The Random Campaign (Inactive)

Game Master Broken Prince

Randomly generated characters go on random adventures for fabulous random treasures! Alright so they are build with a 20 Point Buy, and the DM does finagle things a little so they make some sort of sense, but otherwise utterly random!

Also designed as a low commitment campaign, with re-recruitment whenever the numbers drop below 6.


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The Exchange

Ok this sounds fun here are my rolls.
For class and race
1d20 ⇒ 161d8 ⇒ 7

The Exchange

Human Sorcerer simple enough Bloodline roll
using the list from here discounting racial blodlines
http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines
1d34 ⇒ 27

The Exchange

Human Sorcerer shadow bloodline
2d6 ⇒ (6, 4) = 10

The Exchange

Human Sorcerer shadow bloodline 100 gp


class: 1d20 ⇒ 8 Gunslinger

Hmmm...no experience playing this class, and it's about the only class I have not much interest in.

Bad luck for me means more good luck for the rest of you!

Definitely interested if this campaign concept gets run again. Good luck, y'all!


Class: 1d20 ⇒ 3
Race: 1d8 ⇒ 3
Sex (Female/male): 1d2 ⇒ 1

Female, Gnome Bard

Lets see where this go.


@Walter Lindie

Choice 1:
You are Naoko, a male human sorcerer. You are 21 years old, stand 66 inches (5' 6") tall and weigh 185 lbs (13 st. 3 lb.)

Characteristics: charming, very tall.

As diverse as they are widespread, humans tend to grow up in small or large societies of people with similar origins and histories, though individuals' paths may run the gamut from idealized to tragic.

Wielders of power on a seemingly impossible scale, sorcerers are conduits of the arcane energies inside them. These powers stem universally from the sorcerers' distinctive bloodlines. Either linked to powerful scions of mystical power like angels, devils, or dragons or touched by the forces of destiny themselves, sorcerers prove that sometimes when magic is involved, either you have it or you don't.

Homeland, Family, and Childhood
Homeland: City or Metropolis. As a human, you gain access to the Civilized social trait and the Vagabond Child regional trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: 1 siblings.
-Your brother Maurice is younger than you.

Circumstance of Birth: 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.

Major Childhood Event: Met a Fantastic Creature. When you were only a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. You learned a powerful lesson or a magic trick from that creature. This meeting changed your life and made you different from the other children. You gain access to the Gifted Adept magic trait.

Adolescence and Training
Sorcerer Background: roud Heritage. You hail from a long line of prominent sorcerers with even more prominent ancestral features. Your acceptance of your bloodline brings with it a pride and imposing mien that becomes amplified among others. You gain access to the Imposing Scion social trait.

Influential Associate: Well-Connected Friend. In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Negligence. You caused someone else to suffer by your own inaction, disregard, or excessive recklessness.
Subject: Scoundrel.
Motivation: Money.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: Several Inconsequential Relationships. You have had many lovers but no long-lasting, meaningful relationships.

Relationship with Fellow Adventurers: Servants or apprentices to the same master.

Drawback: Youth. You reflect upon your youth as a golden time, one ever present in your mind and that refuses to fade into the background. Every day, you feel yourself growing older and closer to your inevitable end. You seek ways to make yourself look and feel young in attempt to rekindle that fire of your adolescence, but despite your attempts, you realize that your time still draws ever nearer. You gain access to the Vain drawback.

Deity and Religious Philosophy: Irori. You gain access to the Wisdom in the Flesh religious trait.

Final Alignment: lawful (2) good (2)

Traits
You may choose two of the following traits to which you have access: Civilized, Vagabond Child, Orphaned, Savanna Child, Poverty Stricken, Gifted Adept, Imposing Scion, Well-informed, Wisdom in the Flesh.

Choice 2:

You are Joana, a female human sorcerer. You are 17 years old, stand 60 inches (5' 0") tall and weigh 115 lbs (8 st. 3 lb.)

Characteristics: coughing, very tall.

As diverse as they are widespread, humans tend to grow up in small or large societies of people with similar origins and histories, though individuals' paths may run the gamut from idealized to tragic.

Wielders of power on a seemingly impossible scale, sorcerers are conduits of the arcane energies inside them. These powers stem universally from the sorcerers' distinctive bloodlines. Either linked to powerful scions of mystical power like angels, devils, or dragons or touched by the forces of destiny themselves, sorcerers prove that sometimes when magic is involved, either you have it or you don't.

Homeland, Family, and Childhood
Homeland: City or Metropolis. As a human, you gain access to the Civilized social trait and the Vagabond Child regional trait.
Parents: Both of your parents, Hong and Salvandor, are alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: 3 siblings. You gain access to the Kin Guardian combat trait.
-Your brother Yves is younger than you.
-Your sister Janea is younger than you.
-Your sister Françoisea is younger than you.

Circumstance of Birth: 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.

Major Childhood Event: Raiders. A horde of raiders attacked your settlement and killed several of your people. This could have been a tribe of brutal humanoids or the conquering army of a civilized nation. As a result, you harbor deep resentment toward a particular faction, race, or country. You gain access to the Axe to Grind combat trait, the Foeslayer story feat, and the Vengeance story feat.

Adolescence and Training
Sorcerer Background: roud Heritage. You hail from a long line of prominent sorcerers with even more prominent ancestral features. Your acceptance of your bloodline brings with it a pride and imposing mien that becomes amplified among others. You gain access to the Imposing Scion social trait.

Influential Associate: The Seer. You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. Whether they're true or a trick, you've seen visions of distant places and of times that may come to pass. The seer's influence either made you into an optimist with a drive to change the future or a fatalist resigned to accept it. You gain access to the Scholar of the Great Beyond faith trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Petty Crime. You committed a minor crime, like vandalism, trespassing, or mischief.
Subject: Gangster or underworld figure.
Motivation: Hatred or Malice.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: No Experience. You have never experienced any kind of romantic connection whatsoever.

