MISCELLANEOUS CHART
After determining via the percentile roll that the character is or has something other than normal, roll a d10 to select the category, then roll a d6 to select the specific miscellaneous trait. Clicking on any of the items below will take you to its entry in the Explanations List, which immediately follows.
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BAD |
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DISADVANTAGEOUS |
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ADVANTAGEOUS |
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GOOD |
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WONDERFUL |
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EXPLANATIONS
A |
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Horrible Past Experience |
On a cross-country trip with your family to see the great sights of the land, you were unceremoniously dumped. One minute everything was fine, the next minute you were alone, abandoned by those who swore to love and protect you forever. Was it on purpose? Was it purely accidental & unavoidable? You have no idea, but you intend to find out. Several years now you’ve spent trying. There is a 10% chance in every venue that you will see or hear something that offers a clue to your past, and you will drop everything to pursue. At the DM’s discretion, one of the chance occurrences might be the real thing. You are –6 to Diplomacy and Sense Motive because you simply do not trust people anymore. |
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Disadvantageous Relationship & Heredity |
He’s a textbook abusive father: too strict, too demanding, expecting perfection from you, beating you senseless for the smallest of things, calling you all sorts of derogatory names. You hate him, but you love him, too. He’s your father. You hope time away from home will mend the wounds, and that when you return, he’ll treat you better. You suffer an effective –2 to your rolled CHA from a wounded psyche. |
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Horrible Past Experience |
Not too long ago, you struggled with someone and the fight ended in his death. Though you have no idea whether anyone suspects you, you are nevertheless on the run, hoping no one ever links you to the death. Every encounter with guards, militia, and militant churches is a chance that you’ll be caught. This chance could be anything from 10%-50%, set by the DM and according to the situation. During these encounters, you are –4 to Diplomacy and Sense Motive, due to your slight paranoia. Your Reputation suffers a –2 penalty as you desperately try to cover up your identity. But, if you become a suspect, this penalty is erased and a +2 infamous bonus applied instead. |
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Horrible Physical Quality |
Your gastrointestinal tract is rather weak. You succumb regularly to fits of severe heartburn, nausea and vomiting. Any condition involving foul smells or gruesome sights requires you to make a Fort save DC 16 or spend d4 rounds retching. (This is on top of any normal creature-related effects and saving throws.) Any condition of high stress requires you to make a Fort save DC 14 or spend d4 rounds throwing up. |
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Good Physical Quality |
In situations of low light, you see better than most. Your mother swears its because she always made you eat your carrots…maybe she’s right. You benefit from the “low-light vision” characteristic in that you can see twice as far as normal for your race in areas of “low light.” You do not have darkvision, nor can you ascertain anything invisible or illusory. You are +2 to Spot and Search. |
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Advantageous Past Experience |
So what if your own mother and father hated or disowned you? So what if they died before you ever got to know them? So what if you were unavoidably separated from them as an infant? You’ve been adopted! Somebody loves you! You were specifically picked out from the orphanage and loved, and since that day you’ve known nothing but joy. You have one of the strongest families in town. You enjoy a +2 effective bonus to CHA from the bonds of love. |
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Wonderful Physical Quality |
Since your birth, everyone has marveled at your amazing dexterity. You have a natural 20 DEX. If you rolled an 18, increase this to a 22. |
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Good Skill |
Your dexterity really shines in your skills. Without any bonus to your rolled DEX score, you are +2 to all dexterity based skills. |
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(2d4 x 10/mo) |
Disadvantageous Wealth |
The judge has ruled, and you must pay your former spouse a monthly alimony. Whatever did you do to deserve this? Oh well…pay up, or become a fugitive of the law, increasingly more hunted by the militia as the months drag on. |
(2d4 x 100/mo) |
Bad Wealth |
The judge has ruled, and you must pay your former spouse a monthly alimony. Whatever did you do to deserve this? Oh well…pay up, or become a fugitive of the law, increasingly more hunted by the militia as the months drag on. |
Disadvantageous Physical Quality |
Dust…mold…pollen. These are the harbingers of your worst nightmares. In situations where these elements (and any others the DM might include) are present, you are 10% likely each round to sneeze uncontrollably instead of anything else you might have done. You take double damage from monsters and attacks of these forms. |
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Bad Mental Quality |
A place for everything, and everything in its place…it’s what drives you. Dust on lamps, barely crooked picture frames, improperly aligned toothpicks in their tray…these and countless other trivial matters of nearly imperceptible chaos eat at your very core until corrected. There’s a place for everything…and everything simply must be in its place. If it’s not done this particular way—your way—it’s wrong! You’ve learned to avoid certain places, as they are hotbeds of the imperfect. You see yourself as above all those messy people. Obviously, you must have a lawful alignment. You suffer a –2 circumstance penalty on attacks, saves and skill checks in chaotic surroundings, including battle. |
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Good Skill |
You’ve learned to look a gift horse in the mouth and have him love it. You can quiet unruly critters and feed wild animals from your hand. Many people say you’re a regular Tarzan or Mogli. All you know is you love the beasts of the world. You are +4 to Handle Animal and Ride. |
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(up to 5000 gp) |
Good Item |
You begin your adventuring career with a set of armor, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
(up to 25,000 gp) |
Wonderful Item |
You begin your adventuring career with a set of armor, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
Advantageous Item |
You know a good piece of art when you see it, and you love to see them. Museums are your havens, art galleries your cherished sanctuaries. You abhor the plain, and delight in the aesthetic. You carry with you at all times a single item of art worth d10x10+100 gp, your most prized possession. Through much study and from a keen eye, you are +2 to Appraise checks and +2 to Diplomacy when bargaining for the sale or purchase of an art object. |
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Advantageous Heredity |
You come from a family of performers, be it music, drama or dance. As a result, you have a natural +2 bonus to all Perform checks involving your genre. OR…you come from a family of artisans, be it painters, sculptors or weavers. As a result, you have a natural +2 bonus to all Craft checks involving your art. |
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Wonderful Mental Quality |
Since your birth, everyone has marveled at your amazing wisdom. You have a natural 20 WIS. If you rolled an 18, increase this to a 22. |
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Good Skill |
Your strength really shines in your skills. Without any bonus to your rolled STR score, you are +2 to all strength based skills. |
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Good Character Trait |
You resonate with bravado, showing fearlessness in the face of danger, often inspiring your comrades to feats of greatness. You are +4 to Willpower saves versus fear of any kind, whether natural, supernatural, or magical. You also provide a +1 morale bonus to the Willpower saves versus fear for allies within ten feet of you. |
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Disadvantageous Skill |
Dogs growl when you walk by, cats hiss, geese bite. You have an aura that gives normal animals the creeps. Not that you’re undead or demonic…that you know of, it’s just that you have a “way” with animals that’s unsettling to them. You are –2 to checks for Handle Animal & Ride. |
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Horrible Relationship |
For whatever reason—and you’re not telling anyone—you were cast out of your homeland. You’re a fugitive, an exile. Your “homeland” may consist of only your village, but it might be as large as the entire nation, with a stern warning from the king never to return. The point is, a lot of people don’t like you, and there’s a place on the map you cannot go. Within a 100-mile radius of your homeland, you suffer a cumulative 10% chance per 10 miles to the border of being completely shunned and/or abused by everyone you meet. You suffer a +4 infamous bonus to your Reputation. |
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Good Physical Quality |
You were blessed with an astounding comeliness since birth. You’ve probably won several beauty pageants in your life. You have a natural 18 COM. If this is also your rolled score, increase it to 20. |
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Good Heredity |
Before you were even born, your father performed a heroic deed, saving the life of some person or intelligent creature, risking his own life in the doing. That deed has not been forgotten, and the solemn vow of returning the favor stands to this day. That person or intelligent creature has pledged his own self-sacrifice and/or the self-sacrifices of his descendents to your father and all his descendents, for all generations to follow until the vow is fulfilled. You currently stand to benefit from this pledge should your life ever be in peril. You gain a +2 fame bonus to your Reputation. |
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Good Religious Influence |
Because of your devotion to the church, or your specific deed done in service to your god, you are currently under a constant bless effect. Curative healing is always at maximum when applied to you. These blessings will continue for the space of one year or until you completely screw up and destroy your god’s confidence in you. |
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Horrible Physical Quality |
You were born blind. While that carries with it the normal limitations for blindness as given in the DMG, you have adapted to this, receiving a +4 bonus to Listen checks. Of course, you’re immune to visual illusions, and are +2 to your Will saves vs. acoustic illusions and all charms involving sound, for you have finely tuned your ears to detect even the slightest variations. But all sonic energy damage is doubled for you and you get no save you might otherwise have had. Spellcasting is very limited due to the need to see what you’re doing. |
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Disadvantageous Religious Influence |
Certain religions see this quality in you as highly desired, and you would agree, for you are compelled to. You have been sworn to absolute truthfulness in everything. Should you intentionally lie or deceive, you have been promised the wrath of a god. This is a mandate you take very seriously. Though many see your total honesty as debilitating (when deceit is needed), they also know exactly where you stand on anything. Most women don’t ask you how they look, though. The god’s wrath takes the form of a bane effect that cannot be lifted until the lie (however “small”) is undone. |
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Wonderful Mental Quality |
Since your birth, everyone has marveled at your amazing intelligence. You have a natural 20 INT. If you rolled an 18, increase this to a 22. |
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Horrible Skill |
You fumble often at everything you try to do. You’re inherently clumsy, suffering a –4 to your rolled DEX score. Further, a natural 1-5 on a skill check is an automatic failure, regardless of bonuses. |
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Horrible Religious Influence |
The church has decreed it; you are marked. Though you are on the mend, daily striving to right your past wrongs, that one evil deed has yet to be paid for. Until it is, you are totally unaffected by any clerical cure spells. Potions work only 25% of the time. Perhaps a non-clerical spellcaster who knows how to cure…maybe that will get you by. Or maybe you should just serve out your punishment and atone for your misdeed. You heal naturally as anyone does. |
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Wonderful Mental Quality |
Since your birth, everyone has marveled at your amazing charisma. You have a natural 20 CHR. If you rolled an 18, increase this to a 22. |
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Horrible Heredity |
Unbeknownst to you, your body is the unfortunate carrier of a rare disease. So far, it hasn’t taken hold, but there is a 1% chance each week that it will. The disease is not contagious, but everyone in your bloodline has it, and many have died from it. If the disease is ever activated, it removes one point of CON per week permanently. Remove disease will render the bug innocuous, but will not restore any damage. Correctly identifying the condition as a disease requires a Heal check DC 30. |
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Disadvantageous Physical Quality |
If there’s a virus going ‘round, you’ll get it, that much is for certain. You are –2 to Fortitude saves versus sickness and disease of any kind. |
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Advantageous Past Experience |
If it weren’t for your sleuthing (or your being in the right place at the right time and with a little luck), he might have got away. But now you’re a local hero for nabbing the bad guy, and you have a little pin-on gold star as a token from your town. You hope to repeat the deed many times over as you adventure across the land. The experience has granted you free use of the Track feat. You have a +1 fame bonus to your Reputation. |
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Advantageous Mental Quality |
Those with loose morals might see you as a stick in the mud, but your presence of mind is undaunted. When others are throwing caution to the wind, literally losing their shirts for a one-night stand, draining the bottom of another pint, or staking all their earnings on a single roll of the die…when others are loose, you are stolid. You have an internal +2 bonus to Sense Motive checks to resist temptation and immorality of every kind. You are +2 to Willpower saves against charm effects. |
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(2d4 x 10/mo) |
Disadvantageous Wealth |
The price you must pay for leaving behind your children. The judge has ruled, and you must pay your former spouse a monthly amount for child support. Whatever did you do to deserve this? Oh well…pay up, or become a fugitive of the law, increasingly more hunted by the militia as the months drag on. |
(2d4 x 100/mo) |
Bad Wealth |
The price you must pay for leaving behind your children. The judge has ruled, and you must pay your former spouse a monthly amount for child support. Whatever did you do to deserve this? Oh well…pay up, or become a fugitive of the law, increasingly more hunted by the militia as the months drag on. |
Bad Religious Influence |
You screwed up…several times. Nothing quite so bad as to warrant excommunication, but pretty dang close. Now, you have a penance list a mile long to complete…3d4 things to do within the year. Better get started. (DM to determine the items on this list.) |
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Disadvantageous Skill |
You hail from a large city, and have never ventured outside those city walls. To you, the wilderness is any area more than a stone’s throw from a tavern, or farther than earshot from a market district. You cannot have any ranks in Survival, but you have three (and only three) ranks in a new skill, Urban Lore, which works like its wilderness counterpart. Also, the Track feat is barred to you. |
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Horrible Character Trait |
You cannot resist the urge to tempt fate. This not only includes the obvious (cards, dice, races, etc.), but you routinely put your life on the line rather than take the safe way. Dropping your entire life savings on a single number of the roulette wheel is nothing to you. Climbing a 500-foot cliff without any climbing gear is likewise not a concern for you. You are reckless with everything because you believe that you can beat the odds. How you’ve survived this long is the subject of a hundred tales. If you ever attempt to overcome this driving desire, you suffer a –6 penalty to the appropriate die roll. |
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Bad Character Trait |
