What character did Ultimate Campaign give you?


Product Discussion


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Please copy the following template from UC's Background Generator into your post, fill out the blanks by rolling on the appropriate tables (as well as those I've provided for you below), and then describe your new character in your own words (making cool connections and further filling in any blanks as you see fit).

I really want to see what this new system can do.

TEMPLATE wrote:


CHARACTER
Race/Class/Sex:
Roll on the Sibling Race table to randomly determine your own race. See table below to randomly determine your class(es). To determine sex, roll d100, with 1-50 being female and 1-100 being male.

HOMELAND, FAMILY, AND CHILDHOOD
Homeland:
Family
- Siblings:
Please also state their race, relative age, and sex.
- Parents: If adopted outside your race, please note it here.
Circumstances of Birth: If born into nobility, please note it here.
Parents' Profession:
Major Childhood Event:

ADOLESCENCE AND TRAINING
Class Background:
Influential Associates:

MAJOR CONFLICTS AND ALIGNMENT
Conflict:
Conflict Subject:
Conflict Motivation:
Conflict Resolution:
Alignment:
Religion: If you want to roll randomly, please use the table provided below
Romantic Relationships:
Relationship with Fellow Adventurer:
The fellow adventurer in question being the next character to be posted after yours
Character Drawback:

Random Class/Religion tables:

To determine your character's class(es) randomly, roll 1d20, and check the following table:
01 - Alchemist
02 - Barbarian
03 - Bard
04 - Cavalier
05 - Cleric
06 - Druid
07 - Fighter
08 - Gunslinger
09 - Inquisitor
10 - Magus
11 - Monk
12 - Oracle
13 - Paladin
14 - Ranger
15 - Rogue
16 - Sorcerer
17 - Summoner
18 - Witch
19 - Wizard
20 - Multiclass character; Roll twice more for your two classes. If you get this result a second time, roll for a third class. Repeat as necessary. If you get the same class twice, ignore it and do not roll again.

For example, Joe rolls a 20 and gets a multiclassed character. He rolls twice more, getting a 7, for a fighter, and a 20 again for a third class. He rolls twice more (again) and gets a 7 and a 12. He is already a fighter so he ignores that result and adds oracle to his character. He is a fighter/oracle. Despite having rolled 20 twice, he only has two classes.

To determine your character's religion randomly, roll on the following table:
01-04: Abadar
05-08: Asmodeus
09-12: Cayden Cailean
13-16: Calistria
17-20: Desna
21-24: Erastil
25-28: Gorum
29-32: Gozreh
33-36: Iomedae
37-40: Irori
41-44: Lamashtu
45-48: Nethys
49-52: Norgorber
53-56: Pharasma
57-60: Rovagug
61-64: Sarenrae
65-68: Shelyn
69-72: Torag
73-76: Urgathoa
77-80: Zon-Kuthon
81-90: No Deity
91-100: Undecided

I'll go first.

CHARACTER
Race/Class/Sex: Male Gnome Fighter

HOMELAND, FAMILY, AND CHILDHOOD
Homeland: Non-gnome city or metropolis
Family
- Siblings:
4 biological siblings; 2 older brothers and 2 younger sisters
- Parents: Both parents living
Circumstances of Birth: Middle-class birth
Parents' Profession: Yeomen
Major Childhood Event: Died

ADOLESCENCE AND TRAINING
Class Background: Joined the watch
Influential Associates: The liege lord

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Blackmail (6 CP)
Conflict Subject: Humanoid Monster
Conflict Motivation: Religion (2 CP)
Conflict Resolution: Denial (1 CP)
Alignment: Chaotic Good (see below)
Religion: Nethys
Romantic Relationships: Experience but no substantial relationships
Relationship with Fellow Adventurer: Best friends
Character Drawback: The Past

Since I wanted everything to be random, I rolled a d10 to determine my alignment (with 10 being a reroll). I got an 8, so according to the table that made my character chaotic. Since I didn't have enough CP left over to warrant rolling again for the good/evil axis, my character became CG (8+1=9 total CP).

Harold Brokenfoot was an every-gnome born to a humdrum life in the big city. As the middle-child of his family, he was often rebellious and chaotic; prone to dwelling for far too long on his past decisions while yet making all new destructive decisions. One such mistake was joining a cult that followed the more destructive teachings of the deity Nethys.