Relationship with Fellow Adventurers: Romantic competitors, current or former.

Drawback: Reputation or Fame. You've worked hard to establish your identity and reputation, and someone who slanders or insults you must answer for it. You strive to promote your identity to the point where everyone knows your reputation. You gain access to the Vain drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (0) neutral (4)

Traits
You may choose two of the following traits to which you have access: Civilized, Vagabond Child, Poverty-Stricken, Kin Guardian, Poverty Stricken, Axe to Grind, Imposing Scion, Scholar of the Great Beyond, Tireless Logic.


@Caro Cogitatus, sorry to here that, I was reticent about the gunslinger, but I've just started running one and I'm having a blast so far.

@Big OM

Choice 1:

You are Evaa, a female gnome bard. You are 67 years old, stand 48 inches (4' 0") tall and weigh 32 lbs (2 st. 4 lb.)

Characteristics: very sad, very tall.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Bards have a talent for song and story, and they come to their careers by developing this talent as they pick up on a smattering of other skills.

Homeland, Family, and Childhood
Homeland: Non-Gnome Town or Village. You gain access to the Animal Friend race trait.
Parents: Both of your parents, Louis and Janea, are alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: First Kill. You've had blood on your hands since your youth, when you first took the life of another creature. Whether this act repulsed you or gave you pleasure, it was a formative experience. You gain access to the Killer combat trait and the Innocent Blood story feat.

Adolescence and Training
Bard Background: Virtuoso. One day, you picked up an instrument or told a tale, and your raw natural ability captivated everyone who saw you perform. Words and music have always come to you effortlessly, as naturally as breathing. You gain access to the Talented social trait and the Magnum Opus story feat.

Influential Associate: The Wanderer. You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, convict, merchant, outcast, soldier, or sailor. This person brought you wondrous mementos and told you of all the places he had traveled and the people who lived there, inspiring a wanderlust within you. You gain access to the Worldly social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Malign Associates. You allied with a destructive creature, organization, or individual.
Subject: Commoner.
Motivation: Family.
Resolution: Denial. You feel little if any regret, and deny the event mostly so others won't judge you. Few if any know of your part in the conflict, and your constant denials are meant to keep it that way.

Romantic Relationships: A Few Significant Relationships. You've tried to make deep connections with individuals on several occasions, but it's never worked out.

Relationship with Fellow Adventurers: Best friends.

Drawback: Power. You long for the ability to influence the world around you, whether that's as small as a village or as large as a plane of reality. You gain access to the Power-Hungry drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (3) neutral (4)

Traits
You may choose two of the following traits to which you have access: Animal Friend, Poverty-Stricken, Poverty Stricken, Killer, Talented, Worldly, Tireless Logic.

Choice 2:
You are Ameliaa, a female gnome bard. You are 65 years old, stand 47 inches (3' 11") tall and weigh 34 lbs (2 st. 6 lb.)

Characteristics: softly spoken, gorgeous.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Bards have a talent for song and story, and they come to their careers by developing this talent as they pick up on a smattering of other skills.

Homeland, Family, and Childhood
Homeland: Non-Gnome Town or Village. You gain access to the Animal Friend race trait.
Parents: Both of your parents, Kazuo and Guillermoa, are alive.
Parents' Profession: Artisans. You gain access to the Artisan social trait.
Siblings: 3 biological siblings. You gain access to the Kin Guardian combat trait.
-Your sister Iana is younger than you.
-Your sister Mauricea is older than you.
-Your brother Atsuo is younger than you.

Circumstance of Birth: Adopted. You were not raised by your birth family, but taken in by another family within your race or culture. You gain access to traits granted by both sets of parents. (Birth family profession: Clergy or Cultists. You gain access to the Child of the Temple faith trait.)

Major Childhood Event: Academy Training. You attended a private academy where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university environment was your home for a good portion of your formative years. You gain access to the Focused Mind magic trait.

Adolescence and Training
Bard Background: Dabbler. Whether you grew up rich or poor, you refused to accept the limits imposed by your social class or means. In your youth, you determined to learn a little bit of all there was to know. You may not be the master of any one career, but the breadth of your experience is wide, textured, and diverse. You gain access to the Worldly social trait.

Influential Associate: The Fool. One of your close associates was a clown who mocked propriety and custom, instead engaging in wild and somewhat random actions from time to time. After a while, you learned that there was simple wisdom to this foolery—a careless worldview that taught you how to cast off concern. You gain access to the Unpredictable social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Adventurer.
Motivation: Pressured or Manipulated.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: A Few Significant Relationships. You've tried to make deep connections with individuals on several occasions, but it's never worked out.

Relationship with Fellow Adventurers: Best friends.

Drawback: Safety or Security. You are cautious and guarded—wary of others who might harm you, steal from you, or betray your trust. As such, you sleep lightly, always suspecting someone or something to sneak in upon you in the dark. Even when in relationships with people who trust you, there's always the fear that they harbor hidden agendas or will change and turn against you. You gain access to the Paranoid drawback.

Deity and Religious Philosophy: Nethys. You gain access to the Magic Is Life religious trait.

Final Alignment: lawful (0) good (3)

Traits
You may choose two of the following traits to which you have access: Animal Friend, Artisan, Kin Guardian, Child of the Temple, Focused Mind, Worldly, Unpredictable, Magic is Life.


Choice 1 seems interesting, but I wont be able to post before monday.


Here is Naoko for Walter Lindie. Since I don't know what lvl we are going to I left gifted adept blank.


