background:
- descr: 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.\n\nChoose two ability boosts. One must be to Intelligence
    or Wisdom, and one is a free ability boost.\n\nYou're trained in the Religion
    skill and the Scribing Lore skill. You gain the Student of the Canon skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Acolyte
  source:
    - abbr: CRB
      page_start: 60
      page_stop: 60
- descr: 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.\n\nChoose two ability boosts. One must be to
    Strength or Dexterity, and one is a free ability boost.\n\nYou're trained in the
    Acrobatics skill and the Circus Lore skill. You gain the Steady Balance skill
    feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Acrobat
  source:
    - abbr: CRB
      page_start: 60
      page_stop: 60
- descr: 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.\n\nChoose two ability boosts. One must be to Wisdom
    or Charisma, and one is a free ability boost.\n\nYou'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.
  is_comty_use: false
  is_specific_to_adv: false
  name: Animal Whisperer
  source:
    - abbr: CRB
      page_start: 60
      page_stop: 60
- descr: 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.\n\nChoose two ability boosts. One
    must be to Strength or Intelligence, and one is a free ability boost.\n\nYou're
    trained in the Crafting skill and the Guild Lore skill. You gain the Specialty
    Crafting skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Artisan
  source:
    - abbr: CRB
      page_start: 60
      page_stop: 60
- descr: 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.\n\nChoose two ability boosts. One must be to Dexterity or Charisma, and
    one is a free ability boost.\n\nYou're trained in the Crafting skill and the Art
    Lore skill. You gain the Specialty Crafting skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Artist
  source:
    - abbr: CRB
      page_start: 60
      page_stop: 60
- descr: '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.\n\nChoose two ability boosts. One must be to Constitution
    or Charisma, and one is a free ability boost.\n\nYou''re trained in the Diplomacy
    skill and the Alcohol Lore skill. You gain the Hobnobber skill feat.'
  is_comty_use: false
  is_specific_to_adv: false
  name: Barkeep
  source:
    - abbr: CRB
      page_start: 60
      page_stop: 60
- descr: 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.\n\nChoose two ability boosts. One
    must be to Intelligence or Charisma, and one is a free ability boost.\n\nYou're
    trained in the Diplomacy skill and the Legal Lore skill. You gain the Group Impression
    skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Barrister
  source:
    - abbr: CRB
      page_start: 60
      page_stop: 60
- descr: 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.\n\nChoose two ability boosts. One must be to Strength
    or Wisdom, and one is a free ability boost.\n\nYou're trained in the Survival
    skill and the Legal Lore skill. You gain the Experienced Tracker skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Bounty Hunter
  source:
    - abbr: CRB
      page_start: 61
      page_stop: 61
- descr: 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.\n\nChoose two ability boosts.
    One must be to Intelligence or Charisma, and one is a free ability boost.\n\nYou're
    trained in the Deception skill and the Underworld Lore skill. You gain the Charming
    Liar skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Charlatan
  source:
    - abbr: CRB
      page_start: 61
      page_stop: 61
- descr: 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.\n\nChoose
    two ability boosts. One must be to Dexterity or Intelligence, and one is a free
    ability boost.\n\nYou're trained in the Stealth skill and the Underworld Lore
    skill. You gain the Experienced Smuggler skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Criminal
  source:
    - abbr: CRB
      page_start: 61
      page_stop: 61
- descr: 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.\n\nChoose two ability boosts. One must be to Intelligence or Wisdom,
    and one is a free ability boost.\n\nYou're trained in the Society skill and the
    Underworld Lore skill. You gain the Streetwise skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Detective
  source:
    - abbr: CRB
      page_start: 61
      page_stop: 61
- descr: As a diplomat or messenger, you traveled to lands far and wide. Communicating
    with new people and forming alliances were your stock and trade.\n\nChoose two
    ability boosts. One must be to Intelligence or Charisma, and one is a free ability
    boost.\n\nYou're trained in the Society skill and a Lore skill related to one
    city you've visited often. You gain the Multilingual skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Emissary
  source:
    - abbr: CRB
      page_start: 61
      page_stop: 61
- descr: 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.\n\nChoose two ability boosts. One must
    be to Dexterity or Charisma, and one is a free ability boost.\n\nYou're trained
    in the Performance skill and the Theater Lore skill. You gain the Fascinating
    Performance skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Entertainer
  source:
    - abbr: CRB
      page_start: 61
      page_stop: 62
- descr: 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.\n\nChoose two ability
    boosts. One must be to Constitution or Wisdom, and one is a free ability boost.\n\nYou're
    trained in the Athletics skill and the Farming Lore skill. You gain the Assurance
    skill feat with Athletics.
