Post by Admin on Jul 17, 2018 20:07:03 GMT -6
Bounty Hunter
Skill Proficiencies: Pick 2: Stealth, Intimidation, Insight, Investigation
Other Proficiencies: Pick 2: Thieves’ tools, gaming set, instrument
Equipment: 20 cr
Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the roughand-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Celebrity
Performer Skill Proficiencies: Acrobatics, Performance
Other Proficiencies: Disguise Kit, one musical instrument
Equipment: a costume, 15 cr
Feature: By Popular Demand You can always find a place to perform, usually in a cantina but possibly with a circus, at a theater, or even in a diplomat’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Con Artist
Skill Proficiencies: Deception, Sleight of Hand
Other Proficiencies: Disguise kit, forgery kit Languages: Two of your choice
Equipment: Disguise Kit, Tools for your preferred con, 15 cr
88
Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Follower of the Force
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: 15 cr
Feature: Shelter of the Faithful As a follower of the Force, you command the respect of those who share your faith. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Foreman
Skill Proficiencies: Repair, Insight
Other Proficiencies: One type of tools
Languages: One of your choice
Equipment: One set of tools, a ceremonial plaque with the seal of your company, 15 cr
Feature: Company Respect Due to your connection with the company, people in civilized society respect you and treat you well. Because the factories of your company produce everything.
Hermit
Skill Proficiencies: Medicine, Religion
Other Proficiencies: Med Kits
Languages: One of your choice
Equipment: Med kit, 15 cr
Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Librarian
Skill Proficiencies: History, and pick one from the following: Arcana, Nature, Religion
Languages: Four of your choice
Equipment: Writing utensils and paper, 10 cr
Feature: Wealth of Knowledge Due to your connection to higher level knowledge you are welcomed into any library in Republic controlled space, including the Jedi Temple library on Coruscant. You also are well connected with upper level thinkers who can aid you with information if you have no library access.
Mercenary Veteran
Skill Proficiencies: Athletics, Persuasion
Other Proficiencies: One landspeeder, one gaming set
Equipment: One game set, uniform from your company, 10 cr
Feature: Mercenary Life You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the cantinas where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.
Outlaw
Skill Proficiencies: Stealth, and pick 1 depending on your specialty: Deception, Security
Other Proficiencies: One gaming kit, thieves’ tools
Equipment: Thieves’ tools, crowbar, hacking equipment, detonator, 15 cr
Feature: Outlaw Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Pod racer
Skill Proficiencies: Repair, Perception
Other Proficiencies: One land vehicle, one starfighter
Languages: Huttese Equipment: Lucky charm, 10 cr
Feature: Observant While in a vehicle that you are proficient with you can spot traps and obstacles while traveling at full speed.
Police Force
Skill Proficiencies: Insight, and pick one: Athletics, Security
Languages: Two of your choice
Equipment: Uniform, 2-way radio kit, handcuffs, 10 cr
Feature: Watcher’s Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
Politician
Skill Proficiencies: History, persuasion
Other Proficiencies: One language, and one gaming set
Equipment: Credentials, letter of diplomatic immunity, 25 cr
Feature: Position of Privilege Thanks to your political position, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local government if you need to.