Such a bothersome quirk…being entirely unable to decide anything without first consulting the coin. Even simple decisions such as whether to eat pork or beef for dinner must be decided by the flip of a coin. You cannot make up your own mind on anything, and wholeheartedly surrender your life to the roll of a die, believing earnestly that the random outcome of chance is your ordained destiny. To go against Fate is to mark your own untimely death. Once Fate has chosen, you are sincere about taking that path. If you ever go against the “will” of the coin, or if you ever forego consulting the coin, you will suffer a –4 morale penalty to all attacks, saves and skill checks for 24 hours. |
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Horrible Past Experience |
You were duly tried and convicted for a gruesome murder, and the thing is, you did it. Even though you pled “not guilty” and pulled every trick in the book, you still landed your butt in jail. But, by some fluke (or your flaneggling), they released you. Now, if you could only erase that “M” in your forehead. The brand penalizes you –4 on your rolled CHA and –4 to all skills dealing with people. You suffer a +4 infamous bonus to Reputation. |
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Good Relationship |
Your father is on the town council, board of directors for a business, seated on the governing body for a district or region, or some other position of influence. You know you can pull strings as you move your way through society, and have done so in the past, but you’ve also been cautioned against the appearance of impropriety. You may “call in a favor” d4 times each year, but each favor should be relatively simple or inexpensive, else you put your father in a compromising situation. |
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Advantageous Skill |
Your father was a craftsman, and his father, and his father before him for as far back as anyone cares to remember. Naturally, you were brought up in this trade, and begin your career as an adventurer with 4 ranks for free in a Craft of your choice (which is the craft of your forefathers). Further, you have on your person one set of the necessary tools to engage in your craft. You will still need to purchase any necessary materials. |
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Wonderful Relationship |
One of your greatest childhood friendships that has lasted and grown stronger through the years is a particular intelligent creature that very few people know about. Your parents may have thought you had an imaginary friend, but you know better. Work out the details with the DM, but your friend should be somewhat like an animal companion, but intelligent and maybe magical. He likely will accompany you on your adventures, but you can opt that he not, staying instead at your beck and call. |
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Good Mental Quality |
You were blessed with an astounding personality since birth. You’ve probably charmed your way into the lives of many a woman/man in your life. You have a natural 18 CHA. If this is also your rolled score, increase it to 20. |
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Horrible Physical Quality |
You were born deaf and mute. While that carries with it the normal limitations for deafness as given in the DMG, you have adapted to this, receiving a +4 bonus to Spot checks and gaining the Sense Motive skill for free (if your INT is above 14). Of course, you’re immune to acoustic illusions, sonic effects and all charms involving sound, but are –4 to your Will saves vs. visual illusions. Further, because you cannot speak, you are limited in your ability to communicate. If your INT score is below 13, your “speech” consists of guttural sounds and gestures. Otherwise, you have learned sign language and can use this effectively with someone else who knows it. Spellcasting is limited to spells without verbal components, unless cast using the Silent Spell feat. |
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Advantageous Item |
You got it from your mom, no doubt, who savagely scoured garage sales all over town. You sniff out a good deal and jew down the seller farther than most. How do you do it, they all ask. You merely smile and walk away with change in your pocket. You are able to find items for less or you bargain down the price. All your purchases you obtain for 2d6 percent less than normal market price. |
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(2d6 x 100 gp) |
Disadvantageous Wealth |
A few bad business decisions, and you now owe a healthy sum of gold pieces to various creditors. They haven’t called the law on you yet, but your conscience won’t let the debt rest. You’ve struck out to adventure, hoping to find a quick resolution to your money problems. |
(2d6 x 1000 gp) |
Bad Wealth |
You’re not off to a good start, but you figure the adventuring path is the quickest way to pay off what you owe. With some good luck, you might even be able to satisfy your creditors before they turn you in for a tenure in debtor’s prison. |
(2d6 x 10,000 gp) |
Horrible Wealth |
Somehow, some way…you have managed to nearly bankrupt your entire posterity. The adventuring life is probably the only way you’ll accumulate enough income to pay back what you owe, plus the fact that you’re being pursued by the law for a life in debtor’s prison. |
Disadvantageous Mental Quality |
You are convinced that you are a famous figure, a monarch, a demigod, or similar personage…and you so obviously are not. Those who “fail” to recognize your importance will incur great hostility. You act appropriate to a station which you do not have and tend to order around actual and/or imaginary creatures, draw upon monies and items which do not exist, and speak words and phrases which you are not actually accustomed to using. Otherwise, you are normal. |
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Good Mental Quality |
When presented with a quandary, a perplexing situation, a fork in the road, you typically remain calm, realizing the correct solution before most. When reaching way back into the recesses of your memory, you tend to be able to retrieve things better than most. You are +4 to your Perception/Memory checks to understand a situation or remember a fact. |
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Wonderful Skill |
No one knows how you acquired this ability, but remarkably, you are able to detect magic at will, as per the spell. You also gain use of the Spellcraft skill as a class skill regardless of your class. With this, you are able to determine the nature, power, and sometimes identity of a spell or effect when it’s cast or from the evidence it leaves behind. |
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Wonderful Character Trait |
You notice the shape of someone’s nose, the color and style of their clothing, the type of mud on their boots, the smell of their perfume. You note the position of things in the room almost immediately when you enter. Little words and tonal qualities in someone’s speech you pick up on. Essentially, you are clued into fine details, and gain a +6 bonus to all Spot checks. (The DM will make these retroactive checks to past situations if the need arises.) |
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Advantageous Religious Influence |
Your devotion to your deity has gone on all your life. More than once you’ve been offered a position as clergy or paladin in your temple. For reasons all your own, you have declined, but your devotion never wavered. For this, your deity has granted you the right to call on a bless for 10 minutes thrice daily. This affects only you. |
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Good Physical Quality |
You were blessed with an astounding agility since birth. You’ve climbed trees, and navigated narrow precipices all your life. You have a natural 18 DEX. If this is also your rolled score, increase it to 20. |
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Wonderful Character Trait |
When you talk to people, they are open books. While you cannot burrow into their thoughts or emotions, you can often tell everything you need to know just from having a simple conversation with them. Merchants who try to sell you a “lemon” are foiled; captives who lie about their information are uncovered; a combatant who attempts a feint in the battle is usually smacked. You are +6 to Sense Motive checks and +6 to your Willpower saves versus Illusions. |
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Good Relationship |
You have a longtime friend who has risen to a dignified position in society. He has become powerful through his own resources or acquired wealth through contacts and hard work. He’s a man of great influence in his sphere, and he’s a personal friend of yours. You know he can get things done for you…legally and with no risk to his own upstanding name. You may “call in a favor” of this friend d4 times per year, but each favor should be relatively simple or inexpensive. |
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Wonderful Past Experience |
A few months ago, you ran across something no one else has ever encountered before. It could have been a rare creature or plant, a new substance, or some item like an ancient text, rare jewel, or hole in the ground leading to a lost civilization. You haven’t yet told anyone about it, because you’re not sure whether to keep it a secret all to yourself. But it’s itching at you, for you know that revealing this to the public will make you quite famous. But…you might lose access to what you’ve found. (This discovery should be of significant magnitude, and it’s revelation entirely at the player’s discretion. Should the PC reveal what he knows, he gains an immediate +4 fame bonus to Reputation, but may very well have to defend against all the world coming to see it. Work out the details with the DM.) |
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Disadvantageous Item |
The thought of smashing in someone’s face or cracking several ribs—and certainly the sight of battered, misshapen bodies—is appalling to you. Multicolored bruises make you feel ill, and broken bones cause you great discomfort. For this you have vowed never to cause that kind of damage to another. You discourage others from bashing their foes, and personally you never will. You will not use bludgeoning weapons and dislike those who do. |
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Disadvantageous Item |
The thought of running someone through, puncturing several organs along the way—and certainly the sight of weapon protruding from either side of a body—is appalling to you. Puncture wounds make you feel ill, and exit wounds cause you great discomfort. For this you have vowed never to cause that kind of damage to another. You discourage others from piercing their foes, and personally you never will. You will not use piercing weapons and dislike those who do. |
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Disadvantageous Item |
The thought of slicing someone to ribbons, fileting the flesh and exposing the meat underneath—and certainly the sight of gaping wounds or severed limbs—is appalling to you. Deep cuts make you feel ill, and exposed tissue causes you great discomfort. For this you have vowed never to cause that kind of damage to another. You discourage others from slashing their foes, and personally you never will. You will not use slashing weapons and dislike those who do. |
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Bad Religious Influence |
You tried, even tried hard, but organized religion just doesn’t make sense to you. Just a bunch of mumbo-jumbo, hocus-pocus, flaky hopefulness in non-existent myths. It’s little more than a bunch of powermongers sucking up the hard-earned gold of the masses. You’ll heal on your own, thank you very much…get away from me, cleric. Of course, he just might save your life one day. You have a distrust for churches and clerics/paladins and will accept their aid only if your life depends on it. |
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Horrible Heredity & Relationship |
You’ve done it now…gone and gotten yourself kicked out of your own home. Whatever it was—a deed you keep to yourself—it was anathema to your father. He, your mother, and all your siblings, plus all extended relatives have cut your branch off the family tree. Good luck. You begin your adventuring career with no starting money and only one simple weapon…and no home. You suffer a +2 infamous bonus to Reputation. |
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Good Character Trait |
You had a bit of training and experience in the dramatic arts before your adventuring career took off. In fact, you’re a bit of a natural at it. You have 4 free ranks in Perform (drama) and a +4 bonus to Intimidate and Diplomacy because you can assume nearly any character you choose. |
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Horrible Relationship |
Someone wronged you, that much is certain…wronged you badly. Now, after several years of feuding, possibly getting whole clans of people involved, he has run. He knows in the back of his mind that you’re coming for him. You know you will find him and bring him to a swift end. You just don’t know when, where, or how. You don’t sleep well at night, plotting your revenge, being continually driven by the need to exact vengeance. There is a 20% chance in every venue that you will see or hear something that makes you think your nemesis is near, and you will drop everything to pursue. At the DM’s discretion, one of these chance occurrences might be the real thing. |
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Disadvantageous Character Trait |
Beers, ales, wines, hard liquor…alcohol is your weakness. Taverns are especially bad ideas for you, but to them you must go. Getting drunk is your favorite pastime, and you will feed your desire for drink as often as possible, morning, noon and night. You will drink to excess unless prevented, not stopping until you have passed out. Roll CON checks to hold your liquor, failure indicating drunkenness. Then roll d6 for the specific effect it has on you: 1) you get silly, loud & raucous, 2) you become loose-tongued, telling all you know, whether prudent or not, 3) you become violent, 4) you get horny and flirtatious, 5) you fade into depression, & 6) you pass out. Repeat the d6 roll for each drink (only intensifying the original result) until a six is rolled. |
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Wonderful Mental Quality |
The emotions of others are plainly evident to you, and sometimes their thoughts, though this is usually known through deduction rather than firsthand knowledge. As you grew up, you learned to filter out the “noise” of other people and your own emotions, focusing on a single person. You must study your target for at least one minute to form the empathic link, and normal conversation will suffice for this. After establishing initial contact, you need no longer maintain eye contact, and may have distance between you and your target equal to 100’ per level. Roll d20, adding your WIS bonus and adding one for each of your levels, but subtracting one for each additional person within 20’ of your target. This roll sets up the Willpower DC for your target to resist being linked. When you form a link, you know all the current emotions of your target. You do not benefit from any of his physical senses, but may deduce his thoughts and/or experiences as you will. You may link to only one target at a time. The target receives a new save each minute to break your link (you do not roll again to set the DC) or you may disconnect as you desire. |
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Wonderful Past Experience |
It was a chance meeting you will never forget. One day, as you happened along, you stumbled upon a creature of rarity or extraordinary beauty or power, and were able to spend a day or so in it presence. It might have been a noble creature like a unicorn, metallic dragon, or dryad, or it may have been an extra-planar creature like djinn, a non-hostile elemental, or a celestial. That one day changed your life forever, and it resulted in memories of a lifetime…and one limited wish. |
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Bad Relationship |
Most of your life has been influenced by one rather large black spot, that one individual you have hated and who has hated you. It’s been a constant feud, sometimes drawing in your whole families. It could be disputed landlines, a shared love interest, or just a lifetime of constant bickering. Whatever, you have an abiding seething toward this person, and he for you. Hopefully, you won’t cross paths… There is a 10% chance in every venue that you will see or hear something that makes you think your enemy is near. At the DM’s discretion, one of the chance occurrences might be the real thing. |
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Horrible Religious Influence |
All your life, it seemed the gods were against you and your family. For what? What did you ever do to upset them? Now, you harbor a deep-seated mistrust, enmity, and possibly even a hatred for all things and people associated with organized religion. They just can’t be nice enough to undo the wrongs of the past. You have a deep-seated hatred for clerics/paladins. You constantly make their lives miserable and refuse their aid at all cost. |
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Bad Relationship |
You never got along with your parents very well. Several times they came close to kicking you out for good. You brothers/sisters pretty much hate your guts. Home was never a pleasant place for you, and now you’re out. Perhaps there’s a way to patch things up, but you’re not sure you want to make the first move. You suffer a –2 to effective CHA and –2 to all CHA-based skill checks from deep-rooted bitterness and a general lack of a loving home. |