While within said cult Harold discovered that the cult leader was a doppelganger who cared nothing for Nethys or his teachings--only in using his gullible followers to further his own agenda (allowing him to gain a lofty position as a local liege lord). Harold confronted the doppelganger, threatening to expose his secret to the public, keeping silent only in return for political favors.

Growing increasingly paranoid that crossing a doppelganger might have proven an ill idea, Harold left the cult and joined up with the city watch, hoping to surround himself with strong arms for protection while also putting himself in a position that could make use of any potential political overtures being made. Seeing as his meteoric rise within the watch depends highly on his reputation, he staunchly denies ever being a member of a cult or having any dealings with a doppelganger or other persons of ill-repute.

Scarab Sages

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Yup. Definitely need to add this as a new random generator on my site.


CHARACTER
Race/Class/Sex: Female/Svirfneblin/Monk

HOMELAND, FAMILY, AND CHILDHOOD (Just rolled as Gnome since they don't have a svirfneblin table.)
Homeland:Unusual homeland(Subterranean) How appropriate.
Family
- Siblings: No Siblings
- Parents: Both parents Dead
Circumstances of Birth: Adopted outside my race(Savage Humanoids)
Parents' Profession:Soldier
Major Childhood Event: Troubled First Love

ADOLESCENCE AND TRAINING
Class Background: Nature's Disciple
Influential Associates: The Dead One

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Murder (8cp)
Conflict Subject: Child or Young Person(1cp)
Conflict Motivation: Love (1cp)
Conflict Resolution: Regret and Penance(-3cp)
Alignment: Neutral(Guess I am a Martial Artist)
Religion: No deity
Romantic Relationships: One significant relationship
Relationship with Fellow Adventurer: Reputation only
Character Drawback: Safety and security

Salidraxis was born mere days before a raid by kobolds would wipe out her family's home. Normally this would be the end of the story and not the beginning if it were not for a young kobold finding Salidraxis. For unknown reasons the Kobold decided to bring the baby back and raise it as a member of the tribe.

Sal grew up knowing she was different but tried hard to be a good Kobold. She was never trained to be a soldier but learned to fight by getting into scraps with her clutch mates as she was always being ambushed for sport. Tragedy struck her world when she finally professed her love for a Kobold male who laughed at her for such stupidity. In a rage she beat the object of her misplaced affection to death.

Fearing what would happen to her, Sal fled the tribe. As luck would have it, Sal stumbled upon the ruins of her parent's home where she became haunted by the ghosts of the dead svirfneblin. She spent many years among these spirits until she learned all she could about them, at which point she has decided to travel the world and seek out more of her kind.


Dotting for later.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

FYI, you don't have to roll for race, class, sex, alignment, or use my homebrew religion table since Ultimate Campaign let's you simply choose those categories. I merely included it as an option for those people who want to keep it truly random.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

CHARACTER
Race/Class/Sex:
: Female Half-Orc Inquisitor

HOMELAND, FAMILY, AND CHILDHOOD
Homeland: Subterranean
Family
- Siblings:
4 Orc brothers, all younger
- Parents: Orc Father, Deceased Human Mother
Circumstances of Birth: Heir to a Legacy
Parents' Profession: Yeomen
Major Childhood Event: Ordinary Childhood

ADOLESCENCE AND TRAINING
Class Background: Exemplar
Influential Associates: The Hunter

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Told a Lie (1 CP)
Conflict Subject: Gangster or Underworld Figure
Conflict Motivation: Pleasure (5 CP)
Conflict Resolution: Mixed Feelings
Alignment: NG
Religion: Desna
Romantic Relationships: Current Lover
Relationship with Fellow Adventurer:
Veterans of a Skirmish or War
Character Drawback: Pleasure

Goruza Ironborn lived a fairly simple life. Her father ran a mushroom farm underground, and was surprisingly simple-minded for an orc, and incredibly lax. Originally, he fell in with a human trader from the surface, but she died of an illness leaving him with a half-orc daughter. He later re-married, though this wife found him "unmanly" and left him, despite giving him four sons before doing so. Until the age of 11 or so, Goruza had a simple life, though she dreamed of going up above-ground where the stars shown brightly and there was endless adventure. As a result, at a very young age she ran away from her father's farm and joined a group of surface raiders claiming to be a hardened killer as they were, wanting revenge on "humans for tainting her bloodline." Once on the surface, though, she ran from them and gloried in her newfound freedom.

