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You are a travelling combatant, always on the lookout for

a new challenger. You duel with those who seem


competent enough to push you further. You might use
swords, magic, or even games of chance to test yourself
and your chosen foe. In the end there is nothing more
important to you than proving of your mettle.
Skill Proficiencies: Insight, Intimidation
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A token of favor from an admirer (a
handkerchief, flower, or love letter), a set of bone dice or
deck of cards, a set of travelers clothes, and a belt pouch
containing 12 gp

Your reputation and bearing as a duelist compels others to


accept your challenges. So long as you offer them a duel
while outside of combat, most NPCs who are not utterly
outclassed by your Level are willing to have a go with
you one-on-one, without the help of their companions or
bodyguards. Foes are usually willing to duel until first
blood, but some are even up for a fight to
unconsciousness or death, particularly if youve really
angered them.

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Duelists are defined by their need for adventure, a


challenge, and the freedom to roam the world in search of
these things. They value the ability to do things their own
way and often have a past which reflects escape from a
stiflingly rigid situation. Yet they see the duel as a pure
expression of skill, and highly revere fairness in such
competitions.
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Personality Trait
I treat nearly every endeavor as a competition.
I seek out peers and distain my inferiors.
I think Im a celebrity and act as though Im
constantly recognized.
I find it extremely embarrassing to give up or
surrender.
I keep my weapons and armor meticulously
maintained.
I have a trusty weapon I cant live without.
I give combat pointers to nearly everyone I meet.
I claim to have never been beaten in a duel.

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Ideal
Danger. It is the threat of death that lets us know
were alive. (Neutral)
Defense. The weak must be protected by great
champions. (Good)
Fairness. Competition done fairly is the only
way to know whos best, or who is favored by the
gods. (Lawful)
Freedom. Never let others dictate the terms of
your existence. (Chaotic)
Glory. Notoriety brings with it all the pleasures
the world has to offer. (Evil)
Self-Knowledge. Only by constantly testing
your abilities can you know your worth. (Any)
Bond
I shall never cheat in a duel.
I will become the greatest duelist in the world.
I will always make for the most dangerous foe.
Ill prove my old masters wrong and accomplish
great things.
Upholding the honor of my house, family, nation,
or friends is of the utmost importance.
Defeat is not an option.
Flaw
I can be goaded into a fight rather easily.
I will not strike an unwary or unarmed foe.
I think battle is the solution to every problem.
I think Im the best combatant in the party and
integrate this into my strategies.
I have no problem going off alone into danger.
I am easily seduced, especially by those who can
fight or otherwise compete with me.

You are a special kind of vagabond, one who spreads


wisdom and foreknowledge to those who seek comfort in
this world. Bearing omens and advice, you are born for
the open road, constantly in danger of angering those to
whom youve dispensed truth. You must always look for
new horizons, bringing a little insight into the workings
of the cosmos wherever you wander.
Skill Proficiencies: Insight, Performance
Tool Proficiencies: Fortune telling tools
Languages: One of your choice
Equipment: A mule, a set of fortune telling tools (cards,
dice, tea leaves, etc.), a set of common or costume
clothes, and a belt pouch containing 5 gp

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Ideal
Community. Those you travel with are your
family. (Lawful)
Curiosity. What comes over the next hill is
worth seeing. (Any)
Hope. The future holds much that is positive.
(Good)
Independence. Carving out your future means
submitting to no authority but your own.
(Chaotic)
Survival. Fulfilling your destiny means living to
see it at all cost. (Evil)
Wisdom. Acting without concern for the future
is foolish. (Neutral)

Once per day you may attempt to use your fortune telling
tools to determine the near future of someone who has
come to you for advice. You learn vague impressions of
this future, such as danger, love, loss, or betrayal. You
may even use this Feature to discover your own future.
Alternatively, you may use this Feature to give your own
Inspiration to another PC, while doing a reading for them.

Fortune Tellers live lives that are intertwined with fate.