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Horrible Religious Influence |
You’re that problem parishioner, that one who’s always in trouble with the clergy. Finally, they had enough, and cast you out from the protection of the church. There are other churches, but word also travels fast. There are other churches, but a congregation of orcs isn’t quite your cup of tea. You could repent, but that would require change… You are marked, and receive no help from any non-evil religion. (Non-evil divine spells placed upon you will have no result.) Only severe penance and atonement will lift this excommunication. You suffer a +4 infamous bonus to Reputation. |
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Wonderful Past Experience |
Due to tenure in the military, and one successful mission, you begin your adventuring career with the ability to hit a little truer and deal a little more damage than the guy fresh off the street. You are +4 to all attacks and damage. |
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Bad Skill |
Maybe you really DO have two left feet…and two left hands, and two left eyes. You bumble about more often than normal, more often than is good for you. You are –4 on all your Dexterity based skill checks, regardless of your rolled DEX score. |
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Good Past Experience |
You are no greenhorn when it comes to adventuring, maybe not a professional, but certainly not without experience. Whatever your starting level is, add one more level in that class (minimum XP for the next level), accruing to yourself all the ordinary benefits that advancing a level would gain you. This represents a few weeks of past adventuring, and gives you a reason to crow over your buddies. |
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Good Character Trait |
Your siblings hated you for your ability to make Mom and Dad believe anything you told them. You never got the punishments you deserved because you could always look SO innocent. You probably even pulled off a shoplift or two with your angel face. You arouse little or no suspicion in another when questioned concerning a matter, gaining a +4 bonus to Bluff your way out of any interrogation. |
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Horrible Wealth |
It matters not how hard you try, your best efforts at a trade completely flop every time. It seems you’re cursed…perhaps you are. Regardless, all your attempts have come to ruin, and now you seek another form of employment: the adventuring road. You are –6 to all Craft, Perform and Profession skills when used for gain. |
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Horrible Relationship |
Basically, you hate yourself. You think no one loves you, that no one would miss you if you died, that you serve no worthy purpose in life…so why live. You see yourself a failure. So, you tried to take your life…at least once. And you failed at that. Daunted by your inability to kill yourself, you took to the adventuring trail in hopes that some monster would kill you. You are –6 to effective CHA due to your severe introspection. |
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Disadvantageous Past Experience |
Someone close to you in your family died last year…maybe from an accident or from disease. You thought you’d never get over it. Even now, when you see or hear of someone’s brother (supposing your brother died), you wax melancholy and nostalgic. If someone else experiences a death like you did, you will be able to sympathize. Family is a serious matter, and your past is tainted with sadness. If a party member dies (regardless of whether he is brought back to life), you will slip into a minor depression for d4 days. |
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Wonderful Heredity |
Somewhere in your ancestry, there was a unique and/or magical creature. And you seem to be bearing the markings of that mixed blood. Not only is your COM +6, but one other ability score is +2. The details of the mixing, including specific appearance and any other effects are up to the DM. You have a +2 fame bonus to Reputation. |
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Bad Heredity |
Your father committed some crime not worthy of death, and he either currently sits in prison or has already served his time. Either way, he’s brought shame to your family, and everyone’s reaction to you is significantly worsened. You left home to find different friends, to clear your own name. You suffer a –4 penalty to all skills that deal with people and relationships. You suffer a +1 infamous bonus to Reputation. |
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Horrible Heredity |
You’ll never get anywhere in life with a father like yours. He was executed last year for the brutal murders of eleven people, one per month in similar fashion. His name is your name, and people associate you with him. Your mother is a nervous wreck, your younger brother ran away from home, and your younger sister has begun selling her body to pay the bills of the house. Thanks, Dad. You suffer a –6 penalty to all skills that deal with people and relationships. You suffer a +2 infamous bonus to Reputation. |
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Wonderful Relationship |
Your father is proud. Many people revere and serve him. He is above the common riff-raff of the world. Now, you may or may not like him for his highbrow ways and position, but it certainly does have its benefits. It seems his influence among the movers and shakers in this world would pass to you someday if you wanted it. You may “call in a favor” of your father once per month, but each favor should be relatively simple and inexpensive, or you may put him in a compromising situation. Further, you are +4 to all skills that deal with people and relationships. You have a +2 fame bonus to Reputation. |
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Advantageous Character Trait |
You once stared fear in the face…and flinched not. Now, due to that experience, you are more resistant to fear-inspiring situations and effects. You have a natural +2 bonus to all Willpower saves against fear, whether springing from natural, supernatural, or magical sources. |
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Advantageous Item |
Your eye is sharper than most. You notice easily the positions of things in a room or along a path, spotting when something has been moved or is recently missing or new. You are +2 to Search checks, and receive +2 to Spot checks for random miscellaneous items like a coin in the street or a four-leaf clover. You never know when one of these random “finds” will be important. |
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Disadvantageous Item |
No ordinary hair tonic will do; it must be “Dapper Dan.” You are totally absorbed with a particular thing or type of thing. It may be that you simply cannot see a copy of Catcher in the Rye without buying it, even though you have forty copies already. It may be that you cannot bring yourself to wear any color but fire engine red. Perhaps all your weapons and armor simply must be studded with rhinestones. The specifics are to be worked out with the DM, but the result is a fully obvious quirk that marks you and sometimes gets in the way of life. If you are ever prevented from acquiring your special item at least once/month, you will become obsessed with finding one, suffering as from a lesser geas until you do. |
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Bad Past Experience |
Your homeland is in turmoil, being ravaged by the chaos and destruction of war. You’ve had all you can stand and kissed that mess goodbye. What will the landscape be like when it’s over? You’re not sure you want to see…but you do have friends and family there. You now dislike war, battle and killing. Adventures are fine, so long as there is no violence. During violent situations, you suffer a –2 morale penalty to all attacks, saves and skill checks. |
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Good Religious Influence |
Because of something you or your family have done, something as mundane as never missing a service or volunteering regularly to clean the kitchen to something as glamorous as tithing 50% or dedicating your firstborn to the clergy…whatever was done, you and your family (not friends) currently enjoy free clerical services at your all temples of your religion, short of bringing someone back from the dead. |
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Advantageous Character Trait |
You get along with nearly everyone. You’re one of those people who’ve never met a stranger, never found a reason to dislike a dwarf or an elf or anyone else. You always seem to have a kind word to say, making everyone else’s day a little bit brighter. You are +2 to all Diplomacy checks and +2 to all CHR checks involving relating to other people. (Not turning checks or spellcasting checks.) |
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Wonderful Relationship |
A duke, an earl, a prince…perhaps even the king or queen…someone very royal knows you by name and you regularly enjoy wining and dining in the castle. You get all kinds of preferential treatment, and exemptions from certain laws. Of course, you must conduct yourself becomingly, but if you’re ever in a jam, you know there’s royal blood you can call upon. You may “call in a favor” once per month, but each favor should be relatively simple and inexpensive, or you may put your friend in a compromising situation. You have a +2 fame bonus to Reputation. |
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Bad Wealth |
You’re such a nice guy that you’re always broke. No sooner do you gain a little spare cash than you go find someone less fortunate to give it to. Many of the town beggars know you by name. Many of them are richer than you. It just pains you to see someone in need, and you take no thought for yourself just to meet that person’s need. Some call you a hero; some say you’re foolish. You’ll never feed all the world’s starving people, but that won’t keep you from trying. You keep only 2d10% of each set of treasure and wealth you acquire, gladly distributing the rest to the lower classes of society. |
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Advantageous Physical & Mental Quality |
You’ve got a little head start on the rest of society. You’re one notch stronger, quicker, tougher, smarter, wiser, friendlier, or prettier than you could have been. Either you’ve been blessed of the gods, or your own hard work and discipline have finally paid off. You may add a single permanent point to any attribute of your choosing. |
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Advantageous Past Experience |
You once had the opportunity to sacrifice of yourself for someone else’s advantage, and you selflessly opted to do so. Your benefactor has not forgotten your good deed, and has sworn to return the favor one day. He said just call on him whenever, and he will do all within his power to help you. Work out the details with the DM, but the help will have no more than ˝ your levels. |
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Wonderful Physical Quality |
Since your birth, everyone has marveled at your amazing beauty. You have a natural 20 COM. If you rolled an 18, increase this to a 22. |
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Bad Mental Quality |
You see, hear, and otherwise sense thins that do not exist. The more exciting or stressful the situation, the more likely you will hallucinate. Common delusions for you: ordinary objects that are not there, people nearby or passing when there are none, voices giving you information or instructions, perceived abilities or forms that you do not have (strength, sex, wings, etc.), threatening creatures appearing from nowhere, et al. You are 50% likely to hallucinate when excited or stressed. Your hallucinations usually last for an additional 2d10 minutes after the excitement/stress has passed. |
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Bad Physical Quality |
You are that guy who is always saying, “Huh?” Conversations are often lost on you, especially secretive ones. In a crowded area or in combat, forget it. You are –4 to Listen checks and Sense Motive checks involving speech. However, unless it is very loud, you also miss the point on language-based charms and acoustic illusions, gaining a +2 bonus to your saves versus them. |
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Horrible Item |
Your basic philosophy is this: magic weapons, rings, wands and such are crutches for the weak. You like it a naturál, just pure steel on steel. You pride yourself in self-made skills, not magical advantages. You distrust and loathe arcane spellcasters. It will take a serious paradigm shift for you to overcome this. You are +1 to hit, damage, and all saves because of your dedication to non-magical purity. |
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Bad Heredity |
Somewhere far back in your ancestry, there was a hideous creature. And you seem to be bearing some of the markings of that mixed blood. Not only is your COM –4 (to a minimum of 3), but two other ability scores are –1. The details of the mixing, including specific appearance and any other effects are up to the DM. |
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Good Mental Quality |
Someone afforded you the chance to increase your learning above the average person. You proceeded to attend a few years of secondary school and came away with a focused knowledge of one or two subjects. You have 4 free ranks in one Knowledge skill or 2 free ranks in two Knowledge skills. |
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Wonderful Skill |
You have a propensity for doing a lot of things well. You gain 6 extra Skill Points per level over and above your normal allotment. |
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Disadvantageous Heredity |
You’ve got a “strawberry,” a large mole, missing pigmentation, or some other marking on your skin that you cannot hide easily. Perhaps a full covering would work, but that would make you stand out for other reasons. You may or may not be self-conscious about the birthmark, but you are nonetheless easily distinguishable by it. “You know that guy with the red line running through his lip…?” You are –1 to COM and –2 to Disguise checks. You have a +1 bonus to Reputation for your mark. |
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Horrible Wealth |
Most of your life has been spent on the steps of temples begging alms for the poor. Your sustenance comes from garbage cans, your clothes from stitched-together rags. Your home is the alleyways or woods in good weather, boxes and church shelters in the bad. You’re just a nameless face in the slums, hoping the tavern throws you a half-eaten steak this time. You begin adventuring with nothing but the rags on your back, and suffer an effective circumstance penalty of –4 to CHA and COM |
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Wonderful Relationship & Past Experience |
Something happened in your past that your whole village, town, small city or the district of your larger will never forget. It may be that you bested some monster, and that has fueled you desire for adventure. It may be that you rescued some very important person, like the mayor’s daughter. Or perhaps you represented your community in a contest or at a legislative delegation and won the day handily. Whatever the case, everybody loves you, and you regularly get free room and board, one-night stands, and much laud and honor wherever you go. Your petty wrongs are usually overlooked because of your “hero” status. Plus, such a large group at your beck and call is not to be underestimated. Within a 100-mile radius of your homeland, you receive mundane goods and services for free and enjoy a +4 bonus to Reputation. |
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Bad Character Trait |
Whether you stay “in the closet” is up to you, but you know this about yourself: the same sex is a whole lot better than the opposite sex. In most societies, you know you’re an outcast, but you’ve found pockets of acceptance in the larger settlements. You are –4 to CHA-based skills due to your suspect “angle.” But, you enjoy a +1 to Gather Info checks if the gathering is done among your secret network of friends and lovers. If your sexual preference is ever revealed, you will suffer a +2 infamous bonus to Reputation. |
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Horrible Heredity |
Somewhere in your ancestry, there was a hideous creature. And you seem to be bearing the brunt of that mixed blood. Not only is your COM –6 (to a minimum of 3), but one other ability score is –2. The details of the mixing, including specific appearance and any other effects are up to the DM. You are +2 to your Reputation. |
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Advantageous Skill |
You grew up around horses, perhaps as a stable hand, perhaps in a family where horses were raised and bred. You learned early how to saddle, shoe, and ride a horse of any variety. You have 2 free ranks in Ride (horse) and 2 free ranks in Appraise (all equine). |
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Wonderful Religious Influence |
You have won the favor of your god. The church has recognized your devotion, and the high priest’s vision rings true to your heart. You may ask a simple augury of your deity three times daily, and once per week you may commune with him/her. This presumes you are continuing in steadfast devotion. |
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Disadvantageous Religious Influence |