@Naoko, 1st level, not sure yet what I'll do when the party start levelling yet, looks good at a glance you are first reserve and will receive the 1st PM as and when a slot opens.


Broken Prince wrote:

@Caro Cogitatus, sorry to here that, I was reticent about the gunslinger, but I've just started running one and I'm having a blast so far.

Oh, all right, twist my arm. "Reluctant Gunslinger" sounds like an interesting backstory to write.

race: 1d8 ⇒ 5 Half-orc

A half-orc with a gun...what could possibly go wrong?

Let's say he's male. I guess I'm ready for background generation.


Wish I'd seen this before it filled up. Guess I'll roll some bones and go on a waiting list.

Class: 1d20 ⇒ 18
Race: 1d8 ⇒ 1
Archetype: 1d7 ⇒ 4

Archetype list:
1. Beast-bonded
2. Dimensional occultist
3. Gravewalker
4. Hedge witch
5. Sea witch
6. White-haired witch
7. Winter witch

So, we have a dwarven hedge witch. Why the heck not; give me the backgrounds. Could be an interesting character.


@Caro Cogitatus

Choice 1:
You are Ugga, a male half orc gunslinger. You are 20 years old, stand 73 inches (6' 1") tall and weigh 297 lbs (21 st. 3 lb.)

Characteristics: very sad, charming.

Only rarely the result of a happy union between the humans and orcs that bring them into the world, half-orcs are often regarded as monsters. This bleak reality makes those rare half-orcs, cherished as much as the young of any other race, even more extraordinary.

Armed with dangerous, emergent technology and blessed with death-defying luck and skill, gunslingers are practically born to be legends. But for every gunslinger who rises to epic fame as a hero or villain, another has been left lifeless at the hands of the weapon she sought to master. Regardless of this destiny, however, no other class is so wedded and intrinsically linked to a single kind of weapon as the gunslinger. How she came to possess, learn, and master the unique power of firearms forms the backbone of every gunslinger's current motivations.

Homeland, Family, and Childhood
Homeland: Town or Village. You gain access to the Militia Veteran regional trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Parents' Profession: Clergy or Cultists. You gain access to the Child of the Temple faith trait.
Siblings: 7 orc siblings. You gain access to the Kin Guardian combat trait.
-Your brother Grishlúk is older than you.
-Your brother Lagrat is older than you.
-You and your sister Gorgaa are twins (identical or fraternal, your choice).
-You and your sister Lagmoga are twins (identical or fraternal, your choice).
-Your brother Lúrbag is younger than you.
-Your sister Grishdusha is younger than you.
-Your sister Lagthaka is older than you.

Circumstance of Birth: Adopted. You were not raised by your birth family, but taken in by another family within your race or culture. You gain access to traits granted by both sets of parents. (Birth family profession: Tradespeople. You gain access to the Artisan social trait and the Life of Toil social trait.)

Major Childhood Event: Mentorship/Patronage. A mentor or patron took an interest in your development and volunteered to train or sponsor you. This creature's motives might not be entirely clear, but without its influence you would not be who you are. You gain access to the Mentored social trait.

Adolescence and Training
Gunslinger Background: Some Things Are Stronger Than Magic. You grew up either oppressed by magic cruelly wielded or loathing the elitism of those who possessed such arcane or divine power. Searching for something nonmagical that relies on skill and practice led you to the study and wielding of firearms. You relish trumping pompous spellcasters with a quick draw and a keen eye. You gain access to the Black Powder Interjection combat trait.

Influential Associate: The Champion. You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed the competitive spirit that continues to drive you in everything you do. You gain access to the Ambitious social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Malign Associates. You allied with a destructive creature, organization, or individual.
Subject: Humanoid monster.
Motivation: Pressured or Manipulated.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Criminal connections.

Drawback: Material Wealth. You have a weakness for material things—money, fine jewelry, exquisite foods, expensive or rare items, and so on. When such riches are within your reach, you're driven to possess them, and you claim them either as an honest collector or a cunning thief. You gain access to the Avarice drawback.

Deity and Religious Philosophy: Rovagug. You gain access to the Wrecking Wrath religious trait.

Final Alignment: lawful (0) neutral (4)

Traits
You may choose two of the following traits to which you have access: Militia Veteran, Orphaned, Child of the Temple, Kin Guardian, Artisan, Life of Toil, Mentored, Black Powder Interjection, Ambitious, Wrecking Wrath.

Choice 2:
You are Grishrat, a male half orc gunslinger. You are 17 years old, stand 72 inches (6' 0") tall and weigh 297 lbs (21 st. 3 lb.)

Characteristics: polite, gambling.

Only rarely the result of a happy union between the humans and orcs that bring them into the world, half-orcs are often regarded as monsters. This bleak reality makes those rare half-orcs, cherished as much as the young of any other race, even more extraordinary.

Armed with dangerous, emergent technology and blessed with death-defying luck and skill, gunslingers are practically born to be legends. But for every gunslinger who rises to epic fame as a hero or villain, another has been left lifeless at the hands of the weapon she sought to master. Regardless of this destiny, however, no other class is so wedded and intrinsically linked to a single kind of weapon as the gunslinger. How she came to possess, learn, and master the unique power of firearms forms the backbone of every gunslinger's current motivations.

Homeland, Family, and Childhood
Homeland: Subterranean. You gain access to either the Scrapper race trait or the Surface Stranger regional trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: 3 orc siblings. You gain access to the Kin Guardian combat trait.
-Your brother Gothbug is older than you.
-Your sister Gothbuga is older than you.
-Your sister Shagmoga is older than you.

Circumstance of Birth: 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.