They understand that everyone has a role to play in the
future, and usually come to accept their own. This
acceptance leads them to a kind of serenity in the face of
danger, with the ability to act quickly when their
supposed destiny presents itself.
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Personality Trait
I hate to stay in one place for more than a day or
two.
I speak mostly in cryptic phrases.
I believe strongly in destiny, accepting all events
as meant to be.
I am from a far away or minority culture, with
ways that confuse others.
I have discovered that my own future is to die
horribly or heroically, and I accept that.
I know that fortunes can change and seek to make
the world better.
I dislike games of chance; they treat fortune as a
trifle.
I have seen a coming war or apocalypse.

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Bond
I shall fulfill my destiny.
I will always tell fortunes truthfully.
I can never settle down in one place.
The plan of the gods must become known.
My wisdom comes at a price to those who are not
my companions.
The evil forces in the world must be stopped.
Flaw
I find it hard to trust people who are not my
traveling companions.
I will stop at nothing to fulfill my own destiny, or
that of the party.
I am condescending to those who are not wise.
I often tell fortunes that are merely what people
want to hear.
I act like I know the future, even when I dont.
I often lie to authority figures and would never
come to them with a problem.

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You are a devout adherent of a particular god or faith,
proving such by journeying to places of importance for
your religion. Through conviction and grit you will come
to see the locations most celebrated by your people.
Along the way youll likely get into adventures, the better
to test your devotion.
Skill Proficiencies: History, Religion
Languages: Two of your choice
Equipment: A holy symbol, a set of common clothes,
and an alms box containing 15 gp

You know a number of routes, points of interest, and


places to stay along the way to various religious sites
throughout the known world. You can usually find cheap
lodging, shortcut roads, and other useful advantages when
on a journey, so long as you are somewhat near a
pilgrimage site for your religion. Sometimes you even
know bits of trivia about the area, usually relating to your
god.

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Pilgrims are defined by their devotion and take pains to
prove it. At the same time they are sightseeing tourists,
initially along for the thrill of adventure and the supposed
importance of their holy journey. They are a strange mix
of thrill-seeker and pious devotee.
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Personality Trait
I have seen many strange things on my journeys
and enjoy telling tales.
I find it calming to live a simple lifestyle with
few possessions.

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Its important for me to spread the word of my


god to all, especially those of other races and
cultures.
I believe my god speaks to me in my dreams.
Though I seem pious, I often break my vows
when tempted.
My journey is holy and I try not to profane it with
revelry or unnecessary violence.
No one is more devout than me. No one.
Im not actually all that devout; Im just out here
for the adventure or in order to escape my family.
Ideal
Courage. Sometimes you must do what must be
done, no matter the consequences. (Chaotic)
Expansion. You must make sure your god is the
most powerful one, revered at many sites. (Evil)
Generosity. Others should benefit from the
fruits of your blessings. (Good)
Humility. One must hold themselves to the
highest standards before judging others. (Neutral)
Tradition. We have a place in the continuity of
history and we should honor the past. (Lawful)
Wonderment. The world is full of inspiring sites
and moments of incredible beauty. Find them.
(Any)
Bond
I will visit every major pilgrimage site my people
hold dear.
No temptation will seduce me from my vows.
The weak must be protected.
I am not worthy of riches.
Non-believers shall not foul the sites of my faith.
I must prove my faith in some way before I die.
Flaw
I am at times hostile to those not of my faith.
I take foolish risks because I think Im being
tested by my god.
I hold my own wisdom above that of others.
I am overly curious and concerned with the
private lives of others.
I hold to tradition at the expense of adaptability.
Ill do anything to protect the reputation of my
church.

You are an explorer, route finder, and cartographer for


your nation, people, or merchant company. Youve spent
time trekking out into the world to find unexplored
regions and unknown peoples. Youre someone who
loves being first to see or do something, and your attitude
helps to find safe passage for those who follow in your
footsteps.
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Cartographers tools, navigators
tools
Equipment: Cartographers tools, navigators tools, a
map case, a map of the local region, a set of travelers
clothes, and a belt pouch containing 10 gp

You are capable of plotting a route to nearly any


destination, no matter how remote. If youve heard of it,
you can find a way to get there. The more obscure the
location however, the more likely it is your journey will
take you through dangerous regions.