Something about your priest’s latest sermon didn’t set well with you. In fact, not many of them have lately. You find yourself not so much doubting your patron deity, but doubting the teachings of the church. You think the priest had erred, or you see your deity’s doctrines taking you places you’d rather not go. You struggle in your mind and see a need to get away to sort things out. You show an indifference to clerics and paladins and divine spells are 20% likely to be ineffective when applied to you. This can be averted if you ever recommit yourself to the faith. |
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Bad Heredity |
Mom and Dad didn’t quite do things the right way. You were an “accident,” the product of too much fooling around in the hayloft of a barn. Now, according to local laws, you have no share of the inheritance. (Or, one of your parents doesn’t claim you.) You’ve pretty much got to make your own way in this world. You start your adventuring with no starting money and only one simple weapon. You suffer the inability to have a decent relationship with the opposite sex, and a lack of emotion toward them. |
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Disadvantageous Mental Quality |
Through no fault of your own, you cannot read or write. To correct this, you will have to spend 2 SP on the Speak Language skill to read and write your language. You also do not know any additional languages, and must spend 2 SP on Speak Language for each additional language you want to learn. |
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Horrible Skill |
You know how to do the average number of things, you’re just…slooooooow. All skills take you twice as long to complete, with no bonus or advantage for going slowly. The simplest of skill actions take you at least a full round, and you cannot “take 10” or “take 20” on any die roll. Everyone constantly reminds you to hurry up, catch up, or stop altogether so they can do it for you. |
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Disadvantageous Relationship |
Well, chalk up another failed date. She loves me…she loves me not. It’s becoming a mantra. You’ve lost track of how many girlfriends/boyfriends you’ve had now. That last one went no differently than the others, one little thing and…poof, it’s gone. But you are undaunted, determined to find another love, hoping beyond all hope that this one will last longer than a week. You become infatuated with every member of the opposite sex who shows you any level of interest whatsoever (even a slight smile). How he/she looks is not as important as the possibility that he/she loves you. You over-try to make this next possible relationship work, but are –2 on all your CHA-based skills as you try. |
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Advantageous Religious Influence |
Except for being badly sick or out of town, you’ve never missed a temple service, and you often volunteered for church projects. The clerics know you well that you are dedicated to the church’s work. They have granted you a 20% discount on all their services. |
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Horrible Heredity |
It’s an ugly fact that you don’t want anyone to know. You are the product of your uncle and his sister…or is it your aunt and her brother? Hard to tell. Fortunately you don’t have a third foot growing out of your chest, or something like that. However, you didn’t escape completely, suffering an inbreeding penalty of –6 to your rolled COM, not to go below 3, nor above 10. You suffer a +4 infamous bonus to your Reputation if anyone ever discovers this fact. |
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Horrible Skill |
Either because you just don’t care or because you have a learning disability, you cannot grasp many concepts at once, nor can you do anything very well. You receive the minimum number of skill points per character level; that is, two if you’re a human and one if you’re not. |
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Disadvantageous Heredity |
You might have been born with defective reproductive organs, or it may be that all males/ females in your family are infertile. It’s a sad truth you were recently told, and it caused you to venture out in an effort to clear your mind. If you have no morals, you might consider this a good thing, for you cannot cause a pregnancy (or get pregnant), and might enjoy a +1 bonus to Diplomacy in your attempt to “get some.” Of course, if you’re of an important class or in a dignified position, this could prove embarrassing, creating a –2 penalty to Diplomacy for being defective. Marriage may never happen. |
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Horrible Heredity |
You are Esau, and Jacob has stolen your inheritance. All that was your father’s was coming to you in due time, but your dastardly brother (uncle, mother, grandmother, neighbor, stranger, evil church, etc) has run off with what was rightfully yours. Worse, your father doesn’t seem to mind. Is there magic involved? Is he clinical? Or is there a plot to rid you of your comings? You are 20% likely per venue to encounter a situation that seems to provide some clue to your stolen inheritance. Not all of these will be valid clues, but your driving need to know blinds you to ruses. You will pursue all leads in an attempt to reclaim what is yours and bring the thief to a quick demise. |
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Horrible Item |
You collect everything, throwing nothing away. You save all your trash, and everyone else’s, too. You have private stashes of worthless things deposited everywhere. You are usually encumbered by your things as you travel, unwilling to part with any of it. A scrap of paper with a scribble on it has nearly as much value to you as a glimmering jewel-encrusted sword. During treasure picks, you think nothing of selecting that which you cannot use…but neither can you bring yourself to part with it. You will probably need a separate sheet of paper to record all your belongings, and you should keep up with this meticulously. |
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Good Relationship |
You have a longtime friend who has worked his way into the heart of an organization and come into some form of power. The organization may or may not be officially recognized or even that well known, and possibly its operations are downright illegal…OR, the organization is far-reaching in its scope of influence in legitimate ways. In any case, your friend is in the middle of it, and he can use his position to help you out from time to time. You may “call in a favor” of this friend d4 times per year. Just don’t get him in trouble or expose him to risk. |
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Wonderful Character Trait |
It’s that look in your eye, the tone in your voice, the way you carry yourself. No one can quite put their finger on it, but it has become obvious that very few people fear your betrayal. You may have proven yourself countless times, or you may be a perpetual backstabber, but when making the initial contact, they undoubtedly trust you with their lives from the outset. You have a natural ability to calm people’s emotions and make them trust you with whatever you tell them. Whether you are bluffing or not, the recipient of your words is –6 to Sense Motive checks. Further, you are +6 to Gather Information, for people seem so willing to spill what they know to you. Repeatedly breaking this trust could be a problem, though. |
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Wonderful Heredity |
With utmost solemnity, during a mysteriously symbolic ceremony, and in the presence of all your relatives and about thirty other important people, your father, soon before his death, handed you the family sword. You’ve known about it for many years, but no one says much about it. Now, it’s yours, and the most you’ve been able to glean from those willing to say anything is that it is a weapon of extreme power and that is was used in some ancient battle of good and evil, killing some arch-devil or something. It looks powerful enough to kill something just sitting there, but when you wield it, it feels like a lump of lead. Your mother will only say one thing: “Prove yourself to the sword.” You cock an eyebrow, wondering who’s more insane, you mother, or you for believing her. You are non-proficient with this weapon when you begin, but the DM will allow you to overcome this in time, as well as adding additional and appropriate abilities as you advance in levels. |
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Horrible Character Trait |
You border on being evil, such are the depths of your cruelty; indeed, you cannot have a “good” alignment. You love to inflict pain, and eagerly sign up for jobs like torturer and executioner. People who beg you for mercy never receive it. You laugh at another’s misfortune. In order to get along with an adventuring party, you subdue this sadistic tendency of yours, but will apply it at every opportunity. You are –6 to CHA but +6 to Intimidate (regardless of the penalty a bad CHA would impose). |
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Good Heredity |
Somewhere in your ancestry, there was a quite interesting creature. And you seem to be bearing some form of blessing from that mixed blood. Not only is your COM +4, but one other ability score is +1. The details of the mixing, including specific appearance and any other effects are up to the DM. |
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Wonderful Past Experience |
You had a wonderful idea one day. Wouldn’t it be cool if a certain contraption actually existed, and saved people a lot of time and/or work. You pondered your idea for months, tinkering with various models and prototypes. Finally, your persistence paid off, and the gods blessed your endeavors. You have invented something useful that doesn’t currently exist (in the core rulebooks). The DM will work with you to determine the specifics of your invention (it probably won’t be an M-16 or internal combustion engine!). You have one working copy of your invention with you, introducing it to society and looking for willing buyers of your gadget. |
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(up to 10,000 gp) |
Good Item |
You begin your adventuring career with a wondrous item, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
(up to 30,000 gp) |
Wonderful Item |
You begin your adventuring career with a wondrous item, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
Horrible Item |
Due to brute strength, terrible clumsiness, bad luck, bad form, or just the powers that be, you have a great tendency to break stuff. You’re the proverbial bull in the china shop, especially in china shops. When wielding a weapon, you have a 10% chance per swing to break it, even if scoring a hit. When using an item, you have the same 10% chance to break it accidentally. You might be trying to get the cork out of a potion vial and break the container instead, spilling the contents. You might rip the scroll as you pull if from your backpack. That one shield strap just won’t stay attached. Et cetera! |
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J |
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Good Relationship |
On more than one occasion, you were glad for your uncle being a ruler of the law. That little scrape you got in where you ended up disfiguring your assailant…well, your uncle gave you the lightest sentence on the books. Much mercy has been shown you because of this connection, and much more could be shown. You can use your uncle’s contacts to escape the justice of the law d4 times per year (if needed). But he has warned you not to view law lightly or take justice into your own hands. |
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K |
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Bad Past Experience |
At some point in your life, someone nabbed you and ran off. Stole you away from a loving home and took you far away. You were young then, and are quite unsure of where “home” is. You’ve been provided for to a reasonable degree, but “home” is where your heart still is. You are 10% likely per venue to encounter a situation that seems to provide some clue to your homeland. Not all of these will be valid clues, but your driving need to know blinds you to ruses. You will pursue all leads in an attempt to find your true family. |
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Bad Character Trait |
You have an ardent desire to steal any small object that is available. You will furtively pocket small items regardless of their intrinsic value whenever the opportunity presents itself, and you will usually seek out such opportunities. You are 90% likely to be seen stealing if someone is watching you, 50% likely to be caught when others are merely in the vicinity, and 25% likely to leave evidence behind of your misdeed in any case. The desire to take things is absolutely uncontrollable, and you will invent reasons to filch and will tell bald-faced lies when caught. |
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Advantageous Skill |
There’s this one thing you’ve always been able to do, and you never really had to try very hard. One particular skill you’ve always had a knack for. You are +2 to checks with one skill of your choice. |
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L |
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(d10 x 1000 gp) |
Good Wealth |
You are a landowner, having worked hard to procure the tract, or having received it as a gift from a relative or in return for a good deed done. The value of this land is as stated, and the acreage is determined by multiplying your Social Status d% by 10 and dividing this into your land’s value. |
(d10 x 10,000 gp) |
Wonderful Wealth |
You are a landowner, having worked hard to procure the tract, or having received it as a gift from a relative or in return for a good deed done. The value of this land is as stated, and the acreage is determined by multiplying your Social Status d% by 10 and dividing this into your land’s value. |
Wonderful Heredity |
Your father has willed you a very large fortune (d6 x 100,000 gp). The physicians have given him only 2d4 months to live, and while that means you lose your father, you also gain a very nice inheritance. |
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Bad Character Trait |
Your libido is constantly working in overdrive, maximum overdrive. You have got to have sex every day, or you’ll go crazy. So you think. Every female (or male, for female PCs) of every acceptable race is fair game; you’ve even considered a goblin before. Everything is beautiful if it has the right “parts.” You’ve gotten pretty good at it, too, receiving a +1 bonus to your rolled CHR. But you’re –6 to CHR every evening until you “get some.” Cost is no factor…nor is rape, though this is a last resort. |
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Disadvantageous Heredity |
Perhaps you crossed your father in some way, or maybe he went insane before he died. It might be because where you’re from only the firstborn gets the inheritance…and you ain’t it. Anyway, your father died of natural causes not too long ago, and you got nothing while others did. You left home with no share in the estate. You begin adventuring with ˝ normal starting money, according to your Social Status. |
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Horrible Skill |
Your capacity to learn new skills is limited to just a few, those few things that you might improve beyond average. You may add ranks to only two skills plus any INT score you have above 15. Thus, if you have a 16 INT, you may put ranks in three skills only. You gain access to another skill if you raise your INT. If you have more SP than you can use legitimately, you lose them. |
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Bad Item |
Because of some mystical force that surrounds you or is inherent in you, you cannot have more than four magic items on your person. This includes weapons, armor, potions, rings, wands, wondrous items…everything…only four for you. Any more than this and a strange convergence develops, causing you quickly to lose consciousness. You’ve found no way to correct this condition. |
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Horrible Item |
Because of some mystical force that surrounds you or is inherent in you, you cannot have more than two magic items on your person. This includes weapons, armor, potions, rings, wands, wondrous items…everything…only two for you. Any more than this and a strange convergence develops, causing you quickly to lose consciousness. You’ve found no way to correct this condition. |
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Horrible Past Experience |
It was a simple voyage, then disaster struck. You alone survived, kept partially alive by the flesh of your fellow travelers. Your past is gristly indeed, and you try not to think about it. But the nightmares are vivid still, and the images of the dying haunt you. Each night you are 20% likely to get no useful sleep, and will be fatigued the next day. And the questions haunt you when awake: Why did you alone survive? Are you singled out for some higher purpose? Or are you sentenced to a life of remembering what another human tastes like? If your past ever becomes known, you will incur a +4 infamous bonus to your Reputation. You are 10% likely in every new venue to encounter something that offers a possible clue to your past, but your blinding need to know cannot separate real clues from false. When a clue is discovered, you will drop everything to pursue where it leads. |
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Horrible Past Experience |