Major Childhood Event: Imprisoned. Your criminal record began when you were young. You were imprisoned, punished, and possibly displayed in public as a criminal. Whether or not you committed the crime, the experience has stayed with you. You gain access to the Criminal social trait. You also gain access to the Liberator story feat.

Adolescence and Training
Gunslinger Background: Some Things Are Stronger Than Magic. You grew up either oppressed by magic cruelly wielded or loathing the elitism of those who possessed such arcane or divine power. Searching for something nonmagical that relies on skill and practice led you to the study and wielding of firearms. You relish trumping pompous spellcasters with a quick draw and a keen eye. You gain access to the Black Powder Interjection combat trait.

Influential Associate: The Mercenary. With this person, there was always a cost. No deed was done making a trade for something of equal or greater value. Whether this individual's actions tended toward good, evil, or pure balance, he was always fair in his dealings. You respected this trait and it influenced your own philosophy. You gain access to the Mercenary social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Destroyed a Reputation. You deliberately ruined the honor, reputation, or fortunes ofanother individual or group.
Subject: Commoner.
Motivation: Family.
Resolution: Secret Regret. You regret the conflict, but go to great lengths to keep it secret and try desperately to forget it ever happened. Only you and maybe a select few people know of your involvement in the conflict.

Romantic Relationships: One Significant Relationship. You had a true love once, but that time has passed.

Relationship with Fellow Adventurers: Servants or apprentices to the same master.

Drawback: Pleasure. You crave luxury, entertainment, and pleasure. You might indulge in every passing fancy or hold strong against a temptation that constantly eats at you. You gain access to the Hedonistic drawback.

Deity and Religious Philosophy: Zon-Kuthon. You gain access to the Pain Is Pleasure religious trait.

Final Alignment: lawful (1) neutral (5)

Traits
You may choose two of the following traits to which you have access: Scrapper, Surface Stranger, Orphaned, Poverty-Stricken, Kin Guardian, Life of Toil, Criminal, Black Powder Interjection, Mercenary, Pain is Pleasure.


@El Ronza

Choice 1:

You are Doin, a male dwarf witch. You are 52 years old, stand 49 inches (4' 1") tall and weigh 171 lbs (12 st. 3 lb.)

Characteristics: very fat, hunchbacked.

Many dwarves come from industrious and tight-knit communities of like-minded individuals who work together to accomplish a common goal.

Some witches make pacts for their power by choice. Many more discover it by accident or circumstance.

Homeland, Family, and Childhood
Homeland: Non-Dwarven City or Metropolis: You gain access to the Brewmaster race trait and the Vagabond Child regional trait.
Parents: Both of your parents, Dolin and Noina, are alive.
Parents' Profession: Thieves. You gain access to the Child of the Streets social trait.
Siblings: 2 biological siblings. You gain access to the Kin Guardian combat trait.
-Your brother Dwarin is younger than you.
-Your sister Noria is younger than you.

Circumstance of Birth: 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.

Major Childhood Event: Death in the Family. You were profoundly affected by the death of the relative closest to you—a parent, grandparent, favorite sibling, aunt, uncle, or cousin. This death affected you profoundly, and you've never been able to let go of it. You gain access to the Reactionary combat trait and the Deny the Reaper story feat.

Adolescence and Training
Witch Background: Inborn Power. Many fey creatures are born with the innate ability to cast spells, and either because of having fey blood in your lineage or being born near fey lands you too were gifted this talent. You gain access to the Magical Lineage magic trait.

Influential Associate: The Dead One. One of your greatest influences was a sentient undead creature, such as a ghost, lich, grave knight, wraith, or vampire. You encountered it on several occasions and survived… mostly unscathed. Through this strange relationship you learned of its mortal life, giving you perspective on your own life. You gain access to the Deathtouched bloodline race trait and the Glimpse Beyond story feat.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Petty Crime. You committed a minor crime, like vandalism, trespassing, or mischief.
Subject: Child or young person.
Motivation: Justice.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Several Inconsequential Relationships. You have had many lovers but no long-lasting, meaningful relationships.

Relationship with Fellow Adventurers: Criminal connections.

Drawback: Self-Doubt. No matter what you do, it's never good enough. You cannot help but see in your victories many little defeats and failures. If you were stronger, smarter, faster, or more powerful, maybe you could be better. However, stuck in the body and mind you have, you feel you're destined to fail. You gain access to the Doubt drawback.

Deity and Religious Philosophy: Zon-Kuthon. You gain access to the Pain Is Pleasure religious trait.

Final Alignment: lawful (0) good (1)

Traits
You may choose two of the following traits to which you have access: Brewmaster, Vagabond Child, Child of the Streets, Kin Guardian, Kin Guardian, Artisan, Merchant, Reactionary, Magical Lineage, Deathtouched, Pain is Pleasure.

Choice 2:

You are Thrabura, a female dwarf witch. You are 48 years old, stand 46 inches (3' 10") tall and weigh 169 lbs (12 st. 1 lb.)

Characteristics: gambling, very sad.

Many dwarves come from industrious and tight-knit communities of like-minded individuals who work together to accomplish a common goal.

Some witches make pacts for their power by choice. Many more discover it by accident or circumstance.

Homeland, Family, and Childhood
Homeland: Non-Dwarven City or Metropolis: You gain access to the Brewmaster race trait and the Vagabond Child regional trait.
Parents: Only your father, Dori, is alive.
Parents' Profession: Tradespeople. You gain access to the Artisan social trait and the Life of Toil social trait.
Siblings: 3 biological siblings. You gain access to the Kin Guardian combat trait.
-Your sister Bomrina is younger than you.
-Your sister Bomnora is older than you.
-Your sister Gimlia is older than you.

Circumstance of Birth: 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.

