Backgrounds
Source Core Rulebook pg. 60 4.0
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 2.0
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.
Absalom and Starstone Isle

Child of the PuddlesBackgroundSource World Guide pg. 22 2.0Region Absalom and Starstone Isle
You grew up in the soggy, squalid quarter of Absalom known as the Puddles. You’re at home in tightly packed urban environments.
Choose two ability boosts. One must be to
Dexterity or
Intelligence, and one is a free ability boost.
You're trained in the
Acrobatics skill, and the
Absalom Lore skill. You gain the
Steady Balance skill feat.
Source World Guide pg. 22 2.0Region Absalom and Starstone Isle
You spent a portion of your youth diving and gathering precious pearls under the attentive eyes of Kortos Consortium merchants.
Choose two ability boosts. One must be to
Constitution or
Dexterity, and one is a free ability boost.
You're trained in the
Athletics skill, and the
Ocean Lore skill. You gain the
Underwater Marauder skill feat.
Source World Guide pg. 22 2.0Region Absalom and Starstone Isle
As a recently freed slave in Absalom, you belong to a new, close-knit social class at the heart of the city’s most important trades.
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
Absalom Lore skill. You gain the
Streetwise skill feat.
Source World Guide pg. 22 2.0Region Absalom and Starstone Isle
You spent years working as a clerk to a functionary in Absalom’s government. Your service taught you a thing or two about rousing speeches and manipulating the city’s bureaucracy.
Choose two ability boosts. One must be to
Charisma or
Intelligence, and one is a free ability boost.
You're trained in the
Diplomacy skill, and the
Government Lore skill. You gain the
Group Impression skill feat.
Source World Guide pg. 22 2.0Region Absalom and Starstone Isle
You grew up in an untamed region of the Isle of Kortos, and you know how to survive in the wild.
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 the terrain type associated with your home region (such as Hills Lore or Mountains Lore) You gain the
Survey Wildlife skill feat.
Source World Guide pg. 22 2.0Region Absalom and Starstone Isle
Whether you washed warrior beasts below the Irorium’s arena floor or tended to the mutated animals of a Puddle sideshow, you are experienced with all manner of weird wildlife.
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
Animal Lore skill. You gain the
Train Animal skill feat.
Source World Guide pg. 22 2.0Region Absalom and Starstone Isle
You’ve long wanted to join the adventurous Pathfinder Society. You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders.
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
Pathfinder Society Lore skill. You gain the
Additional Lore skill feat.
Source World Guide pg. 22 2.0Region Absalom and Starstone Isle
Your experience as a ledger-keeper for one of Absalom’s trade guilds has made you a canny investor and shrewd entrepreneur.
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
Business Lore skill. You gain the
Experienced Professional skill feat.
Broken Lands
Source World Guide pg. 34 2.0Region Broken Lands
New realms rise constantly in the River Kingdoms, and you intend to lead one of them. Making your reign last, however, will require both strength and grace.
Choose two ability boosts. One must be to
Wisdom or
Charisma, and one is a free ability boost.
You're trained in the
Society skill, and the
Politics Lore skill. You gain the
Courtly Graces skill feat.
Source World Guide pg. 34 2.0Region Broken Lands
You grew up among the northern houses of Brevoy in old Issia. Steeped in the cultural legacy of pirates and smugglers, you rely on your cleverness and charm as you make your way throughout the world.
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.
Source World Guide pg. 34 2.0Region Broken Lands
You serve a living god who rules upon the face of Golarion, and this gives your actions a divine mandate not to be trifled with.
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
Razmir Lore skill. You gain the
Group Coercion skill feat.
Source World Guide pg. 34 2.0Region Broken Lands
You grew up among the southern houses of Brevoy in old Rostland. You’re accustomed to arguing from a position of underappreciated worth.
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
Politics Lore skill. You gain the
Group Impression skill feat.
Source World Guide pg. 34 2.0Region Broken Lands
Whether you trace your heritage to lost Sarkoris or are a crusader trying to atone for past fanatics’ wrongs, you seek to liberate the Sarkorian homeland from the demons who have defiled it.