However, the world of the surface was an unknown to her, and she would likely have died if she hadn't met Hadoran, a traveling ranger with his faith belonging to Desna. He taught her both how to survive and how to worship the Song of the Spheres, and it was from him she learned much and more of the world above. His travels and hers eventually diverged, and it turned out that her devotion to Desna was far greater than his. Lacking the social skills to convince others of her cause through preaching and diplomacy she decided instead to show others the glory of exploration by simply doing it, going from place to place and telling others what she saw. It was during this time that she met her lover, a Duergar woman named Yolanda (I randomed this) who, like her, had come to the surface seeking freedom from her life below (though in Yolanda's case it was to escape a life of torment rather than boredom).

Goruza tends to be a bit of a selfish person, despite everything. She enjoys doing what she wants, though she doesn't have the backbone to actively flaunt authority, and does believe in a firm ideal, though she has a tendency to get easily distracted. Her biggest love is surface-world confectionery, and as the desserts are made for noble tastes, she cannot get them often, but usually obtains them in lie of more important things. In addition, it was once she arrived on the surface that she learned that her mother had actually been the daughter of a merchant prince, and that her eloping with an orc farmer had greatly offended her grandparents, though familial obligation still forced them to nter her into the genealogy.


Have. To. Get. UCamp. ASAP.

Nice tables btw, dork. Dotting.


Quote:
Relationship with Fellow Adventurer: The fellow adventurer in question being the next character to be posted after yours

Oh and please do elaborate on the Relationship with the prior adventurer in your text....

Scarab Sages

When you roll on the Fellow Adventurer table, you determine your relationship with the other PCs. Per Ravingdork's rule, whatever you roll on this will apply to the next character posted in the thread. :)

RPG Superstar 2015 Top 8

I did this before stuff got online... IIRC I generated a halfling wizard from a poor peasant family but with an ancestral history of magical tradition, who murdered a child for justice, but quietly feels bad about it. Got into adventuring via a friend of a friend, and has a true love.


CHARACTER
Race/Class/Sex:
Male dwarf rogue

HOMELAND, FAMILY, AND CHILDHOOD
Homeland: Hills and mountains
Family


  • Siblings: Youngest of four, two brothers, one sister
  • Parents: Both parents still alive

Circumstances of Birth: Noble Birth, child of a Knight
Major Childhood Event: Kidnapped! Oh noes!

ADOLESCENCE AND TRAINING
Class Background: Outlawed!

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Blackmailed (6 CP)
Conflict Subject: Non-humanoid monster
Conflict Motivation: Religion (2 CP)
Conflict Resolution: Secret Regret (-1 CP)
Alignment: Neutral Evil
Romantic Relationship: Several inconsequential relationships
Relationship with Fellow Adventurer: Romantic competitors, current or former
Character Drawback: Attachment (Person)

A bit of a black sheep and a misfit. Tried to uphold family's ideals and code of honor, but being the youngest child didn't get a lot of the political machinations that went on. When he was kidnapped, he realized the impoverished nature of his family, and enjoyed a life of crime before paying his own ransom. While attempting to blackmail a priest of Torag (who in reality followed the god of toil, Droskar), it went sideways, and the priest turned out to be something utterly monstrous—the nightmares of which still haunting him to this day. With blood of an unknowing acolyte on his hands during his escape, this dwarven rogue was branded a murderer and sent on his way. Despite the ups and downs of his life thus far, this rogue has grown quite fond of his warden as he works his debt to society off.


Quote:
1-50 being female and 1-100 being male.

RD, is this your typo, or Paizo's?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Supposed to be 51-100 male.

I also missed an optional table.

To determine your character's Conflict Resolution randomly, roll 1d8, and check the following table:

1 - Regret and penance (-3CP)
2 - Sincere regret (-2 CP)
3 - Secret regret (-1 CP)
4 - Mixed Feelings (0 CP)
5 - Denial (+1 CP)
6 - No Guilt (+2 CP)
7 - You enjoyed it (+3 CP)
8 - Reroll


BERYL
Race/Class/Sex: Chaotic Good Female Human Hedge Witch

HOMELAND, FAMILY, AND CHILDHOOD
Homeland: Town or Village
Family
- Siblings: three younger sisters, one older sister, and two older brothers
- Parents: Only your father is alive
Circumstances of Birth: Lower-Class Birth
Parents' Profession: Soldiers
Major Childhood Event: Troubled First Love