Major Childhood Event: Fell in with a Bad Crowd. In your youth, you ran with a brutal, evil, or sadistic crowd. You might have belonged to a gang, a thieves' guild, or some other nefarious organization. It was easy to cave in to pressure and do whatever they told you to do, and your outlook is colored by moral ambiguity. You gain access to the Child of the Streets social trait.

Adolescence and Training
Witch Background: Possessed. For reasons you may never understand, an otherworldly entity took possession of you in your formative years. Since then, your mortal body has been the vessel for this mysterious power. You gain access to the Possessed magic trait.

Influential Associate: The Dead One. One of your greatest influences was a sentient undead creature, such as a ghost, lich, grave knight, wraith, or vampire. You encountered it on several occasions and survived… mostly unscathed. Through this strange relationship you learned of its mortal life, giving you perspective on your own life. You gain access to the Deathtouched bloodline race trait and the Glimpse Beyond story feat.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Negligence. You caused someone else to suffer by your own inaction, disregard, or excessive recklessness.
Subject: Gangster or underworld figure.
Motivation: Hatred or Malice.
Resolution: Denial. You feel little if any regret, and deny the event mostly so others won't judge you. Few if any know of your part in the conflict, and your constant denials are meant to keep it that way.

Romantic Relationships: Several Inconsequential Relationships. You have had many lovers but no long-lasting, meaningful relationships.

Relationship with Fellow Adventurers: Know each other by reputation only.

Drawback: Race. You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own. You gain access to the Xenophobic drawback.

Deity and Religious Philosophy: Iomedae. You gain access to the Divine Warrior religious trait.

Final Alignment: neutral (4) good (3)

Traits
You may choose two of the following traits to which you have access: Brewmaster, Vagabond Child, Artisan, Life of Toil, Kin Guardian, Kin Guardian, Artisan, Merchant, Child of the Streets, Possessed, Deathtouched, Divine Warrior.


Sounds like a lot of fun, even just to create a character with this system. So let me roll up and get on the bench, probably going to be a long wait though.

Class: 1d20 ⇒ 7
Race: 1d8 ⇒ 4
Gender (1 is male): 1d2 ⇒ 1

So we have a half elf male fighter so far.


Dropping out of this for now as I think next week will be a little busy. Thanks for the consideration and I'll check back later in case replacements are needed.


@AltusZA

Choice 1:
You are Enerdglin, a male half elf fighter. You are 25 years old, stand 67 inches (5' 7") tall and weigh 165 lbs (11 st. 11 lb.)

Characteristics: stuttering, handlebar moustached.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Those who become fighters take up the sword for many reasons. Some fight for coin, others for duty, and others for survival.

Homeland, Family, and Childhood
Homeland: City or Metropolis. As a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Bullied. In your early life, you were a victim— easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance. You gain access to the Bullied combat trait.

Adolescence and Training
Fighter Background: Knighted. Your military path began when you were knighted or made a squire to a knight. Your family's status could have influenced this event, or you might be a simple commoner rewarded with a title for a rare feat of courage. As a member of the nobility, you gain access to the Influence social trait.

Influential Associate: The Seer. You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. Whether they're true or a trick, you've seen visions of distant places and of times that may come to pass. The seer's influence either made you into an optimist with a drive to change the future or a fatalist resigned to accept it. You gain access to the Scholar of the Great Beyond faith trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Humiliation. You publicly humiliated or scandalized someone with either true or slanderous information.
Subject: Noble.
Motivation: Religion.
Resolution: Regret and Penance. Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Romantic Relationships: No Experience. You have never experienced any kind of romantic connection whatsoever.

Relationship with Fellow Adventurers: Gaming or gambling associates.

Drawback: Reputation or Fame. You've worked hard to establish your identity and reputation, and someone who slanders or insults you must answer for it. You strive to promote your identity to the point where everyone knows your reputation. You gain access to the Vain drawback.

Deity and Religious Philosophy: Asmodeus. You gain access to the Asmodean Demon Hunter religious trait.

Final Alignment: lawful (0) good (1)

Traits
You may choose two of the following traits to which you have access: Civilized, Failed Apprentice, Orphaned, Savanna Child, Poverty Stricken, Bullied, Influence, Scholar of the Great Beyond, Asmodean Demon Hunter.

Choice 2:
You are Gilthien, a male half elf fighter. You are 27 years old, stand 67 inches (5' 7") tall and weigh 160 lbs (11 st. 6 lb.)

Characteristics: braggart, hunchbacked.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Those who become fighters take up the sword for many reasons. Some fight for coin, others for duty, and others for survival.

Homeland, Family, and Childhood
Homeland: City or Metropolis. As a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait.
Parents: Both of your parents, Elembrimbor and Li are alive.
Parents' Profession: Yeomen. You gain access to the Savanna Child regional trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Met a Fantastic Creature. When you were only a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. You learned a powerful lesson or a magic trick from that creature. This meeting changed your life and made you different from the other children. You gain access to the Gifted Adept magic trait.

Adolescence and Training
Fighter Background: Adventure. Since you can remember, you sought to become a great warrior. Inspired by legends of the past or personal heroes of your civilization, you longed to wield steel and carve your way in the world. You gain access to the Seeker social trait.

Influential Associate: The Fool. One of your close associates was a clown who mocked propriety and custom, instead engaging in wild and somewhat random actions from time to time. After a while, you learned that there was simple wisdom to this foolery—a careless worldview that taught you how to cast off concern. You gain access to the Unpredictable social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Told a Lie. You deliberately made someone believe something that was not true to further your own goals.
Subject: Civic or military official.
Motivation: Money.
Resolution: Mixed Feelings. Sometimes you regret the conflict, but other times you feel as if you didn't have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Veterans of a skirmish or war.