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
Abyssal Lore skill. You gain the
Battle Medicine skill feat.
Source World Guide pg. 34 2.0Region Broken Lands
The devastation and carnage of the Worldwound were nearly complete, but you somehow managed to survive it.
Choose two ability boosts. One must be to
Constitution or
Strength, and one is a free ability boost.
You're trained in the
Survival skill, and the
Sarkorian History Lore skill. You gain the
Forager skill feat.
Source World Guide pg. 34 2.0Region Broken Lands
Having once sampled Numerian fluids, you've tasted knowledge beyond comprehension. You are driven to recapture that astounding experience.
Choose two ability boosts. One must be to
Intelligence or
Constitution, and one is a free ability boost.
You're trained in the
Crafting skill, and the
Alchemical Lore skill. You gain the
Alchemical Crafting skill feat.
Eye of Dread
Source World Guide pg. 46 2.0Region Eye of Dread
You are a fearsome warrior from the Hold of Belkzen, and your clan counts on you for support, counsel, and defense. With the rising threat of the Whispering Tyrant threatening the safety of your home, you must not let your people down.
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
Orc Lore skill. You gain the
Intimidating Glare skill feat.
Source World Guide pg. 46 2.0Region Eye of Dread
Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you.
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
Curse Lore skill. You gain the
Oddity Identification skill feat.
Source World Guide pg. 46 2.0Region Eye of Dread
You managed to escape the devastation that the Whispering Tyrant brought to your nation, but you lost everything to the lich-king’s minions, including your home and many friends and family.
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
Undead Lore skill. You gain the
Battle Medicine skill feat.
Source World Guide pg. 46 2.0Region Eye of Dread
Whether you sought citizenship or simply needed a steady paycheck, you spent some of your time as a paid mercenary in the armed forces of Molthune, where you fought against Molthune’s enemies such as Nirmathas or the Ironfang Legion. Alternatively, you might have worked at sea, protecting Molthune’s military and trading ships against pirates on Lake Encarthan.
Choose two ability boosts. One must be to
Constitution or
Strength, and one is a free ability boost.
You're trained in the
Athletics skill, and the
Mercenary Lore skill. You gain the
Experienced Professional skill feat.
Source World Guide pg. 46 2.0Region Eye of Dread
Woodcraft comes naturally to you, and you have learned how to use the forest to your tactical advantage against superior forces in skirmishes against the Molthuni army or the Ironfang Legion.
Choose two ability boosts. One must be to
Dexterity or
Wisdom, and one is a free ability boost.
You're trained in the
Stealth skill, and the
Forest Lore skill. You gain the
Terrain Stalker (underbrush) skill feat.
Source World Guide pg. 46 2.0Region Eye of Dread
Oprak doesn’t share the secrets of the Onyx Vault with many, but you are one of the lucky few to be permitted into the heart of the nation. You have traveled the extradimensional paths of the Stone Roads and traded goods across a wide variety of lands. You’ve learned to step lively in foreign markets of all types.
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
Mercantile Lore skill. You gain the
Multilingual skill feat.
Source World Guide pg. 46 2.0Region Eye of Dread
You were educated at a famed Ustalavic academy, such as the University of Lepidstadt or the Sincomakti School of Sciences, and received quality instruction in advanced concepts of mathematics, science, and engineering.
Choose two ability boosts. One must be to
Intelligence or
Wisdom, and one is a free ability boost.
You're trained in the
Crafting skill, and the
Academia Lore skill. You gain the
Skill Training skill feat.
Source World Guide pg. 46 2.0Region Eye of Dread
Your family has long been associated with the enigmatic death cult known as the Whispering Way, which was recently responsible for the terrible devastation in the nation of Lastwall. Whether or not you have followed in their footsteps, you know many of the philosophy’s secrets.
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
Undead Lore skill. You gain the
Student of the Canon skill feat.
Golden Road
Source World Guide pg. 58 2.0Region Golden Road
You know how to work the less-than-legal side of the region’s markets and know how to slip contraband past the authorities.