  is_comty_use: false
  is_specific_to_adv: false
  name: Farmhand
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose
    two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
    boost.\n\nYou're trained in the Medicine skill and the Warfare Lore skill. You
    gain the Battle Medicine skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Field Medic
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose
    two ability boosts. One must be to Intelligence or Charisma, and one is a free
    ability boost.\n\nYou're trained in the Occultism skill and the Fortune-Telling
    Lore skill. You gain the Oddity Identification skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Fortune Teller
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose two ability boosts. One must be to Dexterity
    or Charisma, and one is a free ability boost.\n\nYou're trained in the Deception
    skill and the Games Lore skill. You gain the Lie to Me skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Gambler
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose
    two ability boosts. One must be to Strength or Charisma, and one is a free ability
    boost.\n\nYou're trained in the Performance skill and the Gladiatorial Lore skill.
    You gain the Impressive Performance skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Gladiator
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose
    two ability boosts. One must be to Strength or Charisma, and one is a free ability
    boost.\n\nYou're trained in the Intimidation skill and the Legal Lore skill or
    Warfare Lore skill. You gain the Quick Coercion skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Guard
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose
    two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
    boost.\n\nYou're trained in the Nature skill and the Herbalism Lore skill. You
    gain the Natural Medicine skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Herbalist
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose
    two ability boosts. One must be to Constitution or Intelligence, and one is a
    free ability boost.\n\nYou'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.
  is_comty_use: false
  is_specific_to_adv: false
  name: Hermit
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose two
    ability boosts. One must be to Dexterity or Wisdom, and one is a free ability
    boost.\n\nYou're trained in the Survival skill and the Tanning Lore skill. You
    gain the Survey Wildlife skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Hunter
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 62
- descr: 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.\n\nChoose two ability boosts. One must be to Strength or Constitution,
    and one is a free ability boost.\n\nYou're trained in the Athletics skill and
    the Labor Lore skill. You gain the Hefty Hauler skill feat in Athletics.
  is_comty_use: false
  is_specific_to_adv: false
  name: Laborer
  source:
    - abbr: CRB
      page_start: 62
      page_stop: 63
- descr: '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.\n\nChoose
    two ability boosts. One must be to Strength or Dexterity, and one is a free ability
    boost.\n\nYou''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.'
  is_comty_use: false
  is_specific_to_adv: false
  name: Martial Disciple
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 63
- descr: 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.\n\nChoose
    two ability boosts. One must be to Intelligence or Charisma, and one is a free
    ability boost.\n\nYou're trained in the Diplomacy skill and the Mercantile Lore
    skill. You gain the Bargain Hunter skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Merchant
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 63
- descr: 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.\n\nChoose two
    ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.\n\nYou're
    trained in the Survival skill and the Mining Lore skill. You gain the Terrain
    Expertise skill feat with underground terrain.
  is_comty_use: false
  is_specific_to_adv: false
  name: Miner
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 63
- descr: '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.\n\nChoose two ability boosts. One must be to Intelligence
    or Charisma, and one is a free ability boost.\n\nYou''re trained in the Society
    skill and the Genealogy Lore skill or Heraldy Lore skill. You gain the Courtly
    Graces skill feat.'
  is_comty_use: false
  is_specific_to_adv: false
  name: Noble
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 63
- descr: 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.\n\nChoose
    two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
    boost.\n\nYou'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.
  is_comty_use: false
  is_specific_to_adv: false
  name: Nomad
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 63
- descr: 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.\n\nChoose two ability boosts. One must
    be to Strength or Constitution, and one is a free ability boost.\n\nYou're trained
    in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler
    skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Prisoner
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 63
- descr: 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.\n\nChoose two ability boosts. One must be to Strength or Dexterity,
    and one is a free ability boost.\n\nYou're trained in the Athletics skill and
    the Sailing Lore skill. You gain the Underwater Marauder skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Sailor
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 63
- descr: 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.\n\nChoose
    two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability
    boost.\n\nYou're trained in your choice of the Arcana, Nature, Occultism, or Religion
    skill, and the Academia Lore skill. You gain the Assurance skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Scholar
  source:
    - abbr: CRB
      page_start: 63
      page_stop: 64
- descr: 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.\n\nChoose two ability
    boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.\n\nYou'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.