Drawback: Material Wealth. You have a weakness for material things—money, fine jewelry, exquisite foods, expensive or rare items, and so on. When such riches are within your reach, you're driven to possess them, and you claim them either as an honest collector or a cunning thief. You gain access to the Avarice drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (2) good (2)

Traits
You may choose two of the following traits to which you have access: Civilized, Failed Apprentice, Savanna Child, Poverty Stricken, Gifted Adept, Seeker, Unpredictable, Tireless Logic.

@Caro Cogitatus, feel free to complete you application anytime and I'll add you to the list in that order.


I'll take choice #2. There's some damn good story stuff there. I'll make up the character, and be happy to go on a waiting list. =)


It does tend to produce some very interesting ideas and fleshing that out to get a full backstory can lead to something more complete than most normal methods. There are a few major kinks though, I think the non human races need to have deity choices weighted towards their own racial gods, for example.


It'll take a bit of work to figure out why a dwarf worships Iomedae, but it'll be a fun challenge! Though I do have to agree about the racial gods.


Encounter gen, please ignore.

1d6 ⇒ 4
1d28 ⇒ 17
H: 1d100 ⇒ 71
2d10 ⇒ (3, 1) = 4


Encounter Gen please ignore.

1d100 ⇒ 33

Shadow Lodge

Class: 1d20 ⇒ 5
Race: 1d8 ⇒ 4
Archetype: 1d9 ⇒ 9
1 Cloistered Cleric, 2 Crusader, 3 Divine Strategist, 4 Evangelist, 5 Merciful Healer, 6 Separatist, 7 Scroll Scholar, 8 Theologian, 9 Undead Lord
Gender: 1d2 ⇒ 1

Male Half Elf Cleric Undead Lord

This intrigues me, though the archetype the dice selected might not work well with the background generator, since it requires the god to have the death domain and the undead subdomain.

Urgathoa, and Zon-Kuthon are the only core deities that grant the death domain and the undead subdomain, so those are the choices for an undead lord.

Baalzebul (LE), Charon (NE), Fumeiyoshi (NE), Gogunta (CE), Orcus (CE), Urgathoa (NE), Venkelvore (NE), Xhamen-Dor (NE), Yaezhing (LE), Zon-Kuthon (LE), Zura (CE), and Zyphus (NE) should be the full list of all golarion deities that grant the death domain and the undead subdomain. Note that these are all evil gods and thus require the Undead Lord to be non-good, and if Core deities it only allows LN, TN, LE, NE, and CE

I'm more interested in seeing what the random generator would come up with and how I could mess with it then anything else at this point.


class: 1d20 ⇒ 11
race: 1d8 ⇒ 4

1/2 elf monk

Archetypes:
1Drunken Master

2Flowing Monk

3Hungry Ghost Monk

4Ki Mystic

5Maneuver Master

6Martial Artist

7Master of Many Styles

8Monk of the Empty Hand

9Monk of the Four Winds

10Monk of the Healing Hand

11Monk of the Lotus

12Monk of the Sacred Mountain

13Qinggong Monk

14Sensei

15Sohei

16Tetori

17Weapon Adept

18Zen Archer

19Monk Vows


Archetypes: 1d20 ⇒ 1 drunken master i want a background


@Dylos, I've selected only backgrounds with viable deitys, feel free to select your preferred of any contradictory facts as always.

Choice 1:

You are Olhel, a male half elf cleric. You are 30 years old, stand 71 inches (5' 11") tall and weigh 145 lbs (10 st. 5 lb.)

Characteristics: very sad, bespectacled.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Non-Elven Town or Village. . You gain access to the Failed Apprentice race trait.
Parents: Both of your parents, Tuorlion and Donald are alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Competition Champion. You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high stakes gambling, or something mundane like an eating championship. You gain access to the Influence social trait and the Champion story feat.

Adolescence and Training
Cleric Background: Converted. In your early life, you followed a different faith, a different god or powerful entity, or perhaps no faith at all. A representative of your current faith showed you the error of your ways and converted you, and you couldn't be happier. You can only hope to do for others what this individual did for you. You gain access to the Inspired faith trait.

Influential Associate: The Lover. You had a romantic connection in your adolescent years, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions even though you often find your thoughts still straying toward that special someone from so long ago. You gain access to the Charming social trait and the True Love story feat.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Betrayal. You betrayed someone who trusted you.
Subject: Family member.
Motivation: Love.
Resolution: Regret and Penance. Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Business associates, current or former.

Drawback: Family. Your family means everything to you, and there is nothing you wouldn't do for them. Maybe your ties extend to your entire clan or bloodline, or perhaps there is one specific member of your family you hold closer than any other. You gain access to the Family Ties drawback.

Deity and Religious Philosophy: Urgathoa. You gain access to the Corpse Cannibal religious trait.

Final Alignment: neutral (4) neutral (5)

Traits
You may choose two of the following traits to which you have access: , Failed Apprentice, Poverty-Stricken, Artisan, Merchant, Influence, Inspired, Charming, Corpse Cannibal.

Choice 2:

You are Enerdmoth, a male half elf cleric. You are 28 years old, stand 68 inches (5' 8") tall and weigh 125 lbs (8 st. 13 lb.)

Characteristics: very drunk, one-armed.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait.
Parents: Both of your parents are dead. You gain access to the Orphaned social trait.
Parents' Profession: Tradespeople. You gain access to the Artisan social trait and the Life of Toil social trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Academy Training. You attended a private academy where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university environment was your home for a good portion of your formative years. You gain access to the Focused Mind magic trait.

Adolescence and Training
Cleric Background: Religious Colony. You grew up in a religious colony or settlement. This may have been a small village in the hinterlands or a kingdom-sized theocracy devoted to a single religion. When you came of age, you decided to serve your god and country as a cleric, a choice that garnered respect, dignity, and honor among your people. You gain access to the Natural-Born Leader social trait.