ADOLESCENCE AND TRAINING
Class Background: Desperate Accident
Influential Associates: The Seer

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Armed Robbery
Conflict Subject: Noble
Conflict Motivation: Jealousy
Conflict Resolution: Secret Regret
Alignment: Chaotic (8) Good (1)
Religion: Undecided
Romantic Relationships: A Few Significant Relationships
Relationship with Fellow Adventurer: Family or close as family
Character Drawback: Pride

Beryl Chaotic Good Female Human Hedge Witch; Traits: Poverty Stricken, Ease of Faith

Beryl is an enchantingly beautiful woman with long brown hair and wise, deep-sighted brown eyes. She dresses in voluminous white robes and is often accompanied by a small thrush which perches on her staff. She is a midwife and a healer. She tries not to harm anything or anyone, even preferring to deal non-lethal damage if she can.

Beryl grew up in a small village among peasants who worked the land. Her childhood was tough and her family often had to forage for food in the surrounding countryside. Her mother was a healer and a seer who practiced the art of scrying in tea leaves, the casting lots, and the reading of omens. Her mother’s influence gave Beryl an optimistic outlook on life and a drive to help people through the healing arts. Her father was a farmer as well as a soldier. He spent much of his time away from home, leaving her and her three younger sisters, one older sister, and two older brothers to work the farm.

Due to her mother’s influence Beryl is spiritually open-minded and accepting of all faiths. She became a witch by accident when her mother got very sick. Beryl prayed desperately for aid and attracted a wise and benevolent entity that gave her the power to ease her mother’s suffering. In the end, however, her mother died, but the being she called still remains close to her.

Beryl had a troubled first love with her noble Lord’s son. Their love was true, but due to their difference in class it was never meant to be. Her young lover was wed to a young noble woman, whom Beryl threatened with a pitchfork in a fit of jealousy. Beryl robbed the woman of a silver locket given to her as a wedding gift. This event forced her to abandon her home and take up the life of a wandering adventurer. She still carries the locket, which holds a miniature of her first love, but she secretly regrets the act and feels only guilt when she opens it. Since then she has had a few relationships, including a strange infatuation with a noble-born dwarven rogue, but none have ever worked out.

Beryl has a family connection to...


Rolling a random non-core race leads to an interesting problem - where to roll the rest of Step One. I rolled an aasimar, so figured I'd roll a random race again for parentage. Svirfneblin. Well, that's close enough to gnome to move forward.

CHARACTER
Race/Class/Sex:
Male Aasimar Witch (small, born to Svirfneblin)

HOMELAND, FAMILY, AND CHILDHOOD
Homeland:
Forest
Family
- Siblings:
none
- Parents: Both alive
Circumstances of Birth: Adopted
Parents' Profession: Birth: Merchants, Adopted: Tradespeople
Major Childhood Event: Kidnapped

ADOLESCENCE AND TRAINING
Class Background:
Gifted
Influential Associates: The Craftsperson

MAJOR CONFLICTS AND ALIGNMENT
Conflict:
Destruction
Conflict Subject: Child
Conflict Motivation: Money
Conflict Resolution: Mixed Feelings
Alignment: Neutral (5/5)
Religion: No Deity
Romantic Relationships:Few Significant Relationships
Relationship with Fellow Adventurer:Former Enemies
Character Drawback:Safety or Security

Zaket was born to Svirneblin cultists, who travelled Nar-Voth and Sekamina, posing as harmless merchants while secretly spying on and spreading their dark master's influence to the various people they met.

They were discovered by a group of adventuring dwarfs who were investigating an unrelated murder in a Nar-Voth community near the depths of their sky citadel. When the battle was over, the victorious warriors discovered the infant, and after some heated discussion, it was decided that they would take him with them and try to find a suitable home for the tiny lad.

A few weeks later, the dwarven adventurers brought the baby with them on a shopping trip to Whistledown. A local tanner, and her cobbler husband convinced the dwarf leader that they should adopt the boy and raise him as their own. Zaket never knew that the kindly couple were not his natural born parents until many years later.

Zaket had a mostly uneventful childhood, although his parents did worry that he seemed to be maturing a little slower than other gnome children. Still, they did instill in him a the sense of satisfaction that comes from hand crafting a tool, garment, or piece of art from raw materials.

