General Backgrounds | Legacy Backgrounds | Regional Backgrounds

Age of Ashes | Agents of Edgewatch | Extinction Curse | Pathfinder Society | The Fall of Plaguestone


Backgrounds

Source Core Rulebook pg. 60 2.0
At 1st level when you create your character, you gain a background of your choice. This decision is permanent; you can't change it at later levels. Each background listed here grants two ability boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill. If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice.

Lore skills represent deep knowledge of a specific subject. If a Lore skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether it's acceptable or not. If you'd like some suggestions, the Common Lore Subcategories section in the Lore skill page lists a number of Lore skills that are suitable for most campaigns.

Skill feats expand the functions of your skills and appear in Chapter 5: Feats.

Rare Backgrounds

Source Advanced Player's Guide pg. 50
While most backgrounds are available to any character, some backgrounds are so unusual that just having them makes a character rare and extraordinary.

These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the royalty background is heir to the throne of the kingdom where your campaign takes place or to a distant but powerful nation in the same world, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game.

Backgrounds can also be unique, such that no other character can have them if your character does. To create unique backgrounds, you can adapt the rare backgrounds in this section by including more specific details.

Click here for the full rules on Rare Backgrounds.

PFS StandardAcolyteBackground

Source Core Rulebook pg. 60 2.0
You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you’ll always carry within you the lessons you learned.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You're trained in the Religion skill, and the Scribing Lore skill. You gain the Student of the Canon skill feat.

PFS StandardAcrobatBackground

Source Core Rulebook pg. 60 2.0
In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.

PFS StandardAmnesiacBackground

Rare
Source Advanced Player's Guide pg. 50
Your background is… well… honestly, you can’t remember! You might have inklings deep within your mind, undercurrents of unusual emotions or unexpected responses to certain people or situations, but ultimately you don’t know who you once were. You might be adventuring specifically to help discover yourself. It’s up to you and the GM how to handle the truth of your character’s backstory. You could leave it to the GM so it’s a secret, work together with the GM, or even choose to leave it undecided until later. In any case, you and your GM should determine a few noteworthy details about your character or their belongings to get the first clues to your past.

You gain three free ability boosts. You choose two, and the GM chooses the third based on their first inklings of your character’s possible history.

PFS StandardAnimal WhispererBackground

Source Core Rulebook pg. 60 2.0
You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter different creatures, befriending them along the way.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You're trained in the Nature skill, and a Lore skill related to one terrain inhabited by animals you like (such as Plains Lore or Swamp Lore). You gain the Train Animal skill feat.

PFS StandardArchaeologistBackground

Source Pathfinder Society Guide pg. 6
You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.

You're trained in the Society skill, and the Architecture Lore skill. You gain the Additional Lore skill feat related to an ancient culture or the history of a culture you've studied (such as Azlanti Lore or Osirian History Lore).

PFS StandardArtisanBackground

Source Core Rulebook pg. 60 2.0
As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. You might have been a blacksmith’s apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships.

Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.

You're trained in the Crafting skill, and the Guild Lore skill. You gain the Specialty Crafting skill feat.

PFS StandardArtistBackground

Source Core Rulebook pg. 60 2.0
Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Crafting skill, and the Art Lore skill. You gain the Specialty Crafting skill feat.

PFS StandardBanditBackground

Source Advanced Player's Guide pg. 48
Your past includes no small amount of rural banditry, robbing travelers on the road and scraping by. Whether your robbery was sanctioned by a local noble or you did so of your own accord, you eventually got caught up in the adventuring life. Now, adventure is your stock and trade, and years of camping and skirmishing have only helped.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill, and a Lore skill related to the terrain you worked in (such as Desert Lore or Plains Lore). You gain the Group Coercion skill feat.

PFS StandardBarberBackground

Source Advanced Player's Guide pg. 48
Haircuts, dentistry, bloodletting, and surgery—if it takes a steady hand and a razor, you do it. You may have taken to the road to expand your skills, or to test yourself against a world that leaves your patients so battered and bruised.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

You're trained in the Medicine skill, and the Surgery Lore skill. You gain the Risky Surgery skill feat.