Choose two ability boosts. One must be to
Wisdom or
Charisma, 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.
Source World Guide pg. 58 2.0Region Golden Road
You’re at home blazing trails in the burning sands, and you made a living guiding or following creatures in the desert. You might be a native nomad, an experienced desert guide, a naturalist, a bandit driven into the dunes by the law—or all of the above.
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
Desert Lore skill. You gain the
Experienced Tracker skill feat.
Source World Guide pg. 58 2.0Region Golden Road
Even in a city renowned for its alchemy, you were able to rise above the competition.
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
Alchemical Lore skill. You gain the
Specialty Crafting skill feat with alchemy.
Source World Guide pg. 58 2.0Region Golden Road
Whether you’re a fascinated outsider or a local proud of your nation’s storied past, you’re a devoted student of Osirion’s history. You might be a traveling professor, a member of a society like the Pathfinders or the Esoteric Order of the Palatine Eye, or even a simple tomb robber cashing in on the glories of the past.
Choose two ability boosts. One must be to
Constitution or
Intelligence, and one is a free ability boost.
You're trained in the
Occultism skill, and the
Ancient Osirion Lore skill. You gain the
Oddity Identification skill feat.
Source World Guide pg. 58 2.0Region Golden Road
Whether in Katapesh or one of the bustling markets along the Path of Salt, you’ve spent enough time buying and selling ancient or unusual items to give you an instinctive ability to quickly sort valuable trinkets from worthless baubles.
Choose two ability boosts. One must be to
Intelligence or
Wisdom, and one is a free ability boost.
You're trained in the
Arcana skill, and the
Mercantile Lore skill. You gain the
Quick Identification skill feat.
Source World Guide pg. 58 2.0Region Golden Road
You’re from Rahadoum, where the Laws of Mortality taught you to reject the gods, yet you’ve seen firsthand how dangerous it can be to go without healing magic. As a result, you’ve thrown yourself into the study of medicine, so you can save lives without saving souls.
Choose two ability boosts. One must be to
Wisdom or
Dexterity, and one is a free ability boost.
You're trained in the
Medicine skill, and the
Anatomy Lore skill. You gain the
Battle Medicine skill feat.
Source World Guide pg. 58 2.0Region Golden Road
You believe the city-states of Thuvia should be united into one nation under the rule of your home city (most commonly Aspenthar), and you’re willing to do whatever it takes to make it happen.
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
Politics Lore skill. You gain the
Quick Coercion skill feat.
High Seas
Source World Guide pg. 70 2.0Region High Seas
You seek to join the Free Captains of the Shackles and have learned everything you need to know about sailing and bossing people around. Now you just need a crew and a ship.
Choose two ability boosts. One must be to
Wisdom or
Charisma, and one is a free ability boost.
You're trained in the
Intimidation skill, and the
Sailing Lore skill. You gain the
Group Coercion skill feat.
Source World Guide pg. 70 2.0Region High Seas
You have been exiled from Hermea, perhaps of your own accord or perhaps because you didn't measure up. However, you take with you some of the benefits of the excellent education afforded to its citizenry.
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
Dragon Lore skill. You gain the
Skill Training skill feat.
Source World Guide pg. 70 2.0Region High Seas
At least one of your parents is a member of the notorious Red Mantis assassins, merciless killers for hire who rarely fail to claim their marks. Whether on purpose or by simple exposure, you were trained from a young age in the art of stalking and killing people.
Choose two ability boosts. One must be to
Dexterity or
Wisdom, and one is a free ability boost.
You're trained in the
Stealth skill, and the
Assassin Lore skill. You gain the
Assurance skill feat with
Stealth.Source World Guide pg. 70 2.0Region High Seas
You were forced into service as a sailor against your will. Perhaps you were punished for a crime, were drafted into military service, are repaying a debt, or simply were abducted. Though you were initially trained as a simple deckhand, you may have subsequently studied a trade under one of the vessel's specialists.