Sage
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: Writing utensils and paper, 10 cr
Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Senator’s Aide
Skill Proficiencies: Insight, Persuation
Languages: Two of your choice
Equipment: 5 cr, and a letter of diplomatic immunity
Feature: Senate Functionary Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of the Republic Senate. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Space Pirate/Deck Hand
Skill Proficiencies: Athletics, Perception
Other Proficiencies: 1 land speeder or 1 starfighter
Equipment: 50 feet of cable, lucky charm, 10 cr
Feature: Bad Reputation/Ship’s Passage
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of exogorths and savages. You’ve indulged in larceny throughout the galaxy and sent more than one deserving soul to a vacuous grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a spaceport. When you need to, you can secure free passage on a starship for yourself and your adventuring companions. You might travel on the starship you served on, or another starship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Street Rat
Skill Proficiencies: Sleight of Hand, Stealth
Other Proficiencies: Disguise kit, Thieves’ tools
Equipment: Thieves’ tools, pet mouse, 10 cr
Feature: City secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Survivalist
Skill Proficiencies: Athletics, Survival
Other Proficiencies: One musical Instrument
Languages: One of your choice
Equipment: Hunting trap, trophy from killed animal/monster, 10 cr
Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Tribal Warrior
Skill Proficiencies: Athletics, Survival
Other Proficiencies: Pick one: musical instrument, or one type of tools
Languages: One of your choice
Equipment: 10 cr
Feature: Tribal Heritage You are from a more primitive society but due to your planet's defeat have decided to go out and explore. Due to your heritage, however, anywhere that you can find others of your species you will find acceptance and shelter from your people.
Trooper
Skill Proficiencies: Pick 2 from the following: Athletics, Intimidation, Repair, Security
Other Proficiencies: One gaming set, one land vehicle
Equipment: One gaming set, 10 cr
Feature: Military Rank You have a military rank from your career as a trooper. Troopers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are o f a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Under Cover Agent
Skill Proficiencies: Insight, and pick 1: stealth, investigation, security, deception, performance, persuasion
Languages: Two of your choice
Equipment: Cipher manual, 15 cr
Feature: Safe Heaven As a spy, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Union Merchant
Skill Proficiencies: Insight, Persuasion
Other Proficiencies: One type of tool
Languages: One of your choice
Equipment: One type of tools, membership card, 15 cr
Feature: Union Membership As an established and respected member of a union, you can rely on certain benefits that membership provides. Your fellow union members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a union hall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Unions often wield tremendous political power. If you are accused of a crime, your union will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the union, if you are a member in good standing. Such connections might require the donation of money or trade goods to the guild’s coffers. You must pay dues of 5 gp per month to the union. If you miss payments, you must make up back dues to remain in the union’s good graces.
Skill Proficiencies: Pick 2: Stealth, Intimidation, Insight, Investigation
Other Proficiencies: Pick 2: Thieves’ tools, gaming set, instrument
Equipment: 20 cr
Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the roughand-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Celebrity
Performer Skill Proficiencies: Acrobatics, Performance
Other Proficiencies: Disguise Kit, one musical instrument
Equipment: a costume, 15 cr
Feature: By Popular Demand You can always find a place to perform, usually in a cantina but possibly with a circus, at a theater, or even in a diplomat’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Con Artist
Skill Proficiencies: Deception, Sleight of Hand
Other Proficiencies: Disguise kit, forgery kit Languages: Two of your choice
Equipment: Disguise Kit, Tools for your preferred con, 15 cr
88
Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Follower of the Force
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: 15 cr
Feature: Shelter of the Faithful As a follower of the Force, you command the respect of those who share your faith. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Foreman
Skill Proficiencies: Repair, Insight
Other Proficiencies: One type of tools
Languages: One of your choice
Equipment: One set of tools, a ceremonial plaque with the seal of your company, 15 cr
Feature: Company Respect Due to your connection with the company, people in civilized society respect you and treat you well. Because the factories of your company produce everything.
Hermit
Skill Proficiencies: Medicine, Religion
Other Proficiencies: Med Kits
Languages: One of your choice
Equipment: Med kit, 15 cr
Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Librarian
Skill Proficiencies: History, and pick one from the following: Arcana, Nature, Religion
Languages: Four of your choice
Equipment: Writing utensils and paper, 10 cr
Feature: Wealth of Knowledge Due to your connection to higher level knowledge you are welcomed into any library in Republic controlled space, including the Jedi Temple library on Coruscant. You also are well connected with upper level thinkers who can aid you with information if you have no library access.