PFS StandardBarkeepBackground

Source Core Rulebook pg. 60 2.0
You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize.

Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.

You're trained in the Diplomacy skill, and the Alcohol Lore skill. You gain the Hobnobber skill feat.

PFS StandardBarristerBackground

Source Core Rulebook pg. 60 2.0
Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You’re capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Diplomacy skill, and the Legal Lore skill. You gain the Group Impression skill feat.

PFS StandardBlessedBackground

Rare
Source Advanced Player's Guide pg. 50
You have been blessed by a divinity. For an unknown reason, and irrespective of your actual beliefs, a deity has granted you a boon to use for good or ill. Your blessing grants wisdom and insight to aid you in your struggles. You may or may not even know the identity of the being who blessed you, and the blessing might come with a cost you discover later on.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You are trained in a Lore skill associated with the deity who blessed you (such as Shelyn Lore) if you know their identity, or else in a Lore skill of the GM's choice if you don't. Either you can cast guidance as a divine innate spell at will, or you gain a similar blessing determined by the GM.

PFS StandardBookkeeperBackground

Source Advanced Player's Guide pg. 48
You ran the numbers on a large farm, for a merchant’s endeavors, or with a major guild in the city. You kept track of expenses, payroll, profits, and anything else that had to do with money, for better or worse. If better, you might be adventuring to learn how others ply this trade. If worse, you may be fleeing from impending consequences, in the hope that no one finds you.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You're trained in the Society skill, and the Accounting Lore skill. You gain the Eye for Numbers skill feat.

PFS StandardBounty HunterBackground

Source Core Rulebook pg. 61 2.0
Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer.

Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Legal Lore skill. You gain the Experienced Tracker skill feat.

PFS StandardCharlatanBackground

Source Core Rulebook pg. 61 2.0
You traveled from place to place, peddling false fortunes and snake oil in one town, pretending to be royalty in exile to seduce a wealthy heir in the next. Becoming an adventurer might be your next big scam or an attempt to put your talents to use for a greater cause. Perhaps it’s a bit of both, as you realize that after pretending to be a hero, you’ve become the mask.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Deception skill, and the Underworld Lore skill. You gain the Charming Liar skill feat.

PFS StandardCookBackground

Source Advanced Player's Guide pg. 48
You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.

You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat.

PFS StandardCourierBackground

Source Advanced Player's Guide pg. 48
In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded cobblestone streets. Your dogged commitment to deliver your message was good training for the life of an adventurer.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

You're trained in the Society skill, and a Lore skill for the city in which you were raised. You gain the Glean Contents skill feat.

PFS StandardCriminalBackground

Source Core Rulebook pg. 61 2.0
As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

You're trained in the Stealth skill, and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.

PFS StandardCultistBackground

Source Advanced Player's Guide pg. 48
You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult’s aims, to initiate yourself into the world’s grander mysteries, or to flee unsavory practices or strictures.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Occultism skill, and a Lore skill related to your deity or cult. You gain the Schooled in Secrets skill feat.

PFS StandardCursedBackground

Rare
Source Advanced Player's Guide pg. 50
You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You are trained in Occultism and Curse Lore. You gain the Warding Sign reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects.

Activate ReactionReaction (Concentrate) Warding Sign; Frequency once per minute; Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet; Effect You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse.

PFS StandardDetectiveBackground

Source Core Rulebook pg. 61 2.0
You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You're trained in the Society skill, and the Underworld Lore skill. You gain the Streetwise skill feat.

Dreamer of the Verdant MoonBackground

Uncommon
Source Pathfinder #153: Life's Long Shadow pg. 67
You spent your early days in the aftermath of one of the great ravenings. You survived thanks to your resourcefulness and perhaps your patron’s favor and were blessed with skills and drive thereafter, but you must always hold to his standards, lest the hunger from the depths seek you out once again.

Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Zevgavizeb Lore skill. You gain the Ravening's Desperation skill feat.

Droskari DiscipleBackground

Source Pathfinder #148: Fires of the Haunted City pg. 65
You grew up in the church of the Dark Smith, where you learned the value of hard work and achieving vocational mastery.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.

You're trained in the Lore skill, and the Droskar Lore skill. You gain the Skill Training skill feat.

PFS StandardEmissaryBackground

Source Core Rulebook pg. 61 2.0
As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Society skill, and a Lore skill related to one city you've visited often. You gain the Multilingual skill feat.

PFS StandardEntertainerBackground

Source Core Rulebook pg. 61 2.0
Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Performance skill, and the Theater Lore skill. You gain the Fascinating Performance skill feat.

PFS StandardFarmhandBackground

Source Core Rulebook pg. 62 2.0
With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you became an adventurer.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Athletics skill, and the Farming Lore skill. You gain the Assurance skill feat with Athletics.

PFS StandardFeral ChildBackground

Rare
Source Advanced Player's Guide pg. 50
You spent your youth in the wilderness, living close to or perhaps raised by animals. You have a close, mystical connection with these animals and gained certain abilities from them, though this limited your well-roundedness in mental pursuits.

Choose one ability boost. It must be Strength, Dexterity, or Constitution.

You are trained in Nature and Survival. You gain low-light vision (or darkvision if you already had low-light vision), imprecise scent with a range of 30 feet, and the Forager skill feat.

PFS StandardFeyboundBackground

Rare
Source Advanced Player's Guide pg. 50
You have spent time in the First World or another realm of the fey and aren't entirely the same person you were before. Perhaps you made a purchase at the legendary Witchmarket or partook deeply of fey food and wine. Whatever the case, willingly or inadvertently, you made a bargain with the fey, the benefits of which come at a price.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You are trained in Fey Lore and gain the Fey's Fortune free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful atone ritual using the Nature skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name.

Activate Free ActionFree Action (Concentrate, Fortune) Fey's Fortune; Frequency once per day; Trigger You attempt a skill check and haven’t yet rolled; Effect Roll the skill check twice and use the better result.

PFS StandardField MedicBackground

Source Core Rulebook pg. 62 2.0
In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Medicine skill, and the Warfare Lore skill. You gain the Battle Medicine skill feat.

PFS StandardFortune TellerBackground

Source Core Rulebook pg. 62 2.0
The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Occultism skill, and the Fortune-Telling Lore skill. You gain the Oddity Identification skill feat.

PFS StandardGamblerBackground

Source Core Rulebook pg. 62 2.0
The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring as a way out of a spiral.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Deception skill, and the Games Lore skill. You gain the Lie to Me skill feat.

PFS StandardGladiatorBackground

Source Core Rulebook pg. 62 2.0
The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring life.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You're trained in the Performance skill, and the Gladiatorial Lore skill. You gain the Impressive Performance skill feat.

PFS StandardGuardBackground

Source Core Rulebook pg. 62 2.0
You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill, and the Legal Lore skill or Warfare Lore skill. You gain the Quick Coercion skill feat.

Harrow-LedBackground

Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 66
You were the subject of a harrow reading at a pivotal point in your life, such as on an important birthday, or upon reaching adulthood. The reading was eerily accurate and has been relevant, for good or ill, at more points in your life than you could call mere coincidence.

Randomly determine two harrow suits tied to your character, each reflecting a specific ability score. You can do so by drawing cards from a harrow deck or by rolling a d6: 1 = hammers (Strength), 2 = keys (Dexterity), 3 = shields (Constitution), 4 = books (Intelligence), 5 = stars (Wisdom), 6 = crowns (Charisma). The first suit is your aligned score, and the second suit is your misaligned score.

Choose two ability boosts. One must be to your aligned or misaligned score, and one is a free ability boost. You're trained in your choice of the Occultism, Performance, or Society skill and the Harrow Lore skill. You gain the Dubious Knowledge skill feat.