Choose two ability boosts. One must be to
Strength or
Wisdom, and one is a free ability boost.
You're trained in the
Society skill, and the
Sailing Lore skill. You gain the
Experienced Professional skill feat.
Source World Guide pg. 70 2.0Region High Seas
You're fascinated by the lost Azlanti Empire and have dedicated yourself to seeking out and studying every broken artifact or scrap of knowledge that remains, whether as an academic pursuit or simply for the joy of treasure hunting.
Choose two ability boosts. One must be to
Intelligence or
Charisma, and one is a free ability boost.
You're trained in the
Arcana skill, and the
Azlant Lore skill. You gain the
Quick Identification skill feat.
Source World Guide pg. 70 2.0Region High Seas
Through luck or through skill, you managed to survive a catastrophic maritime disaster, such as a shipwreck or being thrown overboard. You have a keen sense for weather or situations that are similar to the one you escaped.
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
Weather Lore skill. You gain the
Forager skill feat.
Source World Guide pg. 70 2.0Region High Seas
You love diving and exploring the world beneath the waves, and long periods of swimming have trained you to move easily through the water. You're also fascinated by undersea creatures and cultures—and may even have a trace of one of them in your own lineage.
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
Ocean Lore skill. You gain the
Underwater Marauder skill feat.
Impossible Lands
Source World Guide pg. 82 2.0Region Impossible Lands
Your dedication to the scientific inquiry of your native Alkenstar provides great insight into mechanical and chemical innovation.
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
Alchemical Crafting skill feat.
Source World Guide pg. 82 2.0Region Impossible Lands
You grew up considering the existence of the undead nation of Geb an atrocity and trained to one day take part in destroying it and putting its vile inhabitants to their final rest. Key to your preparations is a thorough study of Pharasma, Urgathoa, and other undead-related deities and their philosophies.
Choose two ability boosts. One must be to
Constitution or
Wisdom, and one is a free ability boost.
You're trained in the
Religion skill, and the
Undead Lore skill. You gain the
Student of the Canon skill feat.
Source World Guide pg. 82 2.0Region Impossible Lands
Exposure to the corrupting influence of the Mana Wastes’ strange energies has warped your inner essence, resulting in unpredictable interactions with magic items and more than a little know-how about surviving under bizarre and adverse natural conditions.
Choose two ability boosts. One must be to
Constitution or
Intelligence, and one is a free ability boost.
You're trained in the
Arcana skill, and the
Wilderness Lore skill. You gain the
Trick Magic Item skill feat.
Source World Guide pg. 82 2.0Region Impossible Lands
Your initiations into the Nexian mysteries and the philosophies of the Arclords of Nex grant you a preternatural comprehension of the arcane underpinnings of existence.
Choose two ability boosts. One must be to
Intelligence or
Wisdom, and one is a free ability boost.
You're trained in the
Arcana skill, and a
Lore skill related to one plane of your choice (other than the
material plane). You gain the
Arcane Sense skill feat.
Source World Guide pg. 82 2.0Region Impossible Lands
Your apprenticeship in one of Oenopion’s unorthodox arcane and alchemical academies instilled in you a deep reservoir of mostly reliable esoteric knowledge, not to mention a deep resentment born of countless hours spent mucking ooze pens and feeding helpless creatures to ravenous, belching jellies and gelatinous puddings.
Choose two ability boosts. One must be to
Constitution or
Intelligence, and one is a free ability boost.
You're trained in the
Crafting skill, and the
Ooze Lore skill. You gain the
Dubious Knowledge skill feat.
Source World Guide pg. 82 2.0Region Impossible Lands
You aspire to perfect your body and mind in the tradition of Jalmeray’s Houses of Perfection, honing your acrobatic skills and mental faculties in preparation for a lifetime pushing the edge of what most consider possible.
Choose two ability boosts. One must be to
Dexterity or
Wisdom, and one is a free ability boost.
You're trained in the
Acrobatics skill, and the
Warfare Lore skill. You gain the
Cat Fall skill feat.