All your days are spent searching, seeking out that which was lost. Perhaps it was your carelessness, that one moment when you left the sacred family treasure unguarded. Perhaps it was a band of robbers that stole it away. Or maybe a natural disaster has caused it to disappear. Or maybe, with all guilt, you sold it to make ends meet, under full intention of buying it back one day…and now it’s gone. Whatever the case, you have lost the family heirloom, that sword of your great-great-grandfather’s, the only remaining shield with your crest emblazoned upon it. Gone…and you have to find it. You are 10% likely in every new venue to encounter something that offers a possible clue to your lost heirloom, but your blinding need to know cannot separate real clues from false. When a clue is discovered, you will drop everything to pursue where it leads. |
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Horrible Relationship |
There is no pain like love spurned. You nearly imploded the day your love dismissed you with nary a second glance. It was the most tragic moment of your young life, and it tarnished you forever. Perhaps you seek revenge; perhaps the whole sex (male/female) is as guilty as your lover. You will probably never love again. You hate the entire opposite sex of every race, and will attack them first, immediately, and with blinding blood-rage in any hostile situation, no matter how minor the conflict. You are –6 to all CHA-based skills dealing with the opposite sex. |
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Wonderful Skill |
You have a knack for pulling things off at the most crucial times. You’ve never picked a lock in your life, but today, for some weird reason, it fell open for you. All skills are subject to a “success” chance, which the DM rolls secretly. If the normal skill check shows failure, you surmise that you have done a terrible job. But you have a 25% chance of succeeding anyway, though you thought otherwise. Note that you may try to do things for which you are completely untrained or which is ordinarily barred to your class. |
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M |
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Wonderful Religious Influence |
Regardless of whether or not you’re a cleric or paladin, your supreme devotion and commitment to your patron deity has caused you to emit an aura of holiness. You have been freely granted the Turn Undead feat, and if you already possess that feat, Extra Turning is granted. Further, anytime you enter combat with the undead or with outsiders or elemental of an opposing alignment, you are +4 to hit them and cause an additional d6 damage. |
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Advantageous Heredity |
When your father heard you were striking out on the adventuring trail, he resisted your departure, but later said that if you were so determined, at least take this +1 weapon (DM choice). He didn’t want you to be wholly unprepared or forced to blow your life’s saving on equipment. |
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Wonderful Wealth & Heredity |
You possess a suit of magical armor with an aggregate +3 bonus. This may mean it is +3 armor, or it may be +1 or +2 armor with abilities or functions that give it additional “pluses” for things like value and caster level. See the DMG for details. Work out the specifics with the DM. |
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Wonderful Wealth & Heredity |
You possess a magical weapon with an aggregate +3 bonus. This may mean it is a +3 weapon, or it may be a +1 or +2 weapon with abilities or functions that give it additional “pluses” for things like value and caster level. See the DMG for details. Work out the specifics with the DM. |
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Horrible Mental Quality |
You are a man of extremes…extreme extremes. On one hand, you are given to extensive bouts of moping and occasional fits of crying, showing an apathetic approach to everything. You might stay a recluse in your room for days, or you might abandon a quest because it’s “hopeless.” Your adventuring is constantly tainted with a sense of meaninglessness, worthlessness, and futility. In your worse moments, you might pull out of a fight, leaving your party to their “pointless” demise. On the other hand, you will exhibit a wild hysteria that throws caution to the wind, rushing headlong into battle with nary a care for your life. You champion everything brave, courageous and daring, belittling all those who hesitate. You may even fight those who hesitate, considering them enemies who are not as brash as you. This is your mania at its worse. These mood swings occur every d4 days, lasting until you suddenly switch again. |
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Wonderful Skill |
You know as many different languages as you have INT bonus plus Common. As you gain a level, you are assumed to pick up another language; you gain one SP in Speak Language free each level. When you encounter a language you do not know, you have a 10% chance per day, cumulative, to understand what you hear or read. This does not allow reading any magic writing such as scrolls and symbols, but does include all mortal, divine, and planar tongues, whether current or ancient. |
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Bad Character Trait |
You are absolutely convinced that you are the best at everything…the smartest, wisest, strongest, fastest, handsomest, and most powerful person ever…a veritable gift of the gods. You take immediate umbrage at any suggestion to the contrary, and demand the right to lead, perform any important act, make all decisions, etc. You can be very amiable when everyone pays their dutiful homage and performs their rites as lackeys. |
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Advantageous Relationship |
The most common associations are guilds: trade guilds, mage guilds, thieves’ guilds, etc. Other associations might be the Society for the Preservation of Orange Toucans (SPOT) or something like that. You might be on the town council, or serving in the military reserve. Work out the details with the DM, and unless the organization is inherently bad, there will be advantages for your membership. |
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Advantageous Relationship |
You have a close friend who owns a business (goods or services rendered at DM discretion). Because of your relationship with him, he generously offers you a 10% discount on everything he has for sale. He will also purposefully look for deals for you as you make known to him your needs. |
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Disadvantageous Mental Quality |
You are controlled by an addiction to one of these substances, determined by rolling a d8: 1-3) marijuana/hemp, 4-5) opium/poppy, 6) coca leaves, 7) a low-level spell that controls your emotions, or 8) a miscellaneous rare substance. You must have a mind-influencing “hit” of your addiction at least once per three days, and if this is denied, you will go into withdrawal, becoming wild and unpredictable, possibly attacking your friends (10% + 5% per day until satiated) as if under a confusion effect. You will go to any reasonable lengths to acquire your substance, at any cost to you and others. If you have a ready supply, or access to some, you can manage your addiction for the time being. |
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Disadvantageous Mental Quality |
You have succumbed to an uncontrollable fear of something, randomly drawn from the List of Phobias. When confronted with the selected condition, you have a 20% chance to completely freak out, acting from your overwhelming fears; otherwise you receive a morale penalty of –2 on all rolls. Several times a week you sit brooding over the possibility of confronting your fear. |
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Disadvantageous Character Trait |
How deluded you are, thinking you’re the hottest thing going. With open shirt and either chest hairs or cleavage showing, you strut around trying desperately to pick up all the babes (or hunks) you can. Though you rarely succeed, you still think you are the sexiest of all living things. Everyone else thinks you’re a nut. You certainly are not attractive enough for them to be tempted, but you haven’t a clue. You are –2 to all CHA-based skills dealing with people and cannot have ranks in Sense Motive. |
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Disadvantageous Skill |
You’re just a little bit slow to “get it.” Jokes are usually lost on you, and gestures often don’t mean anything to you. You are –2 to checks for Diplomacy, Gather Information, and Sense Motive. |
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Horrible Physical Quality |
Either hand is missing (50-50), arising from either an accident in your past, or from a birth defect. This handicap carries with is several obvious limitations, including not being able to use two-handed melee weapons and most ranged weapons. Shields must be modified (if used) at a cost equal to a masterwork item, though the shield itself does not become masterwork. All skills requiring the use of both hands to be effective are at –6 to you. Spellcasting is limited to spells without somantic components, unless cast using the Still Spell feat. |
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Disadvantageous Heredity |
Somewhere way down your family line there was another creature or race mixed in. The details are lost or long forgotten, but every now and again someone in your family is born with a reminder that something happened long ago. You bear that reminder, a testament to the mixed blood in your ancestry. The DM will work out the details of this, and it should be obvious though only –2 to COM. |
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Advantageous Heredity |
Somewhere way down your family line there was another creature or race mixed in. The details are lost or long forgotten, but every now and again someone in your family is born with a reminder that something happened long ago. You bear that reminder, a testament to the mixed blood in your ancestry. The DM will work out the details of this, and it should be obvious, though only +2 to your rolled COM. |
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Bad Mental Quality |
You are completely controlled by your addiction to one of these substances, determined by rolling a d8: 1-3) marijuana/hemp, 4-5) opium/poppy, 6) coca leaves, 7) a low-level spell that controls your emotions, or 8) a miscellaneous rare substance. You must have a mind-influencing “hit” of your addiction at least once per day, and if this is denied, you will go into withdrawal, becoming wild and unpredictable, possibly attacking your friends (25% + 10% per day until satiated) as if under a confusion effect. You will go to ANY lengths to acquire your substance, at any cost to you and others. If you have a constant supply, however, you are quite agreeable and reasonable. |
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Good Heredity |
Your father has willed you a moderately large fortune (d6 x 10,000 gp). The physicians have given him only 2d4 more months to live, and while that means you lose your father, you also gain a rather nice inheritance. |
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Good Wealth & Heredity |
You possess a suit of magical armor with an aggregate +2 bonus. This may mean it is +2 armor, or it may be +1 armor with an ability or function that makes it an additional “+1” for things like value and caster level. See the DMG for details. Work out the specifics with the DM. |
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Good Wealth & Heredity |
You possess a magical weapon with an aggregate +2 bonus. This may mean it is a +2 weapon, or it may be a +1 weapon with an ability or function that makes it an additional “+1” for things like value and caster level. See the DMG for details. Work out the specifics with the DM. |
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Bad Mental Quality |
You have succumbed to an uncontrollable fear of something, randomly drawn from the List of Phobias. When confronted with the selected condition, you have a 50% chance to completely freak out, acting from your overwhelming fears, otherwise you receive a morale penalty of –4 on all rolls. Your often spend hours worrying about possible confrontations. |
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Disadvantageous Skill |
Some people just can’t figure out a language other than what they were born with. That person is you. You know only one language, which you can read and write, and are incapable of learning another. This includes code languages like cants and jargon, sub-race dialects, and regional dialects. You cannot put ranks in Speak Language to overcome this, for your one language is all you can know. |
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Bad Heredity |
They say you were conceived legitimately, but you’re not so sure since your mother regularly sleeps around with anybody and everybody. Perhaps your father has died, and this is her method of making money for the house. Perhaps your father is a bum. Maybe he takes an odd pride in being married to a woman that everybody wants. You hate the whole thing, for it has tarnished your life. You have no possessions when you start your adventuring, and you suffer a +2 infamous bonus to Reputation…but if you ever need your mom to hook you up with someone… |
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Good Past Experience |
You’ve got a bit more experience than those you’re currently running with, one level’s worth. But this experience was in a class that you are not currently pursuing. Perhaps it didn’t appeal to you, or maybe you want to dabble in a little of both. At any rate, you have one free level (and all the associated benefits of such) in a class besides the one you have currently chosen. |
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N |
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Bad Heredity |
Like Mr. Crapper, the guy who invented the toilet, you’ve got a name that no one wants. It’s not actually a bad name; it’s just synonymous with something bad. You might be the descendent of Hitler, for instance. Not good. All who hear your name regard you with total disdain (social status might indicate how far-reaching your name is). You just had to get away. You tried changing your name, but too many people know who you really are. You are +4 to Reputation for the wrong reason. |
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Wonderful Skill |
There’s one thing it just seems you were born to do, and you do it as well as anybody could. Choose one available skill, and you are automatically at maximum ranks in that skill without ever spending any SP on it. This applies for trained skills as well as non-trained, but not those that are barred. |
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Good Character Trait |
All your life, people have wanted to follow your lead. You always chose the games as a kid and coerced others into playing them. Now that you’re an adventurer, you have the Leadership feat for free from the start, even if you don’t have the necessary prerequisites, and attract followers and cohorts as per the DMG. |
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Disadvantageous Past Experience |
You nearly died once. Maybe your body was wracked by disease and you pulled through, maybe you were in an accident that should have proven fatal yet you survived, or maybe you had a harrowing experience that left you literally hanging by a thread. You’ve had your life pass before your eyes once before, and it scared you half to death…again. Why you chose the adventuring life is bewildering; maybe you want to be available to pull someone else from the brink of death. You have a profound and fearful respect for dying, and never want to go through something that traumatic again. In all situations where your death is a possibility, you are 10% likely to suffer from fear as per the spell. |
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Disadvantageous Past Experience |
Your nights are filled with haunting dreams. Some say you are a prophet and should share your visions with the world; others say you’re the harbinger of bad omens, so stay far away, thank you. You don’t know why you have restless nights so often, but it first began after some traumatic event in your past. The subject matter of your dreams is most disturbing: death, chaos, and hideous things. There is a 10% chance each night you will have a nightmare, effectively interrupting the 8-hour sleep necessary for replenishing spells, if applicable. If this happens two nights in a row, you will be fatigued on the day following the second nightmare. If you have nightmares three or more nights consecutively, you will be exhausted until you gain eight hours of solid sleep. See rulebooks for detail. |
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Disadvantageous Skill |
You’re kind of a dud, a little boring some would say. Your ability to liven up a party is virtually non-existent. Neither can you produce anything of beauty. You are barred from taking ranks in Perform, and you cannot have a Craft or Profession for anything “artsy.” |
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Wonderful Character Trait |
You hold your head high, sit tall in the saddle, deal genteelly with the ladies, show honor to whom honor is due, and demonstrate the highest level of courtesy and social graces…when you need to. You’re not actually nobility, but you can act nobly flawlessly and on demand. But it’s not really an act, for this is the way you are. Many times you’ve gotten yourself into the higher social circles and learned juicy information on someone, not because you were spying, but because you feel that’s where you belong. You hope to be granted nobility one day, but that’s likely a long way off. You are +6 to CHA-based skills dealing with people. You are +2 to Reputation, albeit a contrived reputation. |
