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BACKGROUNDS

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.

Rare Backgrounds

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.

Name Ability Boosts Trained
Abadar's Avenger 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 the Goka Lore skill. You gain the Assurance skill feat with Religion.
Acolyte Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You gain the Religion skill and the Scribing Lore skill. You gain the Student Of The Canon skill feat.
Acrobat Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You gain the Acrobatics skill and the Circus Lore skill. You gain the Steady Balance skill feat.
Amnesiac 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.
Animal Whisperer Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. You gain 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.
Artisan Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. You gain the Crafting skill and the Guild Lore skill.
You gain the Specialty Crafting skill feat.
Artist Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You gain the Crafting skill and the Art Lore skill. You gain the Specialty Crafting skill feat.
Attention Addict 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.
Bandit 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.
Barber 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.
Barkeep Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You gain the Diplomacy skill and the Alcohol Lore skill. You gain the Hobnobber skill feat.
Barrister Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You gain the Diplomacy skill and the Legal Lore skill.
You gain the Group Impression skill feat.
Blessed 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.
Bookkeeper 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.
Bounty Hunter Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You gain the Survival skill and the Legal Lore skill.
You gain the Experienced Tracker skill feat.
Charlatan Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You gain the Deception skill and the Underworld Lore skill.
You gain the Charming Liar skill feat.
Cook 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.
Courier 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.
Criminal Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You gain the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
Cultist 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.
Cursed 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.
Deckhand 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 Sailing Lore skill. You gain the Cat Fall skill feat.
Detective Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You gain the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.
Dreamer of the Verdant Moon 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 Disciple 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.
Emissary (Society) Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You gain the Society skill and a Lore skill related to one city you've visited often. You gain the Multilingual skill feat.
Entertainer Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You gain the Performance skill and the Theater Lore skill. You gain the Fascinating Performance skill feat.
Farmhand Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You gain the Athletics skill and the Farming Lore skill. You gain the Assurance skill feat.
Feral Child 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.
Feybound 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.
Field Medic Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You gain the Medicine skill and the Warfare Lore skill. You gain the Battle Medic skill feat.
Fortune Teller Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You gain the Occultism skill and the Fortune-Telling Lore skill. You gain the Oddity Identification skill feat.
Gambler Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You gain the Deception skill and the Games Lore skill. You gain the Lie To Me skill feat.
Gladiator Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You gain the Performance skill and the Gladiatorial Lore skill. You gain the Impressive Performance skill feat.
Guard Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You gain the Intimidation skill and the Legal Lore or Warfare Lore skill.
You gain the Quick Coercion skill feat.
Haunted 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).
Herbalist Choose two ability boosts. One must be to Constitution or Wisdom , and one is a free ability boost. You gain the Nature skill and the Herbalism Lore skill.