PFS StandardHauntedBackground

Rare
Source Advanced Player's Guide pg. 51
You are followed by a spirit or entity, either from childhood or since a traumatic or momentous event. You may have seen this entity. Others may have seen it as well. You have studied esoteric subjects trying to understand your situation, but this presence in your life remains a mystery. Whatever this entity is or wants, it influences your life in subtle ways, not always good. Sometimes the entity helps you, but at other times, its influence is malevolent or harmful. The entity is most likely to surface in stressful situations.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You are trained in Occultism and an additional skill in which the haunting entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were Aiding you. If you accept but fail the check, you are frightened 2 (frightened 4 on a critical failure). The initial frightened value can't be reduced by effects that would reduce or prevent the condition (such as a fighter's bravery).

PFS StandardHerbalistBackground

Source Core Rulebook pg. 62 2.0
As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You’re adept at collecting the right natural cures in all sorts of environments and preparing them properly.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Nature skill, and the Herbalism Lore skill. You gain the Natural Medicine skill feat.

PFS StandardHermitBackground

Source Core Rulebook pg. 62 2.0
In an isolated place—like a cave, remote oasis, or secluded mansion—you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. This might be a welcome reprieve from solitude or an unwanted change, but in either case, you’re likely still rough around the edges.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.

You're trained in your choice of either the Nature or Occultism skill, as well as a Lore skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore). You gain the Dubious Knowledge skill feat.

PFS LimitedHookclaw DiggerBackground

Source Little Trouble in Big Absalom pg. 0
Prerequisites Kobold ancestry
You are a digger from the Hookclaw kobold tribe, born beneath the streets of Absalom, with muscles and mind hardened by years spent tunneling through rock and earth and a confidence built upon your pride in your draconic heritage.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You're trained in the Crafting skill, the Mining Lore skill, and the Engineering Lore skill. You gain the Improvise Tool skill feat.

PFS StandardHunterBackground

Source Core Rulebook pg. 62 2.0
You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Tanning Lore skill. You gain the Survey Wildlife skill feat.

PFS StandardInsurgentBackground

Source Advanced Player's Guide pg. 48
You were more than a rebel; you were a revolutionary, fighting for the promise of a new or better country. You may or may not still believe in the cause, or perhaps victory or exile has led you on this new journey to trumpet your glory... or to escape the consequences of your defeat.

Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

You're trained in the Deception skill, and the Warfare Lore skill. You gain the Lengthy Diversion skill feat.

PFS StandardLaborerBackground

Source Core Rulebook pg. 62 2.0
You’ve spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else’s command.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

You're trained in the Athletics skill, and the Labor Lore skill. You gain the Hefty Hauler skill feat in Athletics.

PFS StandardMartial DiscipleBackground

Source Core Rulebook pg. 63 2.0
You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics.

PFS StandardMerchantBackground

Source Core Rulebook pg. 63 2.0
In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Diplomacy skill, and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.

PFS StandardMinerBackground

Source Core Rulebook pg. 63 2.0
You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor— and if you have to head back underground, this time you plan to do so armed with a real weapon instead of a miner’s pick.

Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Mining Lore skill. You gain the Terrain Expertise skill feat with underground terrain.

PFS StandardNobleBackground

Source Core Rulebook pg. 63 2.0
To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer’s life.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Society skill, and the Genealogy Lore skill or Heraldry Lore skill. You gain the Courtly Graces skill feat.

PFS StandardNomadBackground

Source Core Rulebook pg. 63 2.0
Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and a Lore skill related to one terrain you traveled in (such as Desert Lore or Swamp Lore). You gain the Assurance skill feat with Survival.

PFS StandardOutriderBackground

Source Advanced Player's Guide pg. 48
In your youth, you galloped on horseback over vast prairies, serving as a vanguard for your settlement, an army, or another group. Seeing so many different lands built a thirst in you to adventure and explore the world instead of just racing past it.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Nature skill, and the Plains Lore skill. You gain the Express Rider skill feat.