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Trail Blazers are defined by their adventurous,


exploratory attitudes. No location is too remote; no
danger too great. This doesnt mean they dont take
precautions on a journey, but it does mean theyre usually
up for anything that sounds exciting.
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Personality Trait
I love to be the first in the room, first out the
door, first watch, etc.
Ive seen so many places that they all blend
together for me now.
I often attempt to speak languages I dont know.
I can be cavalier and reckless when exploring
new places.
I was the first to discover something important
and well-known.
Im obsessed with haggling and getting a good
deal in trade.
All of my maps are works of art, lovingly crafted
after a great deal of work.
Ive met many interesting people in my day, seen
many amazing things, and I enjoy regaling others
with the tales.

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Ideal
Adventure. A hero must always be getting into
danger. (Chaotic)
Commerce. Trade is mutually beneficial for
everyone. (Lawful)
Culture. Learning about others reveals
important qualities in us. (Good)
Discovery. The world must be explored. (Any)
Initiative. Being first to do something secures
your legacy. (Evil)
Optimism. Even violent encounters with native
cultures will eventually lead to good things in the
long run. (Neutral)
Bond
I shall never stop discovering new things.
Whenever I find a new place, Ill leave a marker
or map a route so that others may come this way
more easily.
Ive seen something amazing and Ill never tell a
soul about it.
I will always support the druids and rangers of
the world.
The cultures I find should be dealt with equitably,
not exploitatively.
Ill draw a picture of every interesting thing I
encounter.
Flaw
I over-plan every endeavor.
I under-plan every endeavor.
I am overly loyal to the merchant company I
work for.
I leave a trail of markers wherever I go, making
me easy to track.
I go native whenever I encounter a new people,
adopting their ways.
I often underestimate the amount of time it takes
to get somewhere.

A seeker of fortunes, mostly lost and hidden in the ruined


places of the world, you are bravely greedy. Youre
undeterred by such things as traps, curses, and eternal
servitors and as often as not you solve the mind bending
riddles and puzzles that block your passage.
Skill Proficiencies: Investigation, History
Tool Proficiencies: Thieves tools
Languages: One of your choice (usually an ancient
language)
Equipment: Thieves tools, a grappling hook, 50 feet of
hempen rope, a set of travelers clothes, and a belt pouch
containing 10 gp

You are a master of solving puzzles, cryptograms, and


mathematical problems. Whenever you are faced with a
logic-based task barring your ability to proceed in a
dungeon or other treasure site, you may ask your DM a
single yes or no question about the nature of the problem,
and they must answer. This question cannot be so
specific that it would ruin the puzzle, but it can be one
that eliminates a number of possibilities or leads you
directly down the right logical path.

Treasure Hunters are by their nature seekers of material


things. This does not always mean that they are miserly
or even hedonistic. There are many reasons to be tempted
by the thrill of old and dangerous places. Many reasons
to need coin.

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Personality Trait
Im obsessed with things from a prior age,
collecting many relics from that time.
I studied history academically, apprenticed to a
famous scholar.
I need wealth in order to protect my loved ones.
Treasure gives me the thrill I need to feel alive.
I wish to see the world, so I hunt treasures that
take me to foreign places.
Im constantly describing the historical
significance of everything I see.
I have a rival who seeks to thwart my endeavors.
I seek treasure to pass the time as I flee my
troubled past.
Ideal
Greed. Treasure is its own reward. (Evil)
Drive. Goals define our existence. (Neutral)
Cunning. Outsmart the past. (Any)
Flexibility. Stay fluid and think on your feet.
(Chaotic)
Restoration. Some things belong in a museum.
(Lawful)
Reverence. Have a place in your heart for the
people who inhabit the past. (Good)

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Bond
I will discover the truth hidden in the ruins.
No trap can stop me.
I shall earn the fame I deserve.
I cant leave any treasures behind.
Ill learn something nobody knows before I die.
Every puzzle must be solved.

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Flaw
I constantly speak in riddles.
Im more concerned with treasure than people.
I think I deserve all the glory.
When working on a puzzle, I stop noticing
everything else around me.
My mentor died trying to solve a particular
mystery and Im obsessed with following in their
footsteps.
I often forget to plan an escape route out of the
dungeon.