Things started to change for Zaket about a year ago. For weeks, he'd been having nightmares each night, and was certain that he kept hearing a voice in the evenings when no one else was around. Over the course of a few weeks, the voice became clearer.

There was a friendly competition for the adolescent gnome children to display their talents at the various craft skills of their parents. Zaket's entry was a decent pair of boots, but he knew that his girlfriend's younger sister's work was much better than his. The voice suggested to him several times that if something were to happen to the girl's project, then he could win the five gold piece prize. The night before the judging, Zaket snuck into the workshop and smashed the finely crafted crossbow into splinters. Zaket won the prize, but his girlfriend wouldn't speak to him, convinced by her sister that he'd been the one to ruin her entry.

The next night, Zaket's bat familiar revealed itself to him for the first time. It told him that it was an emissary for the same power that his true parents worshipped, and that it had been sent to give him a gift of power. All Zaket has to do to for that power is to continue following the instructions that he's given by The Emissary. And one of the first things that he had to do was leave Whistledown before The Emissary told everyone who had smashed the crossbow.

Zaket doesn't really believe in the dark god, or really in any god for that matter. But he eventually does what The Emissary tells him, just to get it stop pestering him. Thanks to The Emissary's frequent subtle threats, Zaket is convinced that people would turn against him if they ever knew about his birth parents and the source of his new abilities.

He's been wandering around for a few months now, going where The Emissary tells him to, when it tells him to. He's recently joined up with some adventurers, one of whom is his old enemy:


Karui Kage wrote:
When you roll on the Fellow Adventurer table, you determine your relationship with the other PCs. Per Ravingdork's rule, whatever you roll on this will apply to the next character posted in the thread. :)
Yeah, I got that. I meant that in the write up every poster should incorporate the prior PC too just like lakesidefantasy did here:
Quote:
Since then she has had a few relationships, including a strange infatuation with a noble-born dwarven rogue, but none have ever worked out.


Not necessarily very easy to do. I couldn't think of anyway for mine to have a family connection to Lakesidefantasy's.


Well close as family suffices. They're both witches so maybe a mentor/student relationship or "sisterhood" in the witch-sense.


CHARACTER
Race/Class/Sex:
Ifrit Barbarian Male

HOMELAND, FAMILY, AND CHILDHOOD
Homeland: Town or Village (I rolled on the human chart)
Family
- Siblings:
4 Human Siblings, 2 older Sisters, 2 younger brothers
- Parents: Both Parents are alive
Circumstances of Birth: Blessed Birth
Parents' Profession: Entertainers
Major Childhood Event: Death in the Family

ADOLESCENCE AND TRAINING
Class Background:Vengeance
Influential Associates:Well Connected Friend

MAJOR CONFLICTS AND ALIGNMENT
Conflict:
Murder
Conflict Subject:A Close Friend
Conflict Motivation:Pressured or Manipulated
Conflict Resolution:Regret and Penance
Alignment: Chaotic Good
Religion: Cayden Cailean
Romantic Relationships: Experience but no Substantial Relationships
Relationship with Fellow Adventurer: Former inmates (prison, asylum or captivity) or former inmate and captor
Character Drawback: Attachment (Object)

Coal grew up as the hot headed middle child in a village of human Barbarians, to a pair of musicians, but unlike most middle children who feel neglected, Coal felt pressured into greatness due to the circumstances of his birth. When he was born to human parents, an Efreeti arrived and seemed to take great interest in him, telling his parents not to fret over his flaming visage, and that he was destined for greatness. This pressure might have been what led him to his greatest regret.

As a child, Coal respected his grandfather, a great warrior in his time, but now retired. That is why he was so shocked to discover his grandfather had been murdered. This information stewed in him until, as a teenager he sought out answers. Upon consulting with his friend, Skye, he learned of a supposed oracle living up the mountain. Knowing the trip could be dangerous, he retrieved his grandfathers greataxe (an heirloom of vital importance to his family) and started his journey.

What he found was not a wizened old man, or a lady speaking in tongues. It was Skye. Skye had told him about the oracle to lead him away from the village to confess to him. When they were younger Skye had found a sword and, in his excitement, rushed to tell Coal about it. He ran too quickly around a corner, and found the blade was in Coal's grandfather's chest before he realized he was there.