Influential Associate: The Liege Lord. You became close with someone you were bound to serve, be it a minor lord or lady, master (in the case of a slave), prince or princess, king or queen. Though this person held power over you, she held you closer than a subject or servant. As a result, you're used to dealing with and being close to power, and your name is known among the ranks of the privileged. You gain access to the Influence social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Destruction. You destroyed someone else's property.
Subject: Tradesperson.
Motivation: Hatred or Malice.
Resolution: Regret and Penance. Not only do you regret your action, but you have publicly admitted to it and did your best to make amends for the wrongdoing. Most know of the conflict's details and those who don't can easily find them out if they know where to look or whom to ask.

Romantic Relationships: A Few Significant Relationships. You've tried to make deep connections with individuals on several occasions, but it's never worked out.

Relationship with Fellow Adventurers: Servants or apprentices to the same master.

Drawback: Attachment (Person). You are attached to a particular person—a friend, family member, or loved one—who means more than anything or anyone in the world. Your thoughts always return to this person. You gain access to the Attached drawback.

Deity and Religious Philosophy: Zon-Kuthon. You gain access to the Pain Is Pleasure religious trait.

Final Alignment: lawful (1) neutral (6)

Traits
You may choose two of the following traits to which you have access: , Log Roller, Orphaned, Artisan, Life of Toil, Poverty Stricken, Focused Mind, Natural-Born Leader, Influence, Pain is Pleasure.


@david barker

Choice 1:

You are Legohon, a male half elf monk. You are 25 years old, stand 70 inches (5' 10") tall and weigh 160 lbs (11 st. 6 lb.)

Characteristics: polite, very drunk.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Masters of the martial arts, monks are the pinnacle of discipline and perfection. Wielding strange arms and stranger fighting arts, monks are defined by their training. Whether brought up as the protege of a grand master or self-taught through stolen glimpses into the windows of a secret school, a monk's story is emblazoned in every step, cut, and strike he makes.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait.
Parents: Both of your parents, Gwinthor and Vincente are alive.
Parents' Profession: Artisans. You gain access to the Artisan social trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Major Disaster. You witnessed—and survived—a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island. You gain access to the Resilient combat trait and the Unforgotten story feat.

Adolescence and Training
Monk Background: Unsuspecting Master. You were trained in martial arts through unorthodox methods such as seemingly menial tasks or training through conditioning exercises that promised the smallest scrap of food as a reward. Your nontraditional training makes you resourceful and clever. You gain access to the Surprise Weapon combat trait.

Influential Associate: Well-Connected Friend. In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Murder. You killed someone.
Subject: Enemy or rival.
Motivation: Money.
Resolution: Mixed Feelings. Sometimes you regret the conflict, but other times you feel as if you didn't have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Romantic Relationships: One Significant Relationship. You had a true love once, but that time has passed.

Relationship with Fellow Adventurers: Contractor and employer.

Drawback: Loyalty. You value loyalty over all things. You treasure the friends, associates, and lovers you have earned throughout the years, and when someone breaks your trust or betrays you in some way, you become utterly unhinged. You gain access to the Pride drawback.

Deity and Religious Philosophy: Erastil. You gain access to the Patient Optimist religious trait.

Final Alignment: lawful (1) evil (10)

Traits
You may choose two of the following traits to which you have access: , Log Roller, Artisan, Poverty Stricken, Resilient, Surprise Weapon, Well-informed, Patient Optimist.

Choice 2:

You are Thranina, a female half elf monk. You are 27 years old, stand 64 inches (5' 4") tall and weigh 120 lbs (8 st. 8 lb.)

Characteristics: eyepatch-wearing, coughing.

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Masters of the martial arts, monks are the pinnacle of discipline and perfection. Wielding strange arms and stranger fighting arts, monks are defined by their training. Whether brought up as the protege of a grand master or self-taught through stolen glimpses into the windows of a secret school, a monk's story is emblazoned in every step, cut, and strike he makes.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait.
Parents: Only your father, Eva, is alive.
Parents' Profession: Artisans. You gain access to the Artisan social trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Raiders. A horde of raiders attacked your settlement and killed several of your people. This could have been a tribe of brutal humanoids or the conquering army of a civilized nation. As a result, you harbor deep resentment toward a particular faction, race, or country. You gain access to the Axe to Grind combat trait, the Foeslayer story feat, and the Vengeance story feat.

Adolescence and Training
Monk Background: Classically Schooled. Training from dawn to dusk to hone every inch of your body into a fighting instrument, you studied with scores of other students in an academy or school dedicated to one specific martial art. You gain access to the Simple Disciple social trait.

Influential Associate: The Pariah. You met a disgraced exile, and found in his words and attitudes something that spoke to you. What once seemed true in your religion, society, or family began to appear false the more time you spent with this person, and you quickly learned not to trust everyone you meet—especially among those who would claim to be most deserving of it. You gain access to the Suspicious social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Cheater. You broke a rule, law, contract, or agreement for your own gain.
Subject: Gangster or underworld figure.
Motivation: Pleasure.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat.

Relationship with Fellow Adventurers: Friendly competitors.

Drawback: Worldview. In your eyes, your moral philosophy—your alignment—is the only correct and true way of the world. Perhaps you gently pity, argue with, or brawl with those misguided souls who don't see the world your way or by your light of reason. You gain access to the Provincial drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (0) neutral (6)

Traits
You may choose two of the following traits to which you have access: , Log Roller, Artisan, Poverty Stricken, Axe to Grind, Simple Disciple, Suspicious, Tireless Logic.


This sounds like fun! Going to generate and see what comes up!

