or a message from the divine, you believe that you are capable of executing a major heist, with the right preparation and henchmen of course. Will it be a priceless painting you have been tasked with acquiring for a prospective buyer? A slovenly prince whose private affairs you seek to meddle in, having acquired his signet ring?

Holdings:

  • You hold a senior position in the Thieves' Guild, instructing junior members in lockpicking, housebreaking, and evading law enforcers.
  • You uncover evidence of an attempted assassination on the life of a noble whose estate you robbed.

Progression: You orchestrate a large-scale heist to rob the estate of a local noble.

Rank 4 - Prince of Thieves

You have squirreled away enough gold to live comfortably for the rest of your life. However, you now steal to satiate a greater motivation through the exchange of private information, blackmail, and the acquisition of rare and powerful artifacts. After all, knowledge is power, and you've risen to a level where power is mandatory.

Holdings:

  • Your own estate with a household of staff, acquiring and selling rare and valuable items through your own circle of thieves, fences, and buyers.

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: Bounty Hunter

Whenever you make a Wisdom (Survival) to track Criminals, you can add your Profession Die.

Talent: Quick Fingers

Whenever you make a Dexterity (Sleight of Hand) check to place a small object on a humanoid or sneak something into their food or beverage, you can add your Profession Die to the roll.

Talent: Contortionist

Whenever you make a Dexterity or Dexterity (Acrobatics) check to squeeze through a small space or escape bonds, you can add your Profession Die to the roll.

Talent: Copycat

Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.

Talent: Disciplinarian

Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can 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: 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: Grifter

Whenever you make a Charisma (Deception) check, and are attempting to pass off a fake object as authentic, you can add your Profession Die to the roll.

Talent: Heister

Whenever you make a Wisdom (Perception) check to spot traps, sentries, and other security measures, you can add your Profession Die to the roll.

Talent: Impressionist

Whenever you make a Charisma (Performance) or Charisma (Deception) check to mimic the mannerisms, voice, or appearance of another humanoid, you can add your Profession Die to the roll.

Talent: Interrogator

Whenever you make a Charisma (Intimidation) check to extract information from an enemy who is restrained, 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: Nimble Fingers

Whenever you make a Dexterity (Thieves' Tools) check to pick a lock, you can add your Profession Die to the roll.

Talent: Renowned

Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.

Talent: Ropesman

Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to climb, move along, or jump onto ropes, you can add your Profession Die.

Talent: Sentry

Whenever you make a Wisdom (Perception) check while on watch duty or defending a fortification, you can 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: Applied Leverage

When you make a Strength (Athletics) check to force open a door or container, 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: Looter

When you make an Intelligence (Investigation) roll to find hidden valuables, 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: 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.

Other data

ancestry

Criminal