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Unusual HomelandEdit

You grew up in a region not typically associated with the lands that your people call home. Roll on the Unusual Homeland table to determine the homeland of your family. If the result is one that is typical for your race, this region is one where there are few other members of your race, outside of your family.

Unusual Homeland
d% Result
01—10 Subterranean: You gain access to the Surface Stranger regional trait.
11—25 Mountains: You gain access to the Highlander regional trait.
26—40 Plains: You gain access to the Savanna Child regional trait.
41—50 Town or Village: You gain access to the Militia Veteran regional trait.
51—60 City or Metropolis: You gain access to the Civilized social trait and the Vagabond Child regional trait.
61—70 Forest: You gain access to the Log Roller regional trait.
71—80 River, Swamp, or Wetlands: You gain access to the River Rat regional trait.
81—85 Desert: You gain access to the Desert Child regional trait.
86—90 Sea: You gain access to the Sea-Souled regional trait.
91—95 Tundra: You gain access to the Tundra Child regional trait.
96—100 Another Plane: Your GM chooses the plane. You gain access to the Scholar of the Great Beyond faith trait.

Circumstance of BirthEdit

Roll once to determine the circumstances of your birth.

Circumstance of Birth
d% Result
01—40 Lower-Class Birth: You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait. Roll 2d20 on the Parents' Profession table to determine your parents' occupation, instead of rolling d%.
41—65 Middle-Class Birth: You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait.
66—70 Noble Birth: You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and the Rich Parents social trait. Roll on the Nobility table: Nobility to determine your family's noble rank.
71—72 Adopted Outside Your Race: You were not raised by your birth family and grew up in a family of a different race than your own. Roll on the Adopted Outside Your Race table.
73—77 Adopted: You were not raised by your birth family, but taken in by another family within your race or culture. Roll twice instead of once on the Parents' Profession table—once for your birth family and a second time for your adoptive family. You gain access to traits granted by both sets of parents.
78—81 Bastard Born: Your parents had a tryst that resulted in your birth out of wedlock. You know one of your parents, but the other remains unknown or a distant presence at best. You gain access to the Bastard social trait and the Shamed story feat.
82 Blessed Birth: When you were born, you were blessed by a being of great power such as an angel, azata, or genie. This blessing has protected you from certain peril or marked you as special to some deity. You gain access to the Blessed faith trait and the Birthmark faith trait.
83—84 Born of Violence: Your birth was caused by violent, unwilling means. You have one parent, and the other likely remains unknown. You gain access to the Axe to Grind combat trait and the Bastard social trait.
85 Born out of Time: You were born in a different era, either the distant past or the far future. Some event has displaced you from your time, and the ways and customs of the present seem strange and alien to you. You gain access to the Scholar of the Great Beyond faith trait.
86—87 Born into Bondage: You were born into slavery or servitude. Your parents are likely slaves or servants, or you were sold into slavery as an infant. You gain access to the Life of Toil social trait.
88 Cursed Birth: When you were born, a powerful fiendish entity tainted your blood in some way and cursed you as an agent of dark prophecy. You gain access to the Fiend Blood bloodline race trait and the Accursed story feat.
89—90 Dishonored Family: You were born into a family that once was honored among your society but has since fallen into disgrace. Now your family name is loathed and maligned by those who know it, putting you on your guard. You gain access to the Reactionary combat trait, the Lost Legacy story feat, and the Redemption story feat.
91—92 Heir to a Legacy: You are the heir to a family with an old name and a distinguished past. Your family might be wealthy or middle class, but your name itself is worth twice your fortunes. You gain access to the Influence social trait and the Rich Parents social trait.
93—94 Left to Die: When you were born you were left to die, but by some twist of circumstance you survived. You gain access to the Courageous combat trait, the Savage social trait, and the Arisen story feat.
95 Marked by the Gods: A deity has marked you. That mark can be on your body or your soul. You gain access to the Birthmark faith trait, the Sacred Touch faith trait, and the Prophet story feat.
96 Energy Infused: During your birth you were exposed to potent source of divine energy. You gain access to the Sacred Conduit faith trait and the Sacred Touch faith trait.
97 Progeny of Power: You were born during a particularly powerful conjunction or in some other time of power. You gain access to the Magical Talent magic trait, the Charming social trait, and the Sacred Touch faith trait.
98 Prophesied: Your birth was foretold, as recently as during the last generation to as far back as thousands of years ago. You gain access to the Prophesied faith trait.
99 Reincarnated: You have been reborn in many cycles, and may be reborn in many more until you accomplish the ultimate task for which you are destined. You gain access to the Reincarnated faith trait, the Arisen story feat, and the Forgotten Past story feat.
100 The Omen: The sages, priests, or wizards of your society decreed your birth an omen of a coming age or event—perhaps you are an omen of promise, perhaps one of dark times ahead. You gain access to the Omen faith trait.

Parents' ProfessionEdit

Most of the time, your parents both come from the same social stratum. It's uncommon, but not unheard of, for people to marry outside their caste. Roll on the table below to determine the principal profession of your parents.