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Bad Skill |
You find it difficult to muster the strength to get the job done. Maybe you’re just lazy, or maybe you just don’t know how to reach deep inside. In either case, you suffer a –2 penalty on all Strength based skill checks, regardless of your rolled STR score. |
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O |
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Bad Physical Quality |
You are either a glutton, or have a condition that makes you retain weight. Either way, your “rolled” weight increased by d4 x 25%, and all the excess is pure fat. Your movement is reduced by 10 feet, you can’t run at any speed, and certain obvious items must be specially made to fit you. You cannot cleanse yourself properly, so without help bathing, you waft of unwashed sweat and grime. You suffer a –4 penalty to COM. Further, you are –2 to all skills requiring movement, including Ride. |
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Bad Item |
There’s this one thing, this one insignificant worthless thing that would just kill you to lose. The thought of going one more step without this stupid little item is anathema. You guard it with your very life, to the point of not letting anyone near it lest some unfortunate event occur. To everyone else, it’s just a limp rag (barely stuffed doll, brass doorknob, rock collection, twisted stick, etc.), but to you it’s your reason for living. If this item is ever lost, all your actions will be only to recover it, suffering as if under a lesser geas until found. If it is ever destroyed, you will suffer a moderate and permanent insanity. |
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Horrible Religious Influence |
Your deed was heinous, and the church gave you the boot. You repented, but they were not too quick to give you open arms. Your faith must be tested, they said. Nervously, you agreed, and the high priest sent you on a quest of atonement. You have six months to atone, or it is all for naught. |
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Advantageous Item & Wealth |
You possess a single object of significant value. It might be artwork, a trophy or award, or a decorative version of an otherwise mundane item. It might be studded with jewels, plated with precious metal, or crafted from a rare substance. In all cases, it is beautiful and worth about 2000 gp. |
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Bad Past Experience |
You blame yourself for your parents’ death though it truly was not your fault. You’ve spent all but the first three years of your life in various homes and orphanages, on the streets and in multitude temples. You’ve vowed to live a life that would honor your dead parents, but you barely knew them. You suffer a –2 penalty to Reputation because no one knows who you are. In each new venue, you are 5% likely to encounter some clue to your past, whether real or imagined. You will likely drop all to pursue this lead on the hope that you’ll discover who you are and to whom you belong. |
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Good Skill |
Through rain, sleet, sunshine and storm, you have spent the majority of your days in the wild, learning the ways of nature. A town of more than about 200 people is stifling to you, and if you find yourself in a city where you cannot at least see grass and trees, you become horribly uncomfortable until your “link” with nature is restored. You are +4 to checks for Survival, and you have the Track feat for free. Further, you have free ranks in Knowledge (nature) equal to your WIS bonus. |
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Horrible Item |
You know that favorite weapon, wand or helmet (etc.) of yours…? It’s cursed. The details of the curse are entirely left to the DM’s devising, but he won’t tell you about it, because you don’t know you’re walking around with a cursed item. How’s that? |
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Advantageous Wealth |
You are part- or full owner in a small going concern that serves a village or a small section of a town or city. The business (your choice of goods or service offered) nets a profit of d10 x 10 gp per month 75% of the time. 25% of the time it loses d10 x 10 gp for the month. You receive all the profits at the end of each month. If you are a part-owner, the profits are divided evenly between you and the other(s). If the business incurs a loss three months in a row, it becomes insolvent and must be sold. There is a 75% chance you will find a buyer, otherwise it will close. If sold, its market price is 2d6x100 gp. (Note: you only own the business; you do not need to manage it.) |
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Good Wealth |
You are part- or full owner in a medium-sized going concern that serves a town or small city or a whole district of a larger city. The business (your choice of goods or service offered) nets a profit of 2d6 x 100 gp per month 75% of the time. 25% of the time it loses d10 x 100 gp for the month. You receive all the profits at the end of each month. If you are a part-owner, the profits are divided evenly between you and the other(s). If the business incurs a loss three months in a row, it becomes insolvent and must be sold. There is a 75% chance you will find a buyer, otherwise it will close. If sold, its market price is 3d6x1000 gp. (Note: you only own the business; you do not need to manage it.) |
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Wonderful Wealth |
You are part- or full owner in a rather large going concern that serves a large city or a whole district of a metropolis. The business (your choice of goods or service offered) nets a profit of 2d6 x 1000 gp per month 75% of the time. 25% of the time it loses d10 x 1000 gp for the month. You receive all the profits at the end of each month. If you are a part-owner, the profits are divided evenly between you and the other(s). If the business incurs a loss three months in a row, it becomes insolvent and must be sold. There is a 75% chance you will find a buyer, otherwise it will close. If sold, its market price is 3d6x10,000 gp. (Note: you only own the business; you do not need to manage it.) |
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P |
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Horrible Mental Quality |
You are convinced that “they” are plotting against you, spying, listening, and always nearby. In time you become further convinced that everyone around you is in on the plot. All conversations are about you, laughter is directed at you, and all friendly actions are aimed at deluding you so as to fulfill the “plot.” At first, you think “they” are only after your stuff, but later you realize “they” are after your life. In the worst stages, you evidence highly irrational behavior, hiring assassins to bump off your “plotters.” You come to trust no one, eventually regarding your former close allies as your worst enemies. This regression should take several years and/or character levels. |
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Horrible Character Trait |
You simply can’t get off your butt. You’d rather stay behind and sleep. You never do anything if there is someone to do it for you, and you’ll pay good money to avoid even the most trivial tasks. You are –6 on Listen checks to awaken from sleep, and –6 on Will saves to resist sleep effects. Further, you are –4 to Reflex saves. |
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Horrible Character Trait |
If a lie can be told, you’ll tell it. You have no compunction about lying, and do so more from habit than intent. Your lies often become rather elaborate as you dig a deeper hole to cover up your cover-up. Yet, even as your nose sprouts branches and leaves, you firmly believe you are correct in what you say, since you long ago gave in to full delusion. As you are very practiced at this, you are +4 to your Bluff checks, but suffer a total inability to recognize someone else’s lie, suffering –4 to Sense Motive. |
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Advantageous Character Trait |
You sit there, unmoving, unblinking, staring silently at your opponent. He is totally unable to read you. Is it a royal flush…or nothing higher than a nine? You conceal it well. You are +2 to Bluff checks in conversation, +4 when dealing specifically with gambling. |
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Wonderful Relationship |
You are friends with a lawmaker, ambassador, emissary, or representative of the people where you live. He has a track record of getting things done, and you’re in good with him. Chances are, if you need a law made or changed, or special permission or clearance to do a certain thing, he’s the one you can turn to. He keeps his door open for you, and you may “call in a favor” of him once per month. But keep these favors relatively simple and inexpensive lest you place him in a compromising situation. |
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Bad Item |
Your father always told you to wipe off the shovel after digging in the garden, but you let it sit caked with dirt and it rusted. Your fight trainer told to you to wipe the blood off your sword, but it too now sits rusted, sometimes sticking in the sheath. You’ve never owned a weapon maintenance kit, much less used one. Your bad habits cost you dearly sometimes, but you just don’t seem to care. All your items suffer 1 HP of damage (bypassing any hardness) per day, if used. When the item reaches zero HP (consult equipment tables in PH), it breaks and is no longer usable. Magic items may save at DC 14 to avoid the damage. |
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Bad Skill |
You’ve tried and failed, countless times. You just can’t figure out how to stay in the saddle. You’re doomed to a life of riding in the wagon. You are barred from the Ride skill. |
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Horrible Relationship |
You wronged someone, that much is certain…wronged him badly. As it turns out, he is a very powerful and influential personage. Great. You know in the back of your mind that he’s coming for you. You just don’t know when, where, or how. You don’t sleep well at night. You are his enemy. There is a 10% chance per each venue that you will encounter some hint, real or imagined, that he is nearly upon you. At some point, this might be true. But each time you suspect it, you will drop everything to escape his “imminent grasp.” |
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Disadvantageous Relationship |
One certain race, sex, religion, nationality, or class of people receives greater attention, respect and trust from you than all others. They can do no wrong in your sight. You aren’t necessarily a part of your chosen preferred group, but you may be. It takes greatly overwhelming evidence against a member of this group for you to consider anything ill of him. As you see it, any accusations brought against members of this group are simply misguided or conspiratorial. You are blind to their faults. You are –2 to Sense Motive when dealing with this sub-group. |
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Disadvantageous Relationship |
You have an inordinate dislike for a certain race, sex, religion, nationality, or class of people. It may be a simple distrust, a dislike that evidences in constant insults, or a deep-seated hatred. It may be founded on a past event, or it may be totally irrational. It takes a greatly controlled effort to associate with this group of people, and very little to set you off. You decry any attempts to laud or exonerate someone from this group as guilt by association, bringing the person’s friend into disrepute. You suffer a –2 penalty to CHA-based skill when dealing with this sub-group. |
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Good Relationship |
You have a cousin who enjoys a relatively high position in his church. He often administers the services on holy days, and makes many spiritual decisions for the parishioners. He seems to have a close connection to the high priest of his religion, and has mentioned a visitation he received once not too long ago. He says you should see him if you need anything…but live a life worthy of the god he serves. You may “call in a favor” of your cousin d4 times per year (provided you are in good standing). Just make sure these favors are relatively simple and inexpensive lest you place him in a compromising situation. |
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Disadvantageous Religious Influence |
The church you are a member of has decreed that your patron deity is displeased with your past actions, but they do not warrant formal discipline, and certainly not atonement or excommunication. Rather, they have placed you on probation for six months so that you may be warned. Your fees for services have increased by 10%. |
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Advantageous Skill |
With a little education and a lot of practice and disciplined study, you have advanced your skills in a particular profession. You have 4 free ranks in a Profession of your choosing, and carry on your person one set of any necessary accoutrements for that profession. |
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Wonderful Religious Influence |
You are leery of sharing this with anyone, just as the priests were leery of sharing it with you. Prophecies are not to be lightly handled or tossed about as daily conversation. Yet, it was told you: you were born to fulfill some prophecy, and the signs are all true. There may or may not be any evidence for this, and you may or may not appreciate knowing. The DM will give you all the details, and while fulfilling the prophecy may be harrowing, the rewards should be significant. |
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Q |
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Advantageous Physical Quality |
Your reflexes are more finely tuned, better honed than average. Without any bonus to your DEX, you have a natural +2 bonus to all Reflex saves. This is NOT the Lightning Reflexes feat, and thus will stack with that feat, if chosen. |
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Wonderful Skill |
You pick up on new concepts and talents a little more quickly than others, gaining a new standard feat every two levels rather than every three. This has no bearing on class feats. |
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R |
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Wonderful Past Experience |
You’ve been once dead already. You’ve seen the afterlife. The DM will tell you what that was like, according to your alignment and/or level of devotion to a deity. Someone raised you, but nobody’s saying who. You wonder if your life has some higher purpose, now that you’ve been given a second chance. You can’t help but think you owe somebody something…if you could only find out who brought you back. Having seen life after death, you no longer fear dying, but you know you’ve got to fulfill your reason for living before you die again. You are 10% likely, in each new venue, to encounter something that offers a possible clue to your search. Once encountered, you will drop everything to pursue the lead. Until you have uncovered the truth, you have no limit on the number of times you can die. |
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Bad Heredity |
Most people would disagree that your home life was that bad. You certainly think it was, though. Who did your folks think they were, anyway, telling you what to do? You’ve been on the run for some time now, and have finally taken up adventuring. Will your heart ever soften toward your family? Would they accept you back into the home if you did return? You are –4 to CHA-based skills due to your bitterness. |
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Horrible Religious Influence |
Nothing seems to go right for you. It seems the gods themselves are against you. Little do you know that they actually are. You have been the recipient of a curse, and seem to suffer from it daily. If only someone would inform you of the behind-the-scenes information, you could amend the situation… Details of this curse are entirely up to the DM, but should be visible often and with significant effect. |
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Bad Relationship |
Your spouse has left you (or you left your spouse), and it looks like you won’t ever be getting back together. Nothing like breaking up a marriage, huh. Roll d4-1 to see how many kids are involved that your spouse now has custody over. You wonder if you’ll ever see them again. You suffer from bouts of depression that spring up once every d6 days, lasting 2d12 hours. During these periods, you can do nothing but mope about. |
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Bad Character Trait |
Your wisdom is lacking in tense situations. Given time to think a problem through, you do just fine, but when there is no time, when it’s all instinct, you instinctively rush headlong into battle. The rush of adrenaline is too much for you and you always act before thinking. You are 50% likely to ignore any suggestions made to you during a conflict, no matter how urgently they are made. |
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Bad Religions Influence |