You gain the Natural Medicine skill feat.
Hermit Choose two ability boosts. One must be to Constitution or Intelligence , and one is a free ability boost. You gain the Nature or Occultism skill, plus 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.
Hunter Choose two ability boosts. One must be to Dexterity or Wisdom , and one is a free ability boost. You gain the Survival skill and the Tanning Lore skill.
You gain the Survey Wildlife skill feat.
Insurgent 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.
Laborer Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You gain the Athletics skill and the Labor Lore skill.
You gain the Hefty Hauler skill feat.
Martial Disciple Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You gain the You gain the icated 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 the Acrobatics or Athletics skill.
You gain a skill feat.
Merchant Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You gain the Diplomacy skill and the Mercantile Lore skill.
You gain the Bargain Hunter skill feat.
Miner Choose two ability boosts. One must be to Strength or Wisdom , and one is a free ability boost. You gain the Survival skill and the Mining Lore skill.
You gain the Terrain Expertise skill feat.
Newcomer in Need Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. You're trained in the Society skill, and the Goka Lore skill. You gain the Streetwise skill feat.
Noble Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You gain the Society skill and your choice of the Genealogy Lore or Heraldry Lore skill.
You gain the Courtly Graces skill feat.
Nomad Choose two ability boosts. One must be to Constitution or Wisdom , and one is a free ability boost. You gain 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.
Outrider 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.
Piligrim 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.
Prisoner Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You gain the Stealth skill and the Underworld Lore skill.
You gain the Experienced Smuggler skill feat.
Raised by Belief 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).
Refugee 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.
Returned 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.
Root Worker 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.
Royalty 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.
Ruby Phoenix Fanatic Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Axis Lore, Gladiatorial Lore, and Goka Lore skills., and a Lore skill. You gain the Dubious Knowledge skill feat.
Sailor Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You gain the Athletics skill and the Sailing Lore skill.
You gain the Underwater Marauder skill feat.
Scavenger Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You gain the Survival skill and the Swamp Lore skill.
You gain the Forager skill feat.
Scavenger 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.
Scholar Choose two ability boosts. One must be to Intelligence or Wisdom , and one is a free ability boost. You gain the Academia Lore skill. You gain the Assurance skill feat.
Scout Choose two ability boosts. One must be to Dexterity or Wisdom , and one is a free ability boost. You gain 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.
Second Chance Champion 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 Gladiatorial Lore skill. You gain the Cat Fall skill feat.
Servant 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.
Squire 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.
Street Urchin Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. You gain the 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 Thievery and a Lore skill for the city you lived in as a Street Urchin.
You gain the Pickpocket skill feat.
Tax Collector 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.
Teacher 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.
Tinker (Engineer) Choose two ability boosts. One must be to Dexterity or Intelligence , and one is a free ability boost. You gain the Crafting skill and the Engineering Lore skill.
You gain the Specialty Crafting skill feat.
Undercover Contender 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 Underworld Lore skill. You gain the Lengthy Diversion skill feat.
Ward Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in the Society skill, and the Genealogy Lore skill. You gain the Fascinating Performance skill feat.
Warrior Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You gain the Intimidation skill and the Warfare Lore skill.
You gain the Intimidating Glare skill feat.