Parents' Profession
d% Result
01—05 Slaves: You gain access to the Life of Toil social trait.
06—25 Serfs/Peasants: You gain access to the Poverty- Stricken social trait.
26—30 Entertainers: You gain access to the Talented social trait.
31—34 Soldiers: You gain access to the Tactician combat trait.
35—37 Sailors: You gain access to the Worldly social trait.
38—40 Thieves: You gain access to the Child of the Streets social trait.
41—55 Yeomen: You gain access to the Savanna Child regional trait.
56—70 Tradespeople: You gain access to the Artisan social trait and the Life of Toil social trait.
71—85 Artisans: You gain access to the Artisan social trait.
86—95 Merchants: You gain access to the Merchant social trait.
96—100 Clergy or Cultists: You gain access to the Child of the Temple faith trait.


Adopted Outside Your RaceEdit

If you made a roll that determined your character was adopted outside your race, roll on the table below to determine the type of creature that raised you.

Adopted Outside Your Race
d% Result
01—05 Adopted by Dragons: For its own purposes, a dragon raised you as its own. You have learned the language and history, wisdom, power, and might of dragonkind. You gain access to the Blood of Dragons bloodline race trait and the Magical Knack magic trait.
06—10 Adopted by the Fey: Your adoptive parents were fey creatures such as korreds, pixies, or a dryad. You gain access to the Charming social trait and the Magical Knack magic trait.
11—13 Raised Among the Dead: Your adoptive parent is a nonliving creature, such as a spectre, ghost, lich, or vampire. You were likely raised in empty ruined halls, among tombs and crypts, by a creature that feeds on life. What its purpose was for raising you, none can say. You gain access to the Deathtouched bloodline race trait, the Magical Knack magic trait, and the Glimpse Beyond story feat.
14—19 Raised by Angels: Angels attended your birth and took you to live with them in the heavens. These cosmic beings expanded your view to encompass not just the world but the larger universe. You know that wherever you go, your angelic parents watch over you. You gain access to the Blessed faith trait.
20—25 Raised by Beasts: When you were separated from your biological parents, you were found and raised by wild beasts. Your ways are the ways of the wild, and along with your advanced survival instincts you've adopted the natural habits of a specific beast. You gain access to the Resilient combat trait and the Feral Heart story feat.
26—70 Raised by Civilized Humanoids: You were raised by a community of civilized humanoids of a race different from your own (chosen by your GM). Your attitudes, beliefs, and values reflect that race, although characteristics of your true nature frequently emerge. You gain access to a race trait from the race that raised you.
71—95 Raised by Savage Humanoids: You were raised by savage humanoids such as orcs, kobolds, gnolls, troglodytes, or lizardfolk. As a result, your values, customs, and traditions are those of your adoptive parents, though characteristics of your true nature frequently emerge. You gain access to the Savage social trait.
96—100 Fiend Raised: You were separated from your natural parents and raised by a fiend who taught you the cruelty and malice of the gods and worked to fashion you into its own mortal instrument to corrupt innocent souls. You gain access to the Fiend Blood bloodline race trait and the Damned story feat.

NobilityEdit

As a person of noble rank, you have access to a degree of wealth, privilege, or influence beyond that of the common people. If your character is of noble birth (and comes from a society where the nobility uses a traditional structure of rank), roll on the Nobility table to learn your parents' position among the ruling class.

Nobility
d% Result
01—60 Gentry: You are the child of a minor lord, lady, or noble with an income, hereditary land such as a manor, and titles. You likely grew up in a manor and your parents were paid tribute by peasants. Your parents serve a higher baron, count, or duke.
61—78 Knight: You are the child of a knight, a noble with estates, titles, and lands who serves a lord. Your family has sworn an oath of fealty to a liege—such as a baron, count, or duke—and commits to military service in his or her name. As the child of a knight, you may serve as a squire to another knight while pursuing your own path to knighthood.
79—85 Baron: You are the child of a baron or baroness, a noble responsible for a land encompassing several smaller manors that pay tribute. Your parents receive orders directly from the monarch, and you're expected to attend the royal court. You are entitled to hereditary estates, titles, and land.
86—91 Count: You are the noble child of a count or countess. Your family members receive hereditary titles, land, and estates, and are among the most wealthy nobles in your domain. Knights and minor lords pay tribute to your family, and your parents attend directly to the monarch. You're expected to attend the royal court.
92—96 Duke: You are the child of a duke or duchess, the most powerful noble in the realm apart from the royal family. Your parents attend directly to the monarch and have the highest place at court. Your lands, titles, and estates are significant, and many lords and knights serve under your parents' command.
97—99 Minor Prince: You are the child of a prince or princess, and part of the royal family. You aren't the next in succession, but your power and wealth are grand indeed.
100 Regent: You are a prince or princess, the son or daughter of the monarch. You owe fealty directly to your parents, and to no one else. Few command the power and wealth you do, and your presence inspires great respect, if not total awe, among those who kneel before the crown.
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