This makes the fourth patron deity you’ve switched to now…or is the fifth. For the past two years, you’ve doubted everything you one held dear, again and again. You’re no longer sure what to believe, but you know full well you must believe something or be condemned to annihilation when you die…maybe. If only someone would help sort out the pantheon and make sense of it for you, for you want peace of mind. Due to your wishy-washy approach to religion, curative spells and other divine benefits of a non-evil nature are only 50% likely to work for you. |
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Good Heredity |
There it is…on paper…your family tree, and after much and diligent research, you and your father have proven a connection to the king of your land. Of course, there’s about 25 people between you and the throne, but if they all died…heck, you’d be the king! Naturally, being even remotely royal has distinct benefits, and the king isn’t beyond granting his family certain exemptions and privileges. You may “call in a favor” d4 times per year, but keep it relatively simple and inexpensive, lest you place the king in a compromising situation. |
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Advantageous Physical Quality |
Your internal fortitude has been noteworthy all your life, often being the only one in your house not to catch that dreaded sickness. You have no known allergies, and, without any bonus to your CON, you have a natural +2 bonus to all Fortitude saves. This is NOT the Greater Fortitude feat, and thus will stack with that feat, if chosen. |
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Advantageous Mental Quality |
The suggestion of a crafty bard, the song of a harpy, the sleep spell of a wizard—all these and plenty more mental attacks you are better apt to stare at and grin. Without any bonus to your WIS, you have a natural +2 bonus to all Willpower saves. This is NOT the Iron Will feat, and thus will stack with that feat, if chosen. |
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Horrible Mental Quality |
You are supremely dim-witted. You are terrible at figuring out puzzles, disarming traps, picking locks, or anything else that is even mildly intricate. You are –6 to your INT (min 3, max 10), and your mind is limited to only simple concepts. All skills that require mental effort, including Search, are at –6 to you. You have a 75% chance for a speech impediment. |
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(up to 20,000 gp) |
Good Item |
You begin your adventuring career with a magical ring, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
(up to 50,000 gp) |
Wonderful Item |
You begin your adventuring career with a magical ring, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
Wonderful Physical Quality |
Since your birth, everyone has marveled at your amazing constitution. You have a natural 20 CON. If you rolled an 18, increase this to a 22. |
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Wonderful Heredity |
You are not far removed from the throne. In fact, many consider you a prince(ess). You benefit from a direct connection to the king, and have a small portion of his army at your disposal. You have any form of passage you desire, and all the castle amenities you need. You are only d4+1 steps removed from the throne, and a war or a few successful assassinations could land you squarely in command. The king has implored you to strike out to make your own name and experience the adventuring life so that, should you need to rule one day, you’ll be better prepared, more able to handle any situation you find yourself in. You are able to “call in a favor” once/month but they should be relatively simple and inexpensive to keep the king out of compromising situations. You are +4 to Reputation. |
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Horrible Wealth |
In your past, which you like to share with no one, you were stolen from your homeland and subjected to forced labor for bare rations. Or, perhaps you were born a slave because your parents were in servitude. Or, maybe you were legitimately a slave, the product of a defeated nation, stripped of your rights as a freeman. Whatever, you have now escaped and are running for your life. You own nothing but your meager clothing and there’s a price on your head…and a brand on your back. In each new venue, you are 20% likely to encounter something that hints at your pursuers, and you will drop everything to avoid recapture (and the punishment awaiting you). Many of these encounters, though not all, will be real. |
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S |
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Good Relationship |
Your eldest sister always was a reader. Now it’s paid off for her, and she enjoys the prestige and status of instructing all the scholars. She’s a keeper of odd knowledge, a researcher of things mysterious, arcane, and fantastic. She charges grandly to part with her knowledge, but she’s mentioned that you can come by any time for a drastically cut rate…and a home-cooked meal. For her information, she will charge you only 50% the normal fee. She is 75% likely to know something meaningful about the subject you seek, 50% likely to know something important, and 10% likely to know a critical piece of information. |
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Disadvantageous Character Trait |
You have no personality of your own. To fill this void, you select a role model and make every attempt possible to become like that person. Your selection is based upon as different a person as is possible with regard to yourself. You dress and speak as much like that person as you can, and seek to be like him in all your ways. (Sometimes a fellow adventurer is the hapless hero of your malady.) |
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Bad Mental Quality |
You have a split personality, manifesting in d4 completely separate and distinct personalities from your “own.” Each “new” personality is different in alignment, goals, and preferences…and possibly class (without any actual knowledge of that class). Every day there is a 15% chance you will switch personalities for no apparent reason, but when in stressful or exciting situations (e.g. decisions, combat, important conversations, etc.), the chance is 15% per round for as long as the stress continues. Your true personality (one of the many) should be pre-determined, and is the one your ability scores, saving throws and skills are based upon, but is not necessarily the one you display when you first begin your adventuring. When manifesting a false personality, the numbers do not change, but your interpretation and use of them does. |
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Advantageous Mental Quality |
You’ve had a little more schooling than the average bloke in your community. Or, perhaps there was one subject that you just latched a hold on. You have 2 free ranks in one Knowledge skill of your choice. |
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Disadvantageous Physical Quality |
You succumb to rashes easily, and your armor chafes you daily. You cannot bear to wear armor for any longer than eight hours and must remove it for at least two hours for relief. You are –2 to all Fort saves involving contact poisons. If you wear your armor for longer, you suffer a cumulative –1 penalty for each hour beyond 8 to all attacks, saves, and skill checks. |
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Horrible Mental Quality |
You are completely controlled by your addiction to one of these substances, determined by rolling a d8: 1-3) marijuana/hemp, 4-5) opium/poppy, 6) coca leaves, 7) a low-level spell that controls your emotions, or 8) a miscellaneous rare substance. You must have a mind-influencing “hit” of your addiction at least once per hour, and if this is denied, you will go into withdrawal, becoming wild and unpredictable, possibly attacking your friends (50%, inc. 10% each hour until satiated). You will go to ANY lengths to acquire your substance, at any cost to you and others. If you have a constant supply, however, you are quite agreeable and reasonable. |
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Horrible Mental Quality |
You have succumbed to an uncontrollable fear of something, randomly drawn from the List of Phobias. When confronted with the selected condition, you will completely freak out, acting from your overwhelming fears. Your days are rife with worrying about possible confrontations. |
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Wonderful Character Trait |
You are very aware of your surroundings. Precious few attempts to sneak up behind you have succeeded, and your friends have a pot building on who can do it first. You have the Uncanny Dodge feat free (cannot be surprised), are +6 to Listen and Spot checks, and +4 to Reflex saves. |
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Good Skill |
Not much is lost on you. Your ears are sharp, your eyes keen. You awaken from sleep at just the right moments to catch something amiss. You “notice” when someone is near, or when the situation just isn’t right. You are +4 to Search, Spot and Listen skill checks. |
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Disadvantageous Character Trait |
Like Pig Pen, you are a mess. Everything about you is totally disorganized, dirty, unkempt, and…well, slovenly. It takes you a full round to pull something from your backpack because you must unearth it first. You are –2 to your rolled CHR and COM because you’re always filthy |
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Bad Skill |
Your get-up-and-go has done got up and went. Perhaps because of a bad hip, or a poor stamina, or maybe because you generally lack coordination…whatever the case, you are a poor runner. You suffer a –10 penalty (medium) or a –5 penalty (small) to your speed, cannot run at x4 speed, and may have no more than two attacks per round, regardless of source (i.e. base attack, attack of opportunity, hasted, etc.) You are one non-energetic slug. |
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Horrible Skill |
It takes you a bit longer to learn new things than normal. At first level, your skill point multiplier is x3 rather than x4. At each additional level, you have only a 50% chance to gain your SP for the new level. |
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Advantageous Heredity |
Your father has willed you a small fortune (d6 x 1000 gp). The physicians have given him only 2d4 more months to live, and while that means you lose your father, you also gain a nice inheritance. |
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Good Mental Quality |
You were blessed with an astounding intelligence since birth. You’ve probably won several quiz bowls in your life. You have a natural 18 INT. If this is also your rolled score, increase it to 20. |
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Good Character Trait |
Put simply, people love you. You can blend into just about any society, rich or poor, noble or common, any race. You do so effortlessly, gaining a +4 bonus to all checks for Sense Motive, Gather Information and Diplomacy. |
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Horrible Religious Influence |
Oh, the depths to which some people will plunge for a little advantage. You once cried out that you would sell your soul to a devil if you could just land that one business contract. Devils hear those sorts of pledges, and one visited you that very night. Now, your soul is its, and your business failed anyway. There are ways to regain possession of your soul, but they are costly… |
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Advantageous Physical Quality |
From the moment you learned to walk, you chose to run. Now it’s paid off, for you’re a bit more fleet of foot than average. You gain a bonus 10 feet to your base movement, and are able to run at x5 for d4 rounds, but you become winded afterwards and must rest at least an hour before doing anything else strenuous. The bonus movement stacks with any race or class adjustments. |
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Bad Relationships |
Whether there was conflict at home, or a criminal act, you’re not saying…because you don’t know. The one sure fact is that your spouse is gone…with some personal effects, and there was no note of explanation. Was it abduction? An affair? That’s one question you hope the adventuring road will answer. With each new venue, you are 10% likely to encounter something that offers a possible clue to your search, and once encountered, you will pursue it to the neglect of all else. |
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Wonderful Physical Quality |
Since your birth, everyone has marveled at your amazing strength. You have a natural 20 STR. If you rolled an 18, increase this to a 22. |
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(d6 x 50 gp/mo) |
Advantageous Wealth |
You are the beneficiary of a trust fund, created either by a rich relative, an unknown benefactor, or from the winnings of a lottery. Roll d6 x 50 gp once for receipts every month thereafter. |
(d4+5 x 1000 gp/yr) |
Good Wealth |
You are the beneficiary of a trust fund, created either by a rich relative, an unknown benefactor, or from the winnings of a lottery. Roll d4+5 x 1000 gp once for your annual payment, which you will first receive in one week. |
(10,000 gp/yr) |
Good Wealth |
You are the beneficiary of a trust fund, created either by a rich relative, an unknown benefactor, or from the winnings of a lottery. You receive 10,000 gp for your annual payments, which you will first receive in one week. |
Bad Wealth |
Through no fault of your own, just a run of bad circumstances, you are homeless and penniless, not a copper to your name. The clothes on your back are your only possession, styled according to your social status, for your standing in the community and your contacts haven’t changed. It’s just time to start anew. |
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Good Physical Quality |
You were blessed with an astounding strength since birth. You’ve probably won several arm wrestling contests in your life. You have a natural 18 STR. If this is also your rolled score, increase it to 20. |
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Disadvantageous Physical Quality |
Your vision is acutely farsighted. You can’t make out much detail closer in than your arm’s length. Corrective lenses exist, but are extremely expensive (treat as magic eyewear for cost purposes). You are –2 to Appraise, Craft, and any other skills requiring close-up vision, and cannot read (has nothing to do with intelligence). |
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Bad Physical Quality |
Your vision is acutely nearsighted. You can’t make out much detail farther away than your arm’s length. Corrective lenses exist, but are extremely expensive (treat as magic eyewear, for cost purposes). You are –4 to Search, Spot and any other skills requiring far vision, and cannot Sense Motive. Also, you are –2 to hit with ranged weapons beyond 30 feet and –2 to Willpower saves to disbelieve illusions. You cannot recognize people until they are within 30 feet. However, this has its benefits; you are 25% naturally resistant to gaze attacks. |
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Horrible Character Trait |
Everything you do…you do it for you. The needs of others are totally insignificant. All things of value should be yours…gimme, gimme, gimme. Must…have…more. It is not beyond you to betray a trust for money, to run roughshod over your own mother for a few extra gold. You steal when you can, borrow with no intent to repay, grab, root, and growl. Everything exists to benefit you alone…period. If offered a bribe, you automatically accept, as you are the father of Judas. With a high INT score, you might be able to organize a pyramid scheme or fraudulent scam to swindle people of their gold. |
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Advantageous Character Trait |
You led a hard life growing up, whether rich or poor. Things just seemed to go badly for you. Where most people would have fallen down, you refused, steeling yourself against your adversities. You have a natural +2 bonus to all saves as a result. |
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Bad Physical Quality |
Yep, your intestines are home to a few tapeworms that busy themselves with eating your food for you. You have to take x3 the normal quantity of food to feed them and yourself adequately. It’s frustrating, because you know you’ve got something wrong with you, but no idea what it is or what to do about it. Maybe with a little adventuring, you can afford the proper clerical treatment. Though you do not know this, you have but d6 months to live, at which time you will begin losing 1 point of CON permanently each week until dead or properly diagnosed and cured. The cure will be costly and painful. |
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Disadvantageous Wealth |
Who knows why you are the hapless victim, the butt of practical jokes for several sprites, pixies or gricks. Sometimes you think you see them, but most often you don’t. What you do know is that they keep taking your stuff and stealing your money. There is a 20% chance every week that they will steal something from you. If successful, roll a d10. On a 1-7, multiply by 10 for the amount of gold they nabbed; on an 8 or 9, they stole a mundane item of up to five pounds; on a 10, they took something valuable weighing no more than five pounds. The Spot DC to catch them in the act is 30, a Listen check while you’re sleeping is DC 30. Thus far, no amount of safekeeping has protected your stuff. |
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Wonderful Mental Quality |