Once you’ve played through the listed Adventure Path, these rare backgrounds can become available in your future campaigns after the events of this Adventure Path.

Name Adventure Path Ability Boosts Trained
Aiudara Seeker Pathfinder #150: Broken Promises pg. 73 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 Portal Lore skill. You gain the Quick Identification skill feat.
Hermean Heritor Pathfinder #150: Broken Promises pg. 73 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 the Legal Lore skill. You gain the Multilingual skill feat or the Assurance skill feat for Society.
Legendary Parents Pathfinder #150: Broken Promises pg. 73 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 the Genealogy Lore skill. You gain the Group Coercion skill feat.
Touched by Dahak Pathfinder #150: Broken Promises pg. 73 Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Athletics skill, and the Dragon Lore skill. You gain the Titan Wrestler skill feat.

Name Region Ability Boosts Trained
Alkenstar Tinker Impossible Lands 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.
Aspiring Free Captain High Seas 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.
Aspiring River Monarch Broken Lands 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.
Atteran Rancher Old Cheliax 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.
Bekyar Restorer Mwangi Expanse 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.
Belkzen Slayer Eye of Dread 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.
Bellflower Agent Old Cheliax 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.
Black Market Smuggler Golden Road 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.
Bonuwat Wavetouched Mwangi Expanse 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.
Bright Lion Mwangi Expanse 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.
Chelish Rebel Old Cheliax 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.
Child of Westcrown Old Cheliax 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.
Child of the Puddles Absalom and Starstone Isle 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.
Cursed Family Eye of Dread 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.
Desert Tracker Golden Road 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.
Diobel Pearl Diver Absalom and Starstone Isle 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.
Final Blade Survivor Shining Kingdoms 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.
Freed Slave of Absalom Absalom and Starstone Isle 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.
Geb Crusader Impossible Lands 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.
Goblinblood Orphan Old Cheliax 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.
Grand Council Bureaucrat Absalom and Starstone Isle 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 Government Lore skill. You gain the Group Impression skill feat.
Hermean Expatriate High Seas 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.
Inlander Absalom and Starstone Isle 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.
Issian Partisan Broken Lands 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.
Kalistrade Follower Shining Kingdoms 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.
Kyonin Emissary Shining 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.
Lastwall Survivor Eye of Dread 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.
Lumber Consortium Laborer Shining Kingdoms 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.
Magaambya Academic Mwangi Expanse 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.
Mammoth Speaker Saga Lands 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.
Mana Wastes Refugee Impossible Lands 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.
Mantis Scion High Seas 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.
Menagerie Dung Sweeper Absalom and Starstone Isle 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.
Merabite Prodigy Golden Road 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.
Molthuni Mercenary Eye of Dread 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.
Nexian Mystic Impossible Lands 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.
Nirmathi Guerrilla Eye of Dread 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 Forest Lore skill. You gain the Terrain Stalker (underbrush) skill feat.
Oenopion Ooze-Tender Impossible Lands 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.
Onyx Trader Eye of Dread 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.
Osirionologist Golden Road 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.
Pathfinder Hopeful Absalom and Starstone Isle 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.
Perfection Seeker Impossible Lands 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.
Press-Ganged High Seas 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.
Purveyor of the Bizarre Golden Road 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.
Quick Impossible Lands 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.
Razmiran Faithful Broken Lands 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.
Rivethun Adherent Shining Kingdoms 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.
Rostland Partisan Broken Lands 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.
Sarkorian Reclaimer Broken Lands 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.
Sarkorian Survivor Broken Lands 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.
Scholar of the Ancients High Seas 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.
Secular Medic Golden Road 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.
Senghor Sailor Mwangi Expanse 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.
Shadow Hunted Old Cheliax 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.
Shoanti Name-Bearer Saga Lands 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.
Shory Seeker Mwangi Expanse 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.
Sodden Scavenger Mwangi Expanse 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.
Storm Survivor High Seas 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.
Taldan Schemer Shining Kingdoms 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.
Thassilonian Traveler Saga Lands 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.
Thrune Loyalist Old Cheliax 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.
Thuvian Unifier Golden Road 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.
Trade Consortium Underling Absalom and Starstone Isle 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.
Ulfen Raider Saga Lands 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.
Undersea Enthusiast High Seas 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.
Ustalavic Academic Eye of Dread 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.
Varisian Wanderer Saga Lands 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.
Vidrian Performer Mwangi Expanse 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.
Whispering Way Scion Eye of Dread 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.
Wildwood Local Shining Kingdoms 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.
Winter's Child Saga Lands 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.
Witch Wary Saga Lands 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.
Wonder Taster Broken Lands 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.

These Backgrounds are specific to the adventures listed below, and may contain spoilers for players of those adventures.