  is_comty_use: false
  is_specific_to_adv: false
  name: Scout
  source:
    - abbr: CRB
      page_start: 64
      page_stop: 64
- descr: 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.\n\nChoose two ability boosts. One must be to Dexterity
    or Constitution, and one is a free ability boost.\n\nYou'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.
  is_comty_use: false
  is_specific_to_adv: false
  name: Street Urchin
  source:
    - abbr: CRB
      page_start: 64
      page_stop: 64
- descr: 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.\n\nChoose two ability boosts. One must be to Dexterity or
    Intelligence, and one is a free ability boost.\n\nYou're trained in the Crafting
    skill and the Engineering Lore skill. You gain the Specialty Crafting skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Tinker
  source:
    - abbr: CRB
      page_start: 64
      page_stop: 64
- descr: 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.\n\nChoose two ability boosts. One must
    be to Strength or Constitution, and one is a free ability boost.\n\nYou're trained
    in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating
    Glare skill feat.
  is_comty_use: false
  is_specific_to_adv: false
  name: Warrior
  source:
    - abbr: CRB
      page_start: 64
      page_stop: 64
- descr: You are the youngest child in a noble house (in [PI], [PI], or [PI])
    and stand to inherit nothing from your family. Although you have a minor title,
    it affords you no lands or wealth, but it has garnered you a small amount of respect
    and deference in your travels. When play begins, you are riding in a caravan bound
    for [PI], where a cousin has promised to allow you to stay with them for a month.\n\nChoose
    two ability boosts. One must be to Dexterity or Intelligence, and one is a free
    ability boost.\n\nYou're trained in the Diplomacy skill and the Heraldry Lore
    skill. You gain the Hobnobber skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Lesser Scion
  source:
    - abbr: TFoP
      page_start: 55
      page_stop: 55
- descr: You were training to become a knight in [PI] when the [PI]
    escaped his imprisonment and destroyed the nation. It was only by dumb luck that
    you are alive at all, but the memories of that fateful day haunt your dreams.
    When play begins, you have boarded a caravan heading toward a new town, having
    worn out your welcome at the taverns and inns of [PI].\n\nChoose two ability
    boosts. One must be to Strength or Charisma, and one is a free ability boost.\n\nYou're
    trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating
    Glare skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Lost and Alone
  source:
    - abbr: TFoP
      page_start: 55
      page_stop: 55
- descr: You received training from clergy in a faraway temple, who sent you out into
    the world to spread the faith. Although you are relatively new at this, you are
    always on the lookout for new places in need of your deity’s teachings and guidance.
    When play begins, you are riding along in a caravan making your way through sparsely
    populated regions of [PI], spreading the news of your faith to those who will
    listen.\n\nChoose two ability boosts. One must be to Constitution or Wisdom, and
    one is a free ability boost.\n\nYou're trained in the Diplomacy skill and the
    Scribing Lore skill. You gain the Group Impression skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Missionary
  source:
    - abbr: TFoP
      page_start: 55
      page_stop: 55
- descr: The fighting around the [PI] region has forced many of the people
    residing there to flee from the violence. Although your home is gone, you have
    managed to survive and are making your way south in search of a better life. When
    play begins, you are riding along in a caravan taking you to what might be either
    a new home in [PI] or simply another waypoint in your journey.\n\nChoose two
    ability boosts. One must be to Constitution or Intelligence, and one is a free
    ability boost.\n\nYou're trained in the Survival skill and the Hunting Lore skill.
    You gain the Forager skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Refugee
  source:
    - abbr: TFoP
      page_start: 55
      page_stop: 55
- descr: You left your home a few months back for a life on the road, working for
    one caravan company and then another, always on the lookout for a new job and
    a better life. Last week, you were hired by the [PI] company in [PI].