Source World Guide pg. 82 2.0Region Impossible Lands
Staying alive among the scheming, ravenous undead of Geb required a deep knowledge of their motivations, capabilities, and weaknesses. More often than not, it also required the ability to weave alibis and life-preserving half-truths capable of swaying a stilled heart.
Choose two ability boosts. One must be to
Charisma or
Constitution, and one is a free ability boost.
You're trained in the
Deception skill, and the
Undead Lore skill. You gain the
Charming Liar skill feat.
Mwangi Expanse
Source World Guide pg. 94 2.0Region Mwangi Expanse
Though many Bekyars worship demons, you seek to pave a different path for yourself and your kindred, while also attempting to change other Mwangi’s treatment of your culture.
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 the
Abyss Lore skill. You gain the
Group Impression skill feat.
Source World Guide pg. 94 2.0Region Mwangi Expanse
You are a child of the Bonuwat people, and the sea’s salt flows through your veins. You’ve taken to sailing and swimming gracefully and with ease, earning you the honorific “wavetouched.”
Choose two ability boosts. One must be to
Strength or
Wisdom, and one is a free ability boost.
You're trained in the
Athletics skill, and the
Ocean Lore skill. You gain the
Underwater Marauder skill feat.
Source World Guide pg. 94 2.0Region Mwangi Expanse
You are a member of the Bright Lions and seek to overthrow the tyrannical reign of Walkena and free Mzali from his cruel whims. You’re experienced operating undercover and have had to be cautious of what you say and who you trust, lest you fall afoul of the god-king’s terrible punishments.
Choose two ability boosts. One must be to
Strength or
Charisma, and one is a free ability boost.
You're trained in the
Deception skill, and the
Mzali Lore skill. You gain the
Lie to Me skill feat.
Source World Guide pg. 94 2.0Region Mwangi Expanse
You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.
Choose two ability boosts. One must be to
Intelligence or
Charisma, and one is a free ability boost.
You're trained in your choice of either the
Arcana or
Nature skill, as well as the
Academia Lore skill. You gain the
Recognize Spell skill feat.
Source World Guide pg. 94 2.0Region Mwangi Expanse
As an experienced sailor from Senghor, you know that the only thing saving you from disaster on the high seas is a properly maintained ship. You know boat-building inside and out and you can quickly cobble together a solution in the event that something breaks.
Choose two ability boosts. One must be to
Intelligence or
Wisdom, and one is a free ability boost.
You're trained in the
Crafting skill, and the
Sailing Lore skill. You gain the
Quick Repair skill feat.
Source World Guide pg. 94 2.0Region Mwangi Expanse
You’ve dedicated your life to unraveling the secrets of the ancient Shory Empire, either through meticulous research or by traveling into dangerous and distant ruins to track down long- lost artifacts.
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
Shory Lore skill. You gain the
Specialty Crafting skill feat.
Source World Guide pg. 94 2.0Region Mwangi Expanse
You’ve managed to eke out an existence in the storm-wracked Sodden Lands and have become an expert at scavenging food and tools.
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
Swamp Lore skill. You gain the
Forager skill feat.
Source World Guide pg. 94 2.0Region Mwangi Expanse
You know that the only way your homeland of Vidrian can remain free from outside conquerors is by forging a strong and unified government. As such, you seek to bind your fellow citizens together through careful diplomacy and force of personality—or, if necessary, subterfuge and intrigue.
Choose two ability boosts. One must be to
Dexterity or
Charisma, and one is a free ability boost.
You're trained in the
Diplomacy skill, and the
Politics Lore skill. You gain the
Hobnobber skill feat.
Old Cheliax
Source World Guide pg. 106 2.0Region Old Cheliax
You grew up breeding and training the famous horses of the Atteran Ranches in northern Nidal. You may even be sympathetic to the Desnan dissidents who hide there from the Umbral Court.
Choose two ability boosts. One must be to
Strength or
Dexterity, and one is a free ability boost.
You're trained in the
Nature skill, and the
Animal Lore skill. You gain the
Train Animal skill feat.