Mercenary Veteran
Skill Proficiencies: Athletics, Persuasion
Other Proficiencies: One landspeeder, one gaming set
Equipment: One game set, uniform from your company, 10 cr
Feature: Mercenary Life You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the cantinas where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.
Outlaw
Skill Proficiencies: Stealth, and pick 1 depending on your specialty: Deception, Security
Other Proficiencies: One gaming kit, thieves’ tools
Equipment: Thieves’ tools, crowbar, hacking equipment, detonator, 15 cr
Feature: Outlaw Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Pod racer
Skill Proficiencies: Repair, Perception
Other Proficiencies: One land vehicle, one starfighter
Languages: Huttese Equipment: Lucky charm, 10 cr
Feature: Observant While in a vehicle that you are proficient with you can spot traps and obstacles while traveling at full speed.
Police Force
Skill Proficiencies: Insight, and pick one: Athletics, Security
Languages: Two of your choice
Equipment: Uniform, 2-way radio kit, handcuffs, 10 cr
Feature: Watcher’s Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
Politician
Skill Proficiencies: History, persuasion
Other Proficiencies: One language, and one gaming set
Equipment: Credentials, letter of diplomatic immunity, 25 cr
Feature: Position of Privilege Thanks to your political position, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local government if you need to.
Sage
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: Writing utensils and paper, 10 cr
Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Senator’s Aide
Skill Proficiencies: Insight, Persuation
Languages: Two of your choice
Equipment: 5 cr, and a letter of diplomatic immunity
Feature: Senate Functionary Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of the Republic Senate. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Space Pirate/Deck Hand
Skill Proficiencies: Athletics, Perception
Other Proficiencies: 1 land speeder or 1 starfighter
Equipment: 50 feet of cable, lucky charm, 10 cr
Feature: Bad Reputation/Ship’s Passage
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of exogorths and savages. You’ve indulged in larceny throughout the galaxy and sent more than one deserving soul to a vacuous grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a spaceport. When you need to, you can secure free passage on a starship for yourself and your adventuring companions. You might travel on the starship you served on, or another starship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Street Rat
Skill Proficiencies: Sleight of Hand, Stealth
Other Proficiencies: Disguise kit, Thieves’ tools
Equipment: Thieves’ tools, pet mouse, 10 cr
Feature: City secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Survivalist
Skill Proficiencies: Athletics, Survival
Other Proficiencies: One musical Instrument
Languages: One of your choice
Equipment: Hunting trap, trophy from killed animal/monster, 10 cr
Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Tribal Warrior
Skill Proficiencies: Athletics, Survival
Other Proficiencies: Pick one: musical instrument, or one type of tools
Languages: One of your choice
Equipment: 10 cr
Feature: Tribal Heritage You are from a more primitive society but due to your planet's defeat have decided to go out and explore. Due to your heritage, however, anywhere that you can find others of your species you will find acceptance and shelter from your people.
Trooper
Skill Proficiencies: Pick 2 from the following: Athletics, Intimidation, Repair, Security
Other Proficiencies: One gaming set, one land vehicle
Equipment: One gaming set, 10 cr
Feature: Military Rank You have a military rank from your career as a trooper. Troopers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are o f a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Under Cover Agent
Skill Proficiencies: Insight, and pick 1: stealth, investigation, security, deception, performance, persuasion
Languages: Two of your choice
Equipment: Cipher manual, 15 cr
Feature: Safe Heaven As a spy, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Union Merchant
Skill Proficiencies: Insight, Persuasion
Other Proficiencies: One type of tool
Languages: One of your choice
Equipment: One type of tools, membership card, 15 cr
Feature: Union Membership As an established and respected member of a union, you can rely on certain benefits that membership provides. Your fellow union members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a union hall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Unions often wield tremendous political power. If you are accused of a crime, your union will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the union, if you are a member in good standing. Such connections might require the donation of money or trade goods to the guild’s coffers. You must pay dues of 5 gp per month to the union. If you miss payments, you must make up back dues to remain in the union’s good graces.