    You don’t know anyone from the company just yet, but most of its members seem
    to be honest merchants and traders.\n\nChoose two ability boosts. One must be
    to Strength or Wisdom, and one is a free ability boost.\n\nYou're trained in the
    Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Teamster
  source:
    - abbr: TFoP
      page_start: 55
      page_stop: 55
- descr: Dragons have fascinated you for as long as you can remember. The potent power
    they possess, the long lives they lead, the ancient traditions they inspire—whatever
    the source of your interest, you’ve spent much of your life to this point immersed
    in all things draconic. These studies have bolstered your self-confidence and
    given you a wide range of methods and tactics you can use to impose your will
    on others.\n\nYou’ve likely chosen to attend the [PI] as a way to seek
    funds as an adventurer to afford more texts about dragons or perhaps out of a
    desire to encounter one in real life.\n\nChoose two ability boosts. One must be
    to Strength or Charisma, and one is a free ability boost.\n\nYou're trained in
    the Intimidation skill and the Dragon Lore skill. You gain the Intimidating Glare
    skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Dragon Scholar
  source:
    - abbr: AoAPG
      page_start: 4
      page_stop: 4
- descr: Until recently, the nation of [PI] was part of the larger nation of [PI],
    where the church of Asmodeus is the law and slaves are traded freely in the open
    market. You had the poor fortune to be born into slavery, but the good luck to
    have grown up in the city of [PI]. When [PI] seceded from [PI], the
    leaders of this new nation freed all slaves, and you’ve wasted no time in exploring
    and establishing your new life. How and why you’ve come to [PI] is left to
    you to decide—but the fact that you feel empowered to determine your own destiny
    continues to drive you!\n\n The chance to become an adventurer has excited you
    for some time, as you hope to build a new life for yourself as a hero rewarded
    with fame and fortune. Joining the [PI] is a great opportunity to find
    a group to adventure with.\n\nChoose two ability boosts. One must be to Dexterity
    or Charisma, and one is a free ability boost.\n\nYou're trained in the Stealth
    skill and the [PI] Lore skill. You gain the Terrain Stalker skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Emancipated
  source:
    - abbr: AoAPG
      page_start: 4
      page_stop: 4
- descr: You’ve been haunted by frightening dreams of fires your whole life. This
    could be the result of a past, neardeath experience with fire or it might have
    no obvious source that you know of. Recently, you stumbled upon an image, story,
    or other omen featuring the dragon god of destruction, [PI], and you were struck
    with an unnerving sense of deja vu—you’ve come to think that the draconic deity
    might have something to do with your dreams, and as such have been studying all
    you can about the god. Your visions have bolstered your faith as well; even if
    you don’t worship a specific deity, you have a deep passion for matters of faith.\n\n
    Your latest dream, for the first time, had enough details to identify its setting—in
    this last dream, you saw the town of [PI] burning. You’ve decided to join
    the [PI] hoping to save the town you fear might burn to the ground
    soon.\n\nChoose two ability boosts. One must be to Constitution or Wisdom, and
    one is a free ability boost.\n\nYou're trained in the Religion skill and the [PI]
    Lore skill. You gain the Student of the Canon skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Haunting Vision
  source:
    - abbr: AoAPG
      page_start: 4
      page_stop: 5
- descr: The various [PI] intrigue you, whether you seek to become one
    of their number yourself, wish to oppose their goals at every turn, or are merely
    inspired by or curious to learn more about them. You’ve heard that when the [PI] abandoned [PI], they left behind the deed to the castle
    so anyone brave enough to explore the ruins and the defenses no doubt left behind
    would be rewarded with ownership of the abandoned fortress.\n\n You decided to
    join the [PI] to hoping to gain an opportunity to explore [PI].\n\nChoose
    two ability boosts. One must be to Strength or Intelligence, and one is a free
    ability boost.\n\nYou're trained in the Society skill and the Architecture Lore
    skill. You gain the Courtly Graces skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Hellknight Historian
  source:
    - abbr: AoAPG
      page_start: 5
      page_stop: 5
- descr: You’re from [PI] and have lived there most, if not all, of your life.