Name Adventure Path Ability Boosts Trained
Aerialist Extinction Curse Player's Guide pg. 4 Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Acrobatics skill, and the Rope Lore skill. You gain the Cat Fall skill feat.
Animal Wrangler Extinction Curse Player's Guide pg. 4 Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You're trained in your choice of either the Athletics or Nature skill, as well as a Lore skill related to a particular kind of common animal (such as Equine Lore, Feline Lore, or Pachyderm Lore) You gain a skill feat: Titan Wrestler if you chose Athletics, or Train Animal if you chose Nature.
Barker Extinction Curse Player's Guide pg. 5 Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in the Intimidation skill, and the Crowd Lore skill. You gain the Group Coercion skill feat.
Bibliophile Abomination Vaults Player's Guide pg. 4 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 Library Lore skill. You gain the Arcane Sense skill feat.
Blow-In Extinction Curse Player's Guide pg. 5 Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in your choice of either the Deception or Thievery skill, as well as the Underworld Lore skill. You gain a skill feat: Lengthy Diversion if you chose Deception, or Subtle Theft if you chose Thievery.
Butcher Extinction Curse Player's Guide pg. 5 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 Mercantile Lore skill. You gain the Read Lips skill feat.
Circus Born Extinction Curse Player's Guide pg. 6 Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Performance skill, and the Circus Lore skill. You gain the Experienced Professional skill feat.
Clown Extinction Curse Player's Guide pg. 6 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 Clown Lore skill. You gain the Virtuosic Performer skill feat (comedy)
Demon Slayer Organized Play Foundation Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You're trained in the Religion skill, and the Demon Lore skill. You gain the Recognize Spell skill feat. Add Abyssal to the list of additional languages you can learn for having a high Intelligence modifier.
Dragon Scholar Age of Ashes Player's Guide pg. 4 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 Dragon Lore skill. You gain the Intimidating Glare skill feat.
Early Explorer Organized Play Foundation 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 Pathfinder Society Lore skill. You gain the Forager skill feat.
Eldritch Anatomist Abomination Vaults Player's Guide pg. 4 Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You're trained in the Medicine skill, and the Fleshwarp Lore skill. You gain the Assurance skill feat with Medicine
Emancipated Age of Ashes Player's Guide pg. 4 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 Kintargo Lore skill. You gain the Terrain Stalker skill feat.
Ex-Con Token Guard Agents of Edgewatch Player's Guide pg. 6 Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Thievery skill and your choice of Legal Lore or Underworld Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Token Guards and convicted criminals such as prison inmates. You gain the Pickpocket skill feat.
Finadar Leshy Organized Play Foundation Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in the Intimidation skill, and the Abyssal Lore skill. You gain the Intimidating Glare skill feat.
Fogfen Tale-Teller Abomination Vaults Player's Guide pg. 4 Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Athletics skill, and the Swamp Lore skill. You gain the Titan Wrestler skill feat.
Former Aspis Agent Organized Play Foundation Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Intimidation skill, and the Aspis Consortium Lore skill. You gain the Group Coercion skill feat. You gain access to any uncommon options as though you were a member of the Aspis Consortium.
Godless Graycloak Agents of Edgewatch Player's Guide pg. 6 Your good record has earned you a transfer-temporary or not, the choice is yours-to the newly formed Edgewatch, where you'll use your authority to guard the lives of not just Absalomians, but all who have come to your grand city to experience its wonders. 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 your choice of a specific religion Lore skill (such as Iomedae Lore or Norgorber Lore). You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Graycloaks, priests, and clerics. You gain the Quick Identification feat.
Grizzled Muckrucker Agents of Edgewatch Player's Guide pg. 7 Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in the Survival skill, as well as either Labor Lore or Underworld Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Muckruckers, mercenaries, and adventurers. You gain the Experienced Tracker skill feat.
Harbor Guard Moonlighter Agents of Edgewatch Player's Guide pg. 7 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 Sailing Lore or Hunting Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Harbor Guards, ship captains, and freelance adventurers. You gain the Quick Jump skill feat.
Haunting Vision Age of Ashes Player's Guide pg. 4 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 Dahak Lore skill. You gain the Student Of The Canon skill feat.
Hellknight Historian Age of Ashes Player's Guide pg. 4 Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. You're trained in the Society skill, and the Architecture Lore skill. You gain the Courtly Graces skill feat.
Iolite Trainee Hobgoblin Organized Play Foundation 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 Warfare Lore skill. You gain the Sign Language skill feat.
Iolite Trainee Hobgoblin Pathfinder Society Scenario #1-19: Iolite Squad Alpha pg. 30 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 Warfare Lore skill. You gain the Sign Language skill feat.
Learned Guard Prodigy Agents of Edgewatch Player's Guide pg. 7 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 or Occultism skill, as well as Legal Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Learned Guards and with academics such as librarians and scholars. You gain the Recognize Spell skill feat.