Source World Guide pg. 106 2.0Region Old Cheliax
You joined a secret society dedicated to freeing halfling slaves, most likely from the cruelty of Chelish reign. You know how to smuggle people in and out of countries.
Choose two ability boosts. One must be to
Dexterity or
Charisma, 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.
Source World Guide pg. 106 2.0Region Old Cheliax
You joined the fight against House Thrune. You may have helped liberate the nation of Ravounel, or you might be involved in another rebellion, such as Pezzack’s, that studied Ravounel’s successes.
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
Kintargo Lore skill. You gain the
Streetwise skill feat.
Source World Guide pg. 106 2.0Region Old Cheliax
Whether you come from Westcrown or elsewhere, you hold the values of pre-Thrune Cheliax dear. You disdain the infernal government, but you are proud of your country and do not consider yourself a rebel.
Choose two ability boosts. One must be to
Strength or
Charisma, and one is a free ability boost.
You're trained in the
Diplomacy skill, and the
Westcrown Lore skill. You gain the
Group Impression skill feat.
Source World Guide pg. 106 2.0Region Old Cheliax
Your family, whether goblin, hobgoblin, or human, died in the Goblinblood Wars. Though you were marked by these losses, you managed to survive through your own resilience and resourcefulness.
Choose two ability boosts. One must be to
Dexterity or
Constitution, and one is a free ability boost.
You're trained in the
Survival skill, and the
Goblin Lore skill. You gain the
Assurance skill feat with Survival.
Source World Guide pg. 106 2.0Region Old Cheliax
You are from Nidal, and regardless of your personal values, Zon-Kuthon has a claim on your soul due to an ancient pact. The Midnight Lord’s unsettling influence is bred deep into your bones.
Choose two ability boosts. One must be to
Intelligence or
Wisdom, and one is a free ability boost.
You're trained in the
Intimidation skill, and the
Shadow Plane Lore skill. You gain the
Quick Coercion skill feat.
Source World Guide pg. 106 2.0Region Old Cheliax
Despite the setbacks Cheliax has suffered recently, your loyalties lie with the devil-backed House Thrune. You consider the current queen to be the rightful ruler of your homeland, and you are willing to act against her enemies.
Choose two ability boosts. One must be to
Intelligence or
Charisma, and one is a free ability boost.
You're trained in the
Religion skill, and the
Hell Lore skill. You gain the
Student of the Canon skill feat.
Saga Lands
Source World Guide pg. 118 2.0Region Saga Lands
You have learned the secrets of taming the mighty mammoths and other megafauna of the far north. Perhaps these talents are a part of your people’s traditional customs, or perhaps you sought out these massive animals of your own accord.
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
Animal Lore skill. You gain the
Train Animal skill feat.
Source World Guide pg. 118 2.0Region Saga Lands
You are a member of a Shoanti quah and have gone through its coming of age ceremony, gaining the traditional tattoo of your quah and earning your adult name.
Choose two ability boosts. One must be to
Strength or
Wisdom, and one is a free ability boost.
You're trained in the
Athletics skill, and the
Quah Lore skill. You gain the
Combat Climber skill feat.
Source World Guide pg. 118 2.0Region Saga Lands
You come from ancient Thassilon, one of the citizens that appeared out of time alongside the city of Xin-Edasseril. You know many things that have been long forgotten... along with many things that are no longer correct.
Choose two ability boosts. One must be to
Constitution or
Intelligence, and one is a free ability boost.
You're trained in the
Arcana skill, and the
Thassilon Lore skill. You gain the
Dubious Knowledge skill feat.
Source World Guide pg. 118 2.0Region Saga Lands
You are an Ulfen warrior, feared among Avistan for the merciless and devastating raids your people once conducted along the shores. Though the days of these Ulfen raids are largely past, you have been trained to strike terror into the hearts of those who face 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 the
Sailing Lore skill. You gain the
Intimidating Glare skill feat.
Source World Guide pg. 118 2.0Region Saga Lands
You have spent your youth wandering the lands of Varisia and beyond among the brightly painted wagons of a Varisian caravan. You have heard endless tales of your people’s history and lore, and have learned many songs and stories from the disparate people you have met.