Distraught, Coal tried to fight the rage but it ultimately consumed him. He drew his grandfather's greataxe and with a single swing, Skye was no more. Instead of relief or satisfaction, however, Coal felt nothing but regret. He retrieved the axe, and carried Skye's body down the mountain to the village. Upon reaching the village, he confessed to everything, explained what had happened, apologized and laid himself upon their mercy.

In light of his confession, they were merciful and offered him exile over death. Coal viewed this as acceptable and attempted to return his grandfather's axe to his parents. They refused, stating that performers have no such need for a weapon, and in exile he would need one.

One night, while sleeping in the woods he awoke to find his axe missing. He bolted to try to find the culprit and found first an Aasimar named Zaket. Upon seeing Zaket, Coal lunged and attempted to kill him with his bare hands. Zaket and Coal battled until Coal had calmed down a bit and realized that Zaket had no axe. Upon realizing this, Coal begged for Zaket's forgiveness and help to find his axe, which Zaket agreed to.

After finding his axe and handily dispatching the villains who had taken it, Coal entered the nearby city, and immediately went for a drink. What Coal did not realize at first was that the tavern he had walked into was actually a temple of Cayden Cailean. Too many drinks later, Coal woke up to find he had converted, but after hearing about his new deity and given the circumstances, he agreed that this was a good choice for him.

Through his new religion he found his first love. And then the second. And the third. And after a while of this he stopped counting, realizing that they had been fun flings and nothing more.

Eventually, after a night of partying too hard, Coal found himself in prison. Fortunately however, he eventually got out and grouped up with Zaket, and a few others including the one he met in prison who is...


BTW I just wanted to say how awesome I think this topic is, thank you Ravingdork, and everyone who is participating. I want to play my character so bad now.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm happy to read that people are enjoying this. I gotta have at least one good forum deed a year, right?


Any chance of a religion table with just paladin acceptable deities? I figured at 1st I'd just keep rolling until a deity came up with has a paladin code...

After
Undecided, Norgorber, Undecided, Gorum, No Deity, Gozreh, Cayden, Lamashtu, Norgorber, Calistria, Lamashtu..
I gave up for now.

Then again, I'm considering that if a deity with an anti-paladin code comes up while class is paladin maybe just make an anti-paladin.


If you want or need a specific alignment, the Resolution rules give you some amount of latitude, but it is still difficult to force certain alignments if you end up with too many or too few Conflict Points. The rules allow you to force non-evil and good alignments by rolling different dice on Table 1-52: Conflicts. Here are a pair of house rules that allow you to force non-good and chaotic evil alignments:

  • If you want a character that is of a non-good alignment then roll 1d12+8 on Table 1-52: Conflicts.

  • If you want a character that is chaotic evil then roll 1d6+14 on Table 1-52: Conflicts and 1d4+6 on Table 1-55: Motivation.

With the addition of these house rules and your Resolution, you should be able to force certain alignments, yet still generate your Conflicts and Motivation randomly.

You still won’t be able to force any particular alignment, because you could roll Mass Murder as your Conflict, which is what I did when I first tested these house rules. I was attempting to get a Lawful Evil alignment, and it didn’t help when I also rolled my character’s Motivation for Mass Murder as Amusement or Entertainment. In the end my character publicly admitted to destroying his rivals and did his best to make amends, but I said screw it and made him Choatic Evil anyway.


Without getting into a really complex set of tables, this can suffice as a way to randomly generate a deity for characters who choose to follow one. Roll 1d20 on the following table. Paladins roll 1d3, Good Clerics roll 1d12, Evil clerics roll 1d12+8, and Anti-Paladins roll 1d2+18. Chaotic and Lawful Clerics need a separate table with the gods lined up on the ethical axis.

1: Erastil (LG)
2: Iomedae (LG)
3: Torag (LG)
4: Sarenrae (NG)
5: Shelyn (NG)
6: Desna (CG)
7: Cayden Cailean (CG)
8: Abadar (LN)
9: Irori (LN)
10: Gozreh (N)
11: Pharasma (N)
12: Nethys (N)
13: Gorum (CN)
14: Calistria (CN)
15: Asmodeus (LE)
16: Zon-Kuthon (LE)
17: Urgathoa (NE)
18: Norgorber (NE)
19: Lamashtu (CE)
20: Rovagug (CE)

Paladins roll 1d3 (or, argue about it and deicide for yourself)
Good Clerics roll 1d12
Evil Clerics roll 1d12+8
Anti-Paladins roll 1d2+18 (or, just flip a coin; and, again, argue amongst yourselves)


Oh what the hay, I'll do it.