Lesser Scion The Fall of Plaguestone pg. 55 Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You're trained in the Diplomacy skill, and the Heraldry Lore skill. You gain the Hobnobber skill feat.
Local Scion Age of Ashes Player's Guide pg. 4 Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in the Crafting skill, and the Breachill Lore skill. You gain the Specialty Crafting skill feat.
Lost and Alone The Fall of Plaguestone pg. 55 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 Warfare Lore skill. You gain the Intimidating Glare skill feat.
Market Runner Abomination Vaults Player's Guide pg. 4 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 Otari Lore skill. You gain the Hobnobber skill feat.
Missionary The Fall of Plaguestone pg. 55 Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You're trained in the Diplomacy skill, and the Scribing Lore skill. You gain the Group Impression skill feat.
Mystic Seer Extinction Curse Player's Guide pg. 6 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 Scam Lore skill. You gain the Arcane Sense skill feat.
Out-of-Towner Age of Ashes Player's Guide pg. 5 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 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.
Political Scion Agents of Edgewatch Player's Guide pg. 8 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 Legal Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with members of Absalom's political establishment. You gain the Hobnobber skill feat.
Post Guard of All Trade Agents of Edgewatch Player's Guide pg. 8 Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You're trained in the Performance skill, a Lore skill of your choice, and you gain a bonus language. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Post Guards. You gain the Dubious Knowledge skill feat.
Refugee The Fall of Plaguestone pg. 55 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.
Reputation Seeker Age of Ashes Player's Guide pg. 5 Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You're trained in the Survival skill, and the Darklands, Desert, or Jungle Lore skill. You gain the Terrain Expertise skill feat (underground if you have Darklands Lore, desert if you have Desert Lore, or forest if you have Jungle Lore).
Returning Descendant Age of Ashes Player's Guide pg. 5 Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You're trained in the Thievery skill, and the Engineering Lore skill. You gain the Pickpocket skill feat.
Rigger Extinction Curse Player's Guide pg. 6 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 Circus Lore skill. You gain the Combat Climber skill feat.
Ruby Phoenix Enthusiast Organized Play Foundation 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 Gladiatorial Lore skill. You gain the Combat Climber skill feat. In addition, you gain access to one of the following uncommon monk weapons: Kama, Nunchaku, Sai, Shuriken, or Temple Sword.
Ruin Delver Abomination Vaults Player's Guide pg. 4 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 Roseguard Lore skill. You gain the Cat Fall skill feat.
Sally Guard Neophyte Agents of Edgewatch Player's Guide pg. 8 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 your choice of Hunting Lore or Stabling Lore. You start out with a Riding Horse, as well as a suit of shoddy half-plate armor, a shoddy Longsword, and a shoddy lance (see here for the rules on shoddy items).
Savior of Air Organized Play Foundation Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Acrobatics skill, and the Elemental Lords Lore skill or a Lore skill related either to one of the Elemental Planes (such as Plane of Air Lore). You gain the Cat Fall skill feat. Add Auran to the list of additional languages you can learn for having a high Intelligence modifier.
Scholar of the Sky Key Organized Play Foundation 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 Engineering Lore skill. You gain the Quick Repair skill feat.
Sewer Dragon Pathfinder Society Quest #10: The Broken Scales pg. 16 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.
Shadow Lodge Defector Organized Play Foundation Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You're trained in the Deception skill, and the Underworld Lore skill. You gain the Lie To Me skill feat.
Shadow War Survivor Organized Play Foundation 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 Absalom Lore skill. You gain the Streetwise skill feat.
Sleepless Suns Star Agents of Edgewatch Player's Guide pg. 9 None None
Starwatcher Abomination Vaults Player's Guide pg. 4 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 Astrology Lore skill. You gain the Dubious Knowledge skill feat.
Tapestry Refugee Organized Play Foundation Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You're trained in your choice of either the Medicine or Stealth skill, as well as a Lore skill related to the terrain you lived in while on the demiplane (such as Cave Lore or Desert Lore). You gain the Assurance skill feat with the skill you chose to become trained in (Medicine or Stealth).
Teamster The Fall of Plaguestone pg. 55 Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You're trained in the Nature skill, and the Mercantile Lore skill. You gain the Train Animal skill feat.
Thassilonian Delver Organized Play Foundation 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 Thassilonian History Lore skill. You gain the Arcane Sense skill feat. Add Thassilonian to the list of additional languages you can learn for having a high Intelligence modifier.
Truth Seeker Age of Ashes Player's Guide pg. 6 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 Politics Lore skill. You gain the Lie To Me skill feat.
Undercover Lotus Guard Agents of Edgewatch Player's Guide pg. 9 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, Art Lore, and Underworld Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Lotus Guards and high-ranking criminals like guild masters, gang leaders, and mob bosses. You gain the Charming Liar skill feat.
Witchlight Follower Abomination Vaults Player's Guide pg. 5 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 Wisp Lore skill. You gain the Terrain Expertise skill feat with both swamp terrain and subterranean bodies of water.