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
Circus Lore skill. You gain the
Fascinating Performance skill feat.
Source World Guide pg. 118 2.0Region Saga Lands
Your or one of your ancestors hails from Irrisen, and some spark of the icy region’s magic has manifested itself within your bones. The blood of Baba Yaga’s legacy runs in your veins, and you are at one with the mysteries and dangers of the frozen land.
Choose two ability boosts. One must be to
Constitution or
Charisma, and one is a free ability boost.
You're trained in the
Arcana skill, and the
Weather Lore skill. You gain the
Arcane Sense skill feat.
Source World Guide pg. 118 2.0Region Saga Lands
You have little love or trust for spellcraft and those who practice it, and have developed a paranoid knack for recognizing such tricks. You are constantly on guard for the magic of witches and have been trained to spot the signs of those with minds affected by magic.
Choose two ability boosts. One must be to
Dexterity or
Intelligence, and one is a free ability boost.
You're trained in the
Occultism skill, and the
Curse Lore skill. You gain the
Oddity Identification skill feat.
Shining Kingdoms
Source World Guide pg. 130 2.0Region Shining Kingdoms
You fell prey to the whims of the Galtan mob and were scheduled for execution by
final blade, but through skill—or sheer luck—you managed to talk your way out of it.
Choose two ability boosts. One must be to
Charisma or
Wisdom, and one is a free ability boost.
You're trained in the
Deception skill, and the
Revolution Lore skill. You gain the
Charming Liar skill feat.
Source World Guide pg. 130 2.0Region Shining Kingdoms
You follow the philosophy of the Prophecies of Kalistrade, seeking to build up your wealth in this life so that you might meet the next world on your own terms.
Choose two ability boosts. One must be to
Constitution or
Intelligence, and one is a free ability boost.
You're trained in the
Diplomacy skill, and the
Kalistrade Lore skill. You gain the
Bargain Hunter skill feat.
Source World Guide pg. 130 2.0Region Shining Kingdoms
You were trained to be an ambassador of the elven land of Kyonin, and you have now been sent out into the wider world to build alliances between Kyonin and the neighboring kingdoms.
Choose two ability boosts. One must be to
Charisma or
Intelligence, and one is a free ability boost.
You're trained in the
Society skill, and the
Politics Lore skill. You gain the
Multilingual skill feat.
Source World Guide pg. 130 2.0Region Shining Kingdoms
You have suffered as a worker for the unscrupulous Lumber Consortium, laboring under harsh conditions in dangerous wooded regions of Andoran.
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
Forest Lore skill. You gain the
Assurance skill feat with
Athletics.
Source World Guide pg. 130 2.0Region Shining Kingdoms
You have spent time learning the practices and traditions of the ancient Rivethun dwarven shamans and can recognize all sorts of magic. You may have chosen your own road since then, or you may remain an adherent of the philosophy.
Choose two ability boosts. One must be to
Constitution or
Wisdom, and one is a free ability boost.
You're trained in the
Occultism skill, and the
Spirit Lore skill. You gain the
Recognize Spell skill feat.
Source World Guide pg. 130 2.0Region Shining Kingdoms
Whether willing or unwilling, you have been involved in the many cutthroat political intrigues within Taldor. You might have been born into it as a member of the aristocracy, or you might have taken an active role in the recent events of the War for the Crown.
Choose two ability boosts. One must be to
Charisma or
Constitution, and one is a free ability boost.
You're trained in the
Diplomacy skill, and the
Politics Lore skill. You gain the
Hobnobber skill feat.
Source World Guide pg. 130 2.0Region Shining Kingdoms
You might have been born and raised among the druids of the Verduran Forest, or you may have spent time among them as an adult and come to know their ways.
Choose two ability boosts. One must be to
Dexterity or
Wisdom, and one is a free ability boost.
You're trained in the
Nature skill, and the
Forest Lore skill. You gain the
Natural Medicine skill feat.