The thoughts of others are plainly evident to you, and you may converse with them mentally if you know their language. As you grew up, you learned to filter out the “noise” of your and other people’s thoughts, focusing on a single person. You need only eye contact with your target to attempt this link. After establishing initial contact, you need no longer maintain eye contact, and may have distance between you and your target equal to 100’ per level. Roll d20, adding your INT bonus and adding one for each of your levels, but subtracting one for each additional person within 20’ of your target. This roll sets up the Willpower DC for your target to resist being linked. When you form a link, you know all the current thoughts of your target. You do not benefit from any of his physical senses directly, but he may communicate this as he wills. You do not have command over your target. You may link to only one target at a time. The target receives a new save each minute to break your link (you do not roll again to set the DC) or you may disconnect as you desire. |
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Bad Item |
You never know where you last placed your house key. Or your shoes for that matter…or that +5 Holy Avenger. You’ve got a terrible knack for misplacing things, and this causes many wasted hours of searching it out. (And you are –4 to all your Search checks.) You get one Search check per hour at DC 15 for each misplaced item. Further, there is a cumulative 10% chance per hour of searching that it is forever gone, perhaps stolen, perhaps sucked into the black hole behind your washing machine. You have no idea where it all goes. |
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Good Physical Quality |
You remember when you first discovered your unusually thick skin; you fell in a patch of thorns and never felt it. Due to some blessing of the gods, a residual trace of mixed blood, or just some genetic fluke, you have an abnormally thick hide, which grants you a natural armor bonus of +4 to your AC. |
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Advantageous Item |
How you obtained these three potions is unimportant. According to your history, you may have inherited them, found them, bought them or stole them. What matters is that you are starting your adventuring career with three minor potions tucked neatly into your belt. Roll randomly on the potion chart in the DMG or assume they are all curative. |
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Horrible Mental Quality |
You have forgotten everything, a result of either a severe illness or a head injury from your past, but…you don’t remember it. You have no idea who you are, or any details of your family or childhood. You have 2d4 days of memory, and that’s it. You are adventuring because you want to remember. With each new venue, you are 5% likely to encounter something that triggers a memory, and when this occurs, you will pursue this lead with all your might. These clues may not be actual links to your past, but may be similar enough to grant you a new insight into all those forgotten years. |
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Wonderful Mental Quality |
It seems as though you haven’t forgotten a thing your whole life. You read a book and it is nearly memorized. You never misplace anything. You meet someone once and remember his name from then on. Dates, facts, figures…you are a walking resource book. It’s not perfect, though, just amazing. Your Knowledge checks are made at +6 for past knowledge. When called upon to remember something (something that happened in game or something the character would likely have experienced in his past), you are +6 to your Memory check. |
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Good Physical Quality |
You were blessed with an astounding health since birth. You’ve probably never been sick in your life and you always rebounded well from bumps and bruises. You have a natural 18 CON. If this is also your rolled score, increase it to 20. |
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Good Past Experience |
For a whole year prior to pursuing the adventurer’s path, you were in military service. Most of that time was in physical training and study about the art of war. You have a +2 training bonus to your base attack, regardless of current class, and 4 free ranks in Knowledge (military). |
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Horrible Physical Quality |
The periphery is lost on you, for you can see only a 60° angle directly in front. All that stuff that goes on around you…what stuff, you say. You are –6 on Spot and Search checks. Foes may flank you at angles rather than being limited to direct opposition, but you receive a +2 bonus against gaze attacks to avert your eyes. |
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U |
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Bad Skill |
No one took the time to teach you anything beyond reading and writing. (At least you know that much.) Or, you might have been that pitiful student who always stared out the window, daydreaming about a life of adventuring. Well, here you are…an adventurer who doesn’t know a blessed thing. You cannot put ranks in any Knowledge skills unless you go back to school. |
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Horrible Skill |
You have a knack for screwing up at the darndest times. You’ve ridden that horse a hundred times, but today, for some weird reason, you fell right off. All skills are subject to a “failure” chance, which the DM rolls secretly. If the skill check shows success, you surmise that you have done a good job. But you have a 25% chance of botching it anyway, though you thought otherwise. |
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Bad Skill |
Things tend to pass you by. You never seem to be looking in the right place, even when it’s right under your nose. Conversations are often lost on you, hide and seek is your least favorite childhood game, and minor tricksters love to perform for your type. You cannot put ranks in Search, Spot, or Listen. |
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Disadvantageous Skill |
In the world of economics, you’re a consumer. If others were mean in this way, they might call you a leach on society. You’ve supplied absolutely nothing for the world, but have taken all you needed. You have no Craft or Profession skills, nor can you ever obtain any. |
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V |
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Bad Past Experience |
You don’t speak of it, but the memories haunt you every day. As you travel, you look for that face, that one awful face that gloated over your body as your soul was ripped from you, stolen along with your virginity, sanctity and purity. If you ever see the face you seek, you will kill. (This is equally applicable to either male or female.) You are 5% likely in each new venue to encounter your rapist or someone who reminds you of him. If the real one, you will drop everything to hunt him down to kill. |
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Wonderful Religious Influence |
You’ll never forget the day your room lit up with a light brighter than the noonday sun. You’ll never forget the soft yet booming voice that breathed across your body raised a few inches off the floor. You’ll never forget the fact that not one other person in your house saw, heard or felt anything. And you’ll never forget the avatar’s charge to follow his god with all your complete devotion, for great things are to be done. Your path has just begun, and you have been so charged. The DM will work out for you specific and significant characteristics and advantages according to this visitation. |
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Wonderful Religious Influence |
The church summoned you one day to tell you that an avatar of his god had visited the high priest, a very rare and very important event. The message was for you. Because of some heroic thing you or your recently deceased family member has done, or because of a tremendous gift to the church, or for countless generations of unbroken devotion, or something along those lines, that same avatar has vowed to aid you in your time of greatest need. You are given a horn with which to call it. |
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Horrible Items & Horrible Wealth |
(**Applies to either items OR wealth, not both.) You have taken a solemn oath for life, that you will not yield to the temptations of material possessions, whether money or things. You forbid yourself all the cares of the world, considering yourself more pure than others, less defiled by so many trappings. As an adventurer, though, you have some sensibility, and will outfit yourself with the most meager of supplies, and shun upgrades of equipment. Any money you attain is quickly disposed of. |
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W |
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Bad Physical Quality |
An injury of long ago (or birth defect) has given you one leg that is two inches shorter than the other. Your movement is reduced by 5 feet, and you can’t run at all (only hustle or double movement). With a little humor, you can make light of the situation, and with riches pay to have it regenerated. |
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(up to 5,000 gp) |
Good Item |
You begin your adventuring career with a magic wand, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
(up to 15,000 gp) |
Wonderful Item |
You begin your adventuring career with a magic wand, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
Horrible Wealth |
You simply cannot hang onto your money. It simply slips through your fingers, and you have no idea where it goes. You buy a 25-gp meal when a 3-sp meal would do. You stay in the most lavish inns, drink only the finest elfish wines, and adorn yourself in the costliest raiment. Whatever the means, you never seem to have enough cash on hand. Every day, subtract d4x10 gold pieces of your liquid assets (coins, gems, small treasure) to represent your wasteful ways. If this is not readily doable, you will sell something of value for extra cash. If you ever become broke, you just might consider debt. |
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Advantageous Relationship |
Your older brother is a trained fighter, either a member of the guard, a branch of the military, or a Fighter with levels. Sometimes you can call on him for assistance, and he is usually happy to oblige. Usually he is too busy defending something or attacking an enemy. If you ever get in trouble with the law, this relationship is invaluable, but he doesn’t like you to abuse it. You may “call in a favor” d4 times/year, but these must be relatively simple and inexpensive. |
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Horrible Past Experience |
You looked on in abject horror as, one by one, your immediate family was slain before your eyes. They would have killed you, too, but the murderers were startled by a sudden loud noise they heard outside your home. When the adventurer’s crashed in, they found your entire family lying in blood at your feet, and your young body slipping into shock. You were rescued, and your family properly buried, but the perpetrators were never brought to justice. Upon your life, they will be… You are 20% likely in each new venue to encounter something that offers a possible clue in your search. In your blind drive to find the killers, you will drop all to pursue them at even the slightest hint of a lead. |
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Good Skill |
Having lived in or around a body of water all your life (pond, river, lake, ocean, etc.), you have developed your swimming skills beyond normal. You are +4 to Swim checks, you can swim twice as far, and you can hold your breath twice as long as you ordinarily would be able to. |
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Horrible Physical Quality |
You were born with a heart that flutters, murmurs, skips beats, and always pulses in sporadic rhythms. You are –6 to all Fort saves (CON is not reduced), and are susceptible to fainting. Under any highly stressful situation, you must make a Fort save DC 12 or pass out for d4 rounds. |
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Bad Physical Quality |
While your sense of smell is acute, it often turns your stomach. Strong scents disturb you, including all dead, undead, and most unclean monsters. Many bad wounds and other gruesome sights have a similar effect. After the initial contact, you make a Fort save DC 15 or spend the first round vomiting. You must eat only bland foods, and rarely visit taverns. |
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(up to 10,000 gp) |
Good Item |
You begin your adventuring career with a magic weapon, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
(up to 50,000 gp) |
Wonderful Item |
You begin your adventuring career with a magic weapon, randomly determined, not to exceed in value the stated amount. How you got this is between you and the DM. |
Wonderful Physical Quality |
You got past your awkward adolescent years with mixed baggage. Those who were jealous mocked you, and cruelly at times. Those who were friends, revered you. Some were afraid. All this because of your wings. No one is certain how or why you have them…some speculate there’s mixed blood with a giant eagle or roc in your ancestry, some suggest a dragon or celestial creature, still others offer that you’ve been directly blessed of the gods and must prove yourself. Perhaps that is why you travel, to determine the meaning of all this. Your wings you cannot hide, for they are as large as you (whether feathered, leathery or scaled is up to the DM). The best you can do is fold them up behind you, and some cloaks will conceal their presence, though making you look hunchbacked. You fly at 50 with average maneuverability. Other details may need to be discussed with the DM. You are +2 to Reputation. |
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Good Mental Quality |
You were blessed with an astounding wisdom since birth. You’ve probably solved several riddles, puzzles, and mysteries in your life. You have a natural 18 WIS. If this is also your rolled score, increase it to 20. |
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Advantageous Past Experience |
A couple of years ago, you entered a regional contest of might or wit or something, and won the thing handily. Everyone in your village/town/district now knows you by name and many of the taverns post your likeness at the bar. You’re a local legend, and your adventures should only add to your fame. You have a medallion worth 100 gp, and you are +1 to Reputation. |
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Bad Past Experience |
You might have been framed, or simply in the wrong place at the wrong time, but the authorities bagged you with the crime. You knew a long prison sentence (or execution) was likely, so you split. Now you’ve got to prove your innocence before they catch you…or just keep on running. You are +2 to Reputation for the wrong reasons. As you run, you are 10% likely with each new venue to encounter something that offers a clue (real or imagined) to solving your case. Once encountered, you will drop everything to pursue this lead. |
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X |
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Wonderful Physical Quality |
From birth you’ve demonstrated a remarkable ability to see through things. Lost items are rarely lost to you, for your vision can penetrate any substance that might be concealing the item. You were usually banned from playing Hide ‘n’ Seek as a kid, and during puberty indulged yourself wantonly on the bodies of the opposite sex, for their clothes were no barrier. You have learned through practice that you can see through one inch of metal, one foot of stone, three feet of wood, and any thickness of cloth. (The DM will extrapolate the thickness of other materials.) Today, naked bodies mean nothing to you, for you have seen them all. Plus, you can make out the internal organs and skeletons of any creature, doubling your critical threat range and doubling your Heal checks. This stacks with the Improved Critical feat. |
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Y |
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Horrible Character Trait |
Put simply, you’re a fraidy-cat, a coward, a wuss. Without any penalties to your WIS score, you incur a –4 penalty to all Will saves. You are 50% likely to bolt rather than fight, though you know of potions and/or spells that will help bolster your resolve. (Calm emotions, resist fear, etc. These will reduce the chance to 25%.) In speaking situations, you are similarly 50% likely to clam up rather than talk. You automatically fail your resistance to intimidation or torturous situations. You are –4 to Concentration checks. |
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Z |
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Bad Religious Influence |
Only those of your faith say you’re doing a good thing, when they speak to you directly. To others, they think you’re going a bit too far. All those outside your religion think you’re completely nuts. You will take no course of action unless it perfectly coincides with the printed, stated or revealed will of your patron deity. Any other action is strictly forbidden, whatever the cost. To your deity alone are you beholden, and you will not be swayed off the rigidly straight and extremely narrow path. While on the straight and narrow, you exhibit a heightened enthusiasm and will vigorously attempt to win the support of others to your cause. You are +2 to Intimidate, but –4 to Diplomacy and cannot use the Bluff skill in verbal ways (only in combat). |