    You might be the son or daughter of a wellknown local adventuring family, or a
    family with a storied tradition of military or other martial service. You likely
    also have some sort of skill with your hands, as the people of [PI] are very
    self-sufficient.\n\n The [PI] is one of your hometown’s most iconic
    traditions, and you want to attend so you can prove your own merits to the council—beyond
    simply those of your family’s name.\n\nChoose two ability boosts. One must be
    to Constitution or Charisma, and one is a free ability boost.\n\nYou're trained
    in the Crafting skill and the [PI] Lore skill. You gain the Specialty Crafting
    skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Local Scion
  source:
    - abbr: AoAPG
      page_start: 5
      page_stop: 5
- descr: 'You’ve never been to [PI], nor do you have roots in the town, but as
    chance has it you find yourself visiting. You might be here traveling with a friend,
    visiting an old acquaintance, or merely here to see a new part of the world. Before
    coming to town, though, you spent many years living with an ancestry other than
    your own, and your diverse childhood has left you with an open mind and a curious
    nature.\n\n You’re excited to meet new people and cultures, and answering the
    [PI] seems to be an interesting way to do so.\n\nChoose two ability
    boosts. One must be to Constitution or Intelligence, and one is a free ability
    boost.\n\nYou''re trained in the Diplomacy skill and a Lore skill thematically
    associated with the members of the ancestry you grew up with: Dwarf, Elf, Gnome,
    Goblin, or Halfling. You gain the Hobnobber skill feat.'
  is_comty_use: false
  is_specific_to_adv: true
  name: Out-of-Towner
  source:
    - abbr: AoAPG
      page_start: 5
      page_stop: 5
- descr: You’re likely from [PI], but unlike the Local Scion, your family has
    no notable legacy in the area. You might not even have much of a family at all
    to call your own, and could be an orphan. You’ve seen so many people make names
    for themselves that you set out on your own and spent some time abroad in the
    jungles or deserts of Garund or in the upper reaches of the [PI]—regions
    that proved too dangerous to remain in for long on your own. You returned home
    with more caution and knowledge of the world beyond [PI]’s borders, but still
    determined to win fame.\n\n You’ve decided that joining an adventuring group would
    be the best way to secure aid in your quest to build your own reputation, and
    are attending the [PI] to find such allies.\n\nChoose two ability boosts.
    One must be to Dexterity or Intelligence, and one is a free ability boost.\n\nYou're
    trained in the Survival skill and the [PI], Desert, or Jungle Lore skill.
    You gain the Terrain Expertise skill feat (underground if you have [PI] Lore,
    desert if you have Desert Lore, or forest if you have Jungle Lore).
  is_comty_use: false
  is_specific_to_adv: true
  name: Reputation Seeker
  source:
    - abbr: AoAPG
      page_start: 5
      page_stop: 5
- descr: You aren’t from [PI] yourself—you might not even be from [PI] or [PI]
    at all. You’ve lived a hard life, in any event. You have often had to make tough
    decisions, and have developed a knack for understanding how things work (and the
    best way to take them apart) that has helped you support yourself. Recently you
    discovered that an ancestor was from the town of [PI] and had a modest career
    as an adventurer. You can’t help but wonder if you would have had an easier life
    if you’d grown up there instead, and have decided to seek out this small town
    to learn more about it.\n\nYou’ve decided to respond to the [PI] to
    follow in your ancestor’s footsteps, either to honor their memory or accomplish
    the great deeds they did not.\n\nChoose two ability boosts. One must be to Dexterity
    or Wisdom, and one is a free ability boost.\n\nYou're trained in the Thievery
    skill and the Engineering Lore skill. You gain the Pickpocket skill feat.
  is_comty_use: false
  is_specific_to_adv: true
  name: Returning Descendant
  source:
    - abbr: AoAPG
      page_start: 5
      page_stop: 6
- descr: Whether you are a local or from out of town, you’ve heard rumors that [PI]’s
    past contains a hidden secret. Perhaps you’ve heard strange rumors that the town’s
    founder, [PI], was not the hero everyone touts, or maybe your grandmother
    heard stories from her own grandmother that contradict the town’s accepted narrative
    of its establishment. In the pursuit of the truth, you’ve learned to navigate
    the tangles of politics, and to never take anyone’s word at face value.\n\n You
    plan to join the [PI] so that you can make yourself known to the council,
    or perhaps even ingratiating yourself to them, so you can seek the truth and eventually
    uncover [PI]’s secrets!\n\nChoose two ability boosts. One must be to Strength
    or Wisdom, and one is a free ability boost.\n\nYou're trained in the Deception
    skill and the Politics Lore skill. You gain the Lie to Me skill feat.
  is_comty_use: true
  is_specific_to_adv: true
  name: Truth Seeker
  source:
    - abbr: AoAPG
      page_start: 6
      page_stop: 6