PFS StandardPathfinder RecruiterBackground

Source Pathfinder Society Guide pg. 6
The Pathfinder Society's always on the lookout for talent, but that talent rarely just stumbles into the Grand Lodge. Whether you're professionally trained to encourage new recruits or the Society's own scouts identified your potential and raised you from childhood, you're committed to expanding the Society's roster.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You're trained in the Diplomacy skill, and a Lore skill related to one city you've visited often. You gain the Group Impression skill feat.

PFS StandardPilgrimBackground

Source Advanced Player's Guide pg. 49
In your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You're trained in the Religion skill, and a Lore skill for your patron deity. You gain the Pilgrim's Token skill feat.

PFS StandardPrisonerBackground

Source Core Rulebook pg. 63 2.0
You might have been imprisoned for crimes (whether you were guilty or not), or enslaved for some part of your upbringing. In your adventuring life, you take full advantage of your newfound freedom.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

You're trained in the Stealth skill, and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.

PFS StandardRaised by BeliefBackground

Source Gods & Magic pg. 9
Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a faith or philosophy. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion.

Choose two ability boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free ability boost.

You’re trained in your deity’s associated skill, and you gain Assurance with that skill. You gain a Lore skill with a subcategory associated with your deity (Abadar Lore, for instance).

PFS StandardRefugeeBackground

Source Advanced Player's Guide pg. 49, The Fall of Plaguestone pg. 55
You come from a land very distant from the one you now find yourself in, driven by war, plague, or simply in the pursuit of opportunity. Regardless of your origin or the reason you left your home, you find yourself an outsider in this new land. Adventuring is a way to support yourself while offering hope to those who need it most.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Society skill, and a Lore skill related to the settlement you came from. You gain the Streetwise skill feat.

PFS StandardReturnedBackground

Rare
Source Advanced Player's Guide pg. 51
You died and miraculously returned with knowledge of the realms beyond death and a stronger link to life. Some dead and undead souls might feel a strange, instinctual kinship with you.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You gain the Diehard feat and the Additional Lore feat for Boneyard Lore.

PFS StandardRoot WorkerBackground

Source Advanced Player's Guide pg. 49
Some ailments can’t be cured by herbs alone. You learned ritual remedies as well, calling on nature spirits to soothe aches and ward off the evil eye. Taking up with adventurers has given you company on the road, as well as protection from those who would brand you a fake—or worse.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You're trained in the Occultism skill, and the Herbalism Lore skill. You gain the Root Magic skill feat.

PFS StandardRoyaltyBackground

Rare
Source Advanced Player's Guide pg. 51
You are a prominent member of a royal family. You have taken up the life of an adventurer—perhaps you're a deposed queen hoping to regain her throne, a prince seeking a more exciting life, or a princess on a secret mission.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You are trained in Society. You gain the Courtly Graces skill feat and can influence commoners in your family's territory, as well as nobility anywhere. If you later gain the Connections skill feat, you automatically have common and noble connections within any community in your royal family's territory and have noble connections in large communities outside your territory.

PFS StandardSailorBackground

Source Core Rulebook pg. 63 2.0
You heard the call of the sea from a young age. Perhaps you signed onto a merchant’s vessel, joined the navy, or even fell in with a crew of pirates and scalawags.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Sailing Lore skill. You gain the Underwater Marauder skill feat.

PFS StandardScavengerBackground

Source Advanced Player's Guide pg. 49
You’ve made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you’ve left that life behind, you still keep one eye on the ground out of habit.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and a Lore skill for the settlement you grew up scavenging in. You gain the Forager skill feat.

PFS StandardScholarBackground

Source Core Rulebook pg. 63 2.0
You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.

PFS StandardScoutBackground

Source Core Rulebook pg. 64 2.0
You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the Forager skill feat.

PFS StandardServantBackground

Source Advanced Player's Guide pg. 49
You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you’re adventuring for a change and finding that in this new role, the skills you’ve learned now serve you.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Society skill, and the Labor Lore skill. You gain the Read Lips skill feat.