Class: 1d20 ⇒ 3
Race: 1d8 ⇒ 3

Gnome bard... I'd like to roll for archetype and see what comes up.


@Faelyn, there seem to be 24 viable bard archetypes, I'll roll to speed things along.

Archetype: 1d24 ⇒ 12 Detective

Choice 1:

You are Kaoria, a female gnome bard. You are 61 years old, stand 51 inches (4' 3") tall and weigh 34 lbs (2 st. 6 lb.)

Characteristics: very angry, shouty.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Bards have a talent for song and story, and they come to their careers by developing this talent as they pick up on a smattering of other skills.

Homeland, Family, and Childhood
Homeland: Forest. You gain access to the Log Roller regional trait and the Animal Friend race trait.
Parents: Both of your parents, Ayaka and Shena, are alive.
Parents' Profession: Serfs/Peasants. You gain access to the Poverty-Stricken social trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Magical Gift. When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. You may have used this item for mischief, crime, or good. Since that time, magic items have always held a special fascination for you. You gain access to the Magical Talent magic trait.

Adolescence and Training
Bard Background: Worldshaker. Since childhood, you've observed the world around you and translated those observations into story and song. Your unique, unabashed vision resonated with the audience, revealing new perspectives as well as simple truths. You're used to people quoting your words and looking up to you, though some authority figures deem you a rabble-rouser and troublemaker. You gain access to the Natural-Born Leader social trait.

Influential Associate: The Pariah. You met a disgraced exile, and found in his words and attitudes something that spoke to you. What once seemed true in your religion, society, or family began to appear false the more time you spent with this person, and you quickly learned not to trust everyone you meet—especially among those who would claim to be most deserving of it. You gain access to the Suspicious social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Broke a Promise. You swore an oath or vow that was important to someone else,but you did not keep your promise.
Subject: Humanoid monster.
Motivation: Family.
Resolution: Mixed Feelings. Sometimes you regret the conflict, but other times you feel as if you didn't have a choice in the matter or that you made the right decision. Most of the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Romantic Relationships: No Experience. You have never experienced any kind of romantic connection whatsoever.

Relationship with Fellow Adventurers: Romantic competitors, current or former.

Drawback: The Future. Your concerns lie not with the present, but with preparation for the future. You may be an avid and organized planner, or perhaps you see the signs of a coming dark age or troubled time. You behave cautiously, conservatively, and methodically as you plan for events that might one day occur. You gain access to the Meticulous drawback.

Deity and Religious Philosophy: Gorum. You gain access to the Veteran of Battle religious trait.

Final Alignment: lawful (1) good (3)

Traits
You may choose two of the following traits to which you have access: Log Roller, Animal Friend, Poverty-Stricken, Poverty Stricken, Magical Talent, Natural-Born Leader, Suspicious, Veteran of Battle.

Choice 2:

You are Roberto, a male gnome bard. You are 61 years old, stand 37 inches (3' 1") tall and weigh 38 lbs (2 st. 10 lb.)

Characteristics: handlebar moustached, very tall.

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Bards have a talent for song and story, and they come to their careers by developing this talent as they pick up on a smattering of other skills.

Homeland, Family, and Childhood
Homeland: Unusual Homeland - Another Plane. Your GM chooses the plane. You gain access to the Scholar of the Great Beyond faith trait..
Parents: Both of your parents, Maurice and Aoia, are alive.
Parents' Profession: Tradespeople. You gain access to the Artisan social trait and the Life of Toil social trait.
Siblings: No siblings.

Circumstance of Birth: 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.

Major Childhood Event: Major Disaster. You witnessed—and survived—a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island. You gain access to the Resilient combat trait and the Unforgotten story feat.

Adolescence and Training
Bard Background: Ongoing Patron. When you were young, a person with money or power took an interest in your art and sponsored you. Most of what you created was dictated by the patron's tastes, and you probably still work for this patron, who maintains a strong influence over your life. You gain access to the Oathbound faith trait.

Influential Associate: The Mystic. You were especially close to a holy person in your community who fundamentally changed your life by opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. You gain access to the Child of the Temple faith trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Destruction. You destroyed someone else's property.
Subject: Civic or military official.
Motivation: Pressured or Manipulated.
Resolution: Sincere Regret. Though you feel sincere regret for the event and its memory affects your behavior, it's still a secret. Only your trusted companions know of the conflict, and they have promised a degree of discretion.

Romantic Relationships: Several Inconsequential Relationships. You have had many lovers but no long-lasting, meaningful relationships.

Relationship with Fellow Adventurers: Family or close as family—close friends, close/distant relatives, relatives by marriage/adoption.

Drawback: The Past. You long for the world to return to a past age. You've adopted the manners and style of this age, and are fascinated by its customs, relics, and artifacts, and by the historical figures of that time. Perhaps you live so much in this past age that your connection to the present is tenuous. Or your pretentiousness annoys others. You gain access to the Sentimental drawback.

Deity and Religious Philosophy: Iomedae. You gain access to the Divine Warrior religious trait.

Final Alignment: neutral (5) good (1)

Traits
You may choose two of the following traits to which you have access: Scholar of the Great Beyond, Artisan, Life of Toil, Poverty Stricken, Resilient, Oathbound, Child of the Temple, Divine Warrior.


What the hell lol..

class: 1d20 ⇒ 12
race: 1d8 ⇒ 1

Dark Archive

Hmmm, sounds stupid, but fun.
There's quite a list of reserves, so doubt it will fall to me, but I like rolling dice.
class: 1d20 ⇒ 9
race: 1d8 ⇒ 3
gender: 1d2 ⇒ 1
Archetype: 1d10 ⇒ 3

Male Gnome Inquisitor (Iconoclast).
Hmm. Interesting.

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