Finder of lost things: Whether you are an aspiring investigator or bounty hunter, newly deputized member of the Swallowfeld militia, or self sufficient woodsman, you’ve always had a knack for finding things and solving problems, and the people around town know you for it. You’ve accepted a job from the merchant Tryfena to recover a pair of silver earrings with three red stones in them that was recently stolen from her shop. She’s offered you 100gp for the return of the jewellery. She doesn’t care what happens to the thief. You gain a +1 to perception checks to search, and +1 to survival checks to follow tracks, and one of these skills is always a class skill for you.
Family Matters(Elves or half elves only): You have traveled to the lonely coast at the behest of the cruel elven mercenary captain Tahllian Liaiamne, whose son has fled from his duties. The concerned father has offered you 100gp if you can find his son and convince him to return, or at least get word back of his whereabouts. Your time among the mercenaries have taught you to watch your back and sharpened your reflexes. You gain +1 to Reflex saves.
Respect your elders: One of your parents was raised in the church of Darlen, and has sent you out to pay tribute to one of their old mentors. They have given you a finely illustrated copy of Darlen’s Book of Exalted Prayers with instructions to deliver it to Father Ruan, the Head Abbot of the priory of Cymer. You gain a +1 trait bonus on Knowledge (religion) and Knowledge (history) checks, and one of these skills is always a class skill for you.
Pilgrim: You are a devout follower of Darlen and have undertaken a pilgrimage to the priory of Cymer to pray before the high altar. You hope that this will provide some guidance or relief from the dark dreams that have troubled you of late. Your unshakeable faith grants you a +1 to Will saves
InfectedSomething dark and unnatural has begun to creep forth from the wilds of the Lonely Coast and you have recently run afoul of it. You begin the game infected with zombie rot, and are hurrying to the priory of Cymer in the hopes that the monks there can cure you. You gain a +1 to Fortitude saves, and if you are cured, you gain a +2 to save vs any future diseases.
Last Ironwolf (humans, half elves, half orcs only) : Your great uncle was Valentin Ironwolf, a famous adventurer who retired to the lonely coast to establish a keep on the frontier, and was never heard from again. Raised on stories of you famous uncle and his mysterious disappearance, you have gathered the last of your inheritance and traveled to the Lonely Coast to follow his legacy. You have determined that your first stop should be the archives at the priory of Cymer. You gain an additional 300gp at character creation, and a +1 on Knowledge(nobility) checks.
Local kid makes good: You have always been someone the other kids looked up to, known for always doing the right thing. Rumours of bandits and other, darker, things harassing the good folk of the Lonely Coast – your friends and neighbours – are becoming more and more common, and its about time someone stood up and did something about it! You gain a +1 to save vs fear effects, and +1 to CMB checks to one combat maneuver of your choice.
Student of the Tuath:You have been apprenticed to a sage who has devoted their life to studying the history of the Tuath The lost civilization that ruled this area long before the coming of modern man. You comb the ancient places of the Lonely Coast for any new information on the Old People and their places of power. You gain +1 to Spellcraft and Knowledge(arcana) checks and one of these skills is always a class skill for you.
Maben’s Irregulars: You are in service to the Locher family that rules the Lonely Coast, moving from town to town, keeping your ears to the ground and reporting issues back to the constables. Some might call you a snitch or spy, but you like to think of yourself as someone who solves problems before they become problems. You gain +1 to diplomacy checks to gather information and +1 to Knowledge(local) checks, and Diplomacy or Knowledge(local) is always a class skill for you.
Stalked by shadow wolves: The night of your birth a black shadow wolf rampaged through your village. All your life you have felt a dark kinship to the secretive beasts. You gain a +1 on stealth checks, and +1 to handle animal checks relating to wolves and similar canines.
Wolverton Miner: You spent time working in the mines of Wolverton. It was dirty, dangerous work and you got out as soon as you were able, but the experience toughened you up and taught you the value of a copper. You gain a +1 to Fortitude saves and +2 to gather information checks in Wolverton
Reformed Bandit: You had a brief foray into banditry. You were caught and pardoned by the Lochers ( what you did to earn this pardon is up to you to decide). You gain a +1 to intimidate checks and it is always a class skill for you, and you gain a +1 to CMB to dirty trick or disarm maneuvers