PFS LimitedSewer DragonBackground

Source Pathfinder Society Quest #10: The Broken Scales pg. 16
Prerequisites Kobold ancestry
You are one of the Sewer Dragons, born in Absalom's sewers, strengthened by a life defending your territory.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

You're trained in the Crafting skill, and the Kobold Lore skill. You gain the Snare Crafting skill feat.

PFS StandardSpell SeekerBackground

Source Pathfinder Society Guide pg. 6
Conventional magic can only hold your attention for so long. Instead, you've devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You're trained in your choice of either the Arcana or Occultism skill, as well as the Library Lore skill. You gain the Recognize Spell skill feat.

PFS StandardSquireBackground

Source Advanced Player's Guide pg. 49
You trained at the feet of a knight, maintaining their gear and supporting them at tourneys and in battle. Now you search for a challenge that will prove you worthy of full knighthood, or you've spurned pomp and ceremony to test yourself in honest, albeit less formal, combat.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

You're trained in the Athletics skill and your choice of the Heraldry Lore or Warfare Lore skill. You gain the Armor Assist skill feat.

PFS StandardStreet UrchinBackground

Source Core Rulebook pg. 64 2.0
You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill, and a Lore skill for the city you lived in as a street urchin (such as Absalom Lore or Magnimar Lore). You gain the Pickpocket skill feat.

PFS StandardTax CollectorBackground

Source Advanced Player's Guide pg. 49
Reviled but required, you were sent when taxes were due. Performing your job might have required travel and persuasion, or perhaps you were responsible for collecting taxes on trade. Either way, it sometimes meant dirty hands, and adventuring seemed the next logical step to you.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill, and a Lore skill for the settlement that employed you. You gain the Quick Coercion skill feat.

PFS StandardTeacherBackground

Source Advanced Player's Guide pg. 49
You are incredibly knowledgeable, skilled, and perhaps even trained to teach children and adults about the world and its wonders. From books to classes, you’re committed to imparting knowledge to all. Not everything can be taught or learned from a book, though, so you’ve become an adventurer to learn subjects more directly and bring that wisdom back to your students.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You're trained in your choice of either the Performance or Society skill, as well as the Academia Lore skill. You gain the Experienced Professional skill feat.

PFS StandardTinkerBackground

Source Core Rulebook pg. 64 2.0
Creating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you’ll come up with next. It might be a genius device with tremendous potential... or it might explode.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

You're trained in the Crafting skill, and the Engineering Lore skill. You gain the Specialty Crafting skill feat.

PFS StandardTrailblazerBackground

Source Pathfinder Society Guide pg. 6
Uncharted realms have always intrigued you, and you've explored and mapped large territories in service to merchants, governments, or your own curiosity. Where some see a blank spot on a map, you see the potential for something new and undiscovered.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Cartography Lore skill. You gain the Terrain Expertise skill feat with one terrain you've explored (such as forest or underground).

PFS StandardTranslatorBackground

Source Pathfinder Society Guide pg. 6
In your youth, you learned to transcribe books and translate scrolls to preserve knowledge or perhaps to aid wealthy merchants and politicians. Whether you set out to make your own fortune or are drawn to decipher the strangest codes, your linguistic training will guide your discoveries.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Society skill, and the Scribing Lore skill. You gain the Multilingual skill feat.

PFS StandardWardBackground

Source Advanced Player's Guide pg. 49
When you were young, you became the ward of another house—boarded, fed, and educated, but never quite a part of the family. Perhaps you had to tend to their needs in return for feeding and raising you, or perhaps you were provided for but disregarded. Now, adventuring is your chance to grow and roam free.

Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.

You're trained in the Religion skill, and the Genealogy Lore skill. You gain the Fascinating Performance skill feat.

PFS StandardWarriorBackground

Source Core Rulebook pg. 64 2.0
In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the Intimidating Glare skill feat.