CHARACTER
Race/Class/Sex: Elf/Ranger/Female.
HOMELAND, FAMILY, AND CHILDHOOD
Homeland: forest
Family
- Siblings: Four older biological siblings, one younger adopted sibling (Half-elf).
- Parents: Both are alive.
Circumstances of Birth: Lower Class Birth.
Parents' Profession: Serfs/Peasents
Major Childhood Event: Magical Gift

ADOLESCENCE AND TRAINING
Class Background: Divine Purpose
Influential Associates: The Hunter

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Cheater
Conflict Subject: Spellcaster
Conflict Motivation: Love
Conflict Resolution: Sincere Regret
Alignment: Lawful Good
Religion: Shelyn
Romantic Relationships: Current lover
Relationship with Fellow Adventurer: Gambling Associates
Character Drawback: Power

Some of it makes sense, other parts are very clearly randomly generated.


Alternative deity table for Paladins and Anti-paladins based on the "faiths of X" line.

Roll 1d6 on the appropriate table for your class.

Paladin
1: Abadar
2: Erastil
3: Iomedae
4: Sarenrae
5: Shelyn
6: Torag

Anti-Paladin
1: Calistria
2: Gorum
3: Lamashtu
4: Norgorber
5: Rovagug
6: Urgathoa

On the alignment results and conflicts. I think I'd "fudge" results of conflicts so the results give the class alignment of the class determined unless the result of class on Ravingdork's table was multiclass, I think then I'd accept any alignment/conflict differences as the reason the character switched classes. Could be quite cool.


Can't you be a paladin of a NG deity too?


Thanael wrote:
Can't you be a paladin of a NG deity too?

Yes. Cursed and Geas'd' tables for paladins and anti-paladins work better than mine.


I rolled randomly for everything except religion and drawback. By the time I got to those, the character had already formed in my head, so I picked those based on that. I even rolled random height and weight charts, and created a rough-draft pair of tables for randomly determining race (I'll start by listing those)

Table A: Core Races:

1- Dwarf
2- Elf
3- Gnome
4- Half-Elf
5- Halfling
6- Half-Orc
7- Human
8- Roll on Table B: Outsider Heritage, and use Human for determining background.

Table B: Outsider Heritage:

1- Aasimar
2- Tiefling
3- Suli
4- Sylph
5- Ifrit
6- Undine
7- Oread
8- Changeling

The reason I used those is because the sibling table has too many races that wouldn't fit into any of the background stuff. So, beyond that, ONWARD.

Race/Sex/Class: Female Human Monk
Ability Scores: Str: 10, Dex: 15, Con: 15, Int: 11, Wis: 15, Cha: 14 (human +2 is in Wis)
Age: 25
Height: 5'0". Weight: 175lbs (she's a bit fat xD )

HOMELAND, FAMILY, AND CHILDHOOD
Homeland: City or Metropolis
Family
--Siblings: One older brother, one fraternal twin brother who was born first.
--Parents: Father.

Circumstances of Birth: Middle-Class
Parent's Profession: Yeoman
Major Childhood Event: Died.

ADOLESCENCE AND TRAINING
Class Background: Wandering Savant
Influential Associate: Well-Connected Friend

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Petty Crime (1CP)
Conflict Subject: Merchant
Conflict Motivation: Family (3CP)
Conflict Resolution: Regret and Penance (-3CP)
Alignment: Lawful Good
Religion: Undecided (chosen, not rolled)
Romantic Relationships: Few Significant
Relationship with Fellow Adventurer: Same Hometown or Region
Drawback: Social Acceptance (Dependent)

I haven't figured out a name for her, yet, but I HAVE determined that, while she's still fat, she used to be a lot fatter. She died because of heart attack from overeating and was brought back. She decided to become a Monk in order to learn better control of herself. She still slips up occasionally, though, so she's not perfect. I haven't quite worked out the conflict stuff, because I can't figure out why a Yeoman's daughter would be doing a petty crime for her family. That's a bit confusing. I'll figure it out eventually, though.


