Wandering Libertine
Trained Skills deception, Shelyn Lore
Ability Boosts cha, dex, con, int, str, wis
Granted Feat Charming Liar
Receiving attention has always come easily to you, be it because of your good looks, your charming personality, your way with words, or something else entirely, yet you've never really settled down. You spent much of your life up to this point on the road or at sea, traveling from town to town and never staying long enough in one place to ever have a proper home. The reasons for this itinerant lifestyle aren't important, but what is important is that it never took you long to find someone to hold after arriving in a new town. Whether your inevitable departure was heralded by false promises to return or tearful goodbyes, you've left in your wake a mix of pining admirers and jilted lovers. One of these days, you might actually settle down. One of these days, you might find someone you'll want to spend the rest of your life with. One of these days, you might find a place to call home. But today is not that day.
Choose two attribute boosts. One must be to Dexterity or Charisma , and one is a free attribute boost.
You're trained in the Deception skill and the Shelyn Lore skill. You gain the Charming Liar skill feat.
If you have the Flirt persona trait, you also become trained in the Sailing Lore skill.
Traits
Persona traits represent public archetypes associated with adventurers. Each persona shapes how the public perceives you. Flirt: The public perceives you as the most romantic of the group, and you may be thought of as a seducer or vapid pretender who gets by on their looks and brings nothing of value to the party. Guardian: The public perceives you as the healer and protector of the group, but some may also consider you too soft-hearted and meek to be a "true hero." Leader: The public perceives you as the leader of the group, but some likewise consider you too brash or even pompous. Scholar: The public considers you the problem-solver and brains of the group, though some also perceive you as arrogant or incapable of physical tasks. Scoundrel: The public is convinced you are the "bad boy/bad girl" of the group who gets the distasteful but necessary things done, but who is at times thought of as a criminal or potential traitor to the party. Underdog: The public perceives you as a "fish out of water"—someone who accidently got swept up by the group and still manages to triumph, but who is sometimes thought of as a weak link or loser. Warrior: The public believes you are the strong-arm of the group, the person who excels in a fight but is also at times considered cruel, uncouth, or even a bully. Wildcard: The public perceives you as a source of whimsy, outlandish ideas, and comedy in the group, but that reputation is a double-edged sword, as some also consider you a liability or unreliable.