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CHARACTER: Raemund the Praiser
Race/Class/Sex: Half-Elf, Bard, Male;
HOMELAND, FAMILY, AND CHILDHOOD
Homeland: Human Homeland, Village;
Family
- Siblings: One younger Half-Elf Sibling (Female);
- Parents: Only mother survives;
Circumstances of Birth: Marked by the gods.
Parents' Profession: Thieves;
Major Childhood Event: Fall of a major power;
ADOLESCENCE AND TRAINING
Class Background: Ongoing Patron;
Influential Associates: The Champion;
MAJOR CONFLICTS AND ALIGNMENT
Conflict: Major Theft;
Conflict Subject: Adventurer (5cp);
Conflict Motivation: Manipulated (2cp);
Conflict Resolution: Secret Regret;
Alignment: Neutral;
Religion: Pharasma;
Romantic Relationships: Several Inconsequential;
Relationship with Fellow Adventurer: Met on a journey;
Character Drawback: Attachment (Person)
Raemund was born talking, or so his mother says, which is just as well since he has been earning a living telling stories for as long as he can remember, longer in fact. An almost preternatural gift, near every adventurer who has stayed at his mother’s tavern has, at some point, paid Raemund to compose a praise-poem about them.
This is the idyllic upbringing Raemund would have you believe, but the famine and chaos that followed the war hit the kingdom hard, the thieves guild especially. Raemund isn’t likely to tell you he abandoned his mother and sister at the first real opportunity to work as a herald for the adventurer: Oren War-Wonder. Nor is he likely to elaborate on how he came to leave Oren’s service, after the theft of Oren’s magical sword, and the role a young bar-maid played in this. He’s new in town, and from foreign parts, but has struck up a friendship with some tough looking adventurers over a game of cards. The bar-maid is still in his thoughts however...


Here's one more alternative to randomized faith and conflict resolution. Once Conflict and Motivation are determined, but before Resolution is, roll on these tables:

Basic Faith (d20)
1-15: Dedicated
16-19: Undecided
20: No Deity

Undecided and No Deity are as written. If Dedicated, roll on the following table, with an adjustment based on your CP. If your result is higher that 20 or lower than 0, reroll.

2-3 CP: +6
4-7 CP: +2
8-12 CP: +0
13-15 CP: -3
16-18 CP: -7

Dedicated Faith (d20)
1: Rovagug
2: Lamashtu
3: Norgorber
4: Urgathoa
5: Gorum
6: Calistria
7: Zon-Kuthon
8: Asmodeus
9: Nethys
10: Pharasma
11: Gozreh
12: Cayden Cailean
13: Desna
14: Irori
15: Abadar
16: Shelyn
17: Sarenrae
18: Torag
19: Iomedae
20: Erastil

Then, choose your Conflict Resolution based on your faith.


I want to resurrect this thread. I don't like the race determination, as it does give too many rare races to often for me.

A better method imho would be to use the following table:

1. Dwarf
2. Elf
3. Gnome
4. Half-elf
5. Half-orc
6. Halfling
7. Human
8. Roll on the table: Race of Adopted Sibling


Resurrecting this thread again, in light of the recent Worldbuilding threads. Make an NPC!

I very much like the idea of connecting your NPC to the one before in the thread.


I want to go to there


Of course with all those new races and classes available now, we need to adapt a few tables. Maybe.


I once rolled that I seduced a child. I don't use that generator anymore.


I found this post because I was searching for occult classes origin tables, but the most I found was incomplete...

CHARACTER
Race/Class/Sex:
Male Half-Elf Shaman(rolled for a wallaby familiar)

HOMELAND, FAMILY, AND CHILDHOOD
Homeland: Forest
Family
- Siblings:
No siblings.
- Parents: Both of your parents are dead.
Circumstances of Birth: Middle-Class Birth
Parents' Profession: Soldiers(formely thieves, I found it didn't match middle class)
Major Childhood Event: Major Disaster

ADOLESCENCE AND TRAINING
Class Background: Bones&Initiated(Bones from Oracle and Initiated from the Witch)
Influential Associates: The Pariah

MAJOR CONFLICTS AND ALIGNMENT
Conflict: Told a Lie
Conflict Subject: Noble
Conflict Motivation: Pleasure
Conflict Resolution: Regret and Penance
Alignment: Neutral Good
Religion: Sharenrae(I actually rolled for the religion before nearly anything else, so it's the reason I chose regret and penance.)
Romantic Relationships: A Few Significant Relationships
Relationship with Fellow Adventurer: Business associates, current or former
Character Drawback: Love

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