You are a serf, just one of a vast majority of bound laborers working the land on your lord’s manor. You own nothing in the eyes of the law, and though you will likely not travel beyond 20 miles of the place of your birth throughout the course of your life, after the day’s labors you rest knowing that your lord’s sword and shield will keep you from your enemies. You may have accepted your fate, or you may dream of finding freedom in a city or the wilderness, but whatever path you choose, it will not be an easy one.

Special: Although serf characters may purchase and use any standard equipment as normal, it is illegal for most serfs to be seen wearing certain weapons and armor types. All martial weapons except for shortbow, longbow, and handaxe are illegal. All medium and heavy armors as well as chain shirt are illegal.

This is a roleplaying restriction, not a rules issue, so you may use these banned equipment types at your own risk. You may ignore these restrictions if you take at least one rank of Profession (Soldier) as you have become your lord’s yeoman. As a yeoman, you serve as a militia sergeant in times of war and a watchman in times of peace.

Choose up to two of the following traits:

  • Big Boned
    Your large size has made you the marvel of a starving populace.

Benefit: You gain a +1 trait bonus on combat maneuver checks made to overrun opponents, as well as a +1 trait bonus to your CMD against trip attempts.

  • Bully
    You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

  • Courageous
    Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through.

Benefit: You gain a +2 trait bonus on saving throws against fear effects.

  • Survivor
    Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity.

Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

  • Tied to the Land
    Your days spent working the land have left an indelible mark on your character.

Benefit: Choose either Handle Animal, Knowledge (Local), Knowledge (Nature), or Profession (Driver, Farmer, Fisherman, Herbalist, Miller, Miner, Shepherd, Trapper, or Woodcutter). You gain a +1 trait bonus to checks for the chosen skill, and that skill is always a class skill for you.


You are free. You may be a member of a craft guild in a large town, or you may be one of the landed gentry, approaching the wealth of some lesser nobles. You pay your obligation to your liege in coin or in skilled labor, but you are not subject to the backbreaking work of the serfs. You may come and go as you wish, and call your property your own.

Choose one of the following traits:

  • Sleight of Hand
    You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person.

Benefit: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

  • Calculated Bribe
    You are keenly aware of the value of actions as well as goods.

Benefit: Once per day while haggling with a merchant or striking a bargain with another intelligent creature, you can spend a number of gold pieces equal to your level × 10 in order to reroll a Diplomacy check you just made, before the results are revealed. You must take the result of the reroll, even if it’s worse than the original roll. In addition, you begin play with a set of extravagant noble’s clothes worth 100 gp.

  • Fast Talker
    You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.

Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

  • Bounty Hunter
    It doesn’t matter whether you do it for the coin, or for the principle. You are a bounty hunter, gaoler, or guardsman, and you honor your freedom by binding others.

Benefit: You receive a +2 enhancement bonus to all Sense Motive checks, and being play with a pair of masterwork manacles.

  • Journeyman Guilder
    After years of focus and sacrifice, you have gained the rank of journeyman in a craft guild.

Benefit: Choose one craft skill. You gain a +1 trait bonus to checks for the chosen skill, and that skill is always a class skill for you. In addition, you gain a +2 circumstance bonus on diplomacy checks against other members of craft guilds if you can confirm your journeyman status (they need not be a member of the same guild). You also gain a set of masterwork tools appropriate to your craft worth 50 gp.


You are a noble. While you enjoy benefits other citizens of the kingdom dare not dream of, you may find the decision of your path in life is not entirely your own.

Choose one of the following traits:

  • Noble Squire
    You spent your youth as the page to a knight of the realm, and your sword work is among the best in the land.

Benefit: You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with.

  • Largesse
    You want for nothing.

Benefit: Your starting cash increases to 900 gp.

  • Natural Born Leader
    You understand that the true end of nobility is to lead the people.

Benefit: All cohorts or followers under your leadership gain a +1 morale bonus on Will saves and saves against fear effects. If you ever take the leadership feat, you gain a +1 trait bonus to your leadership score.

  • Classically Trained
    Your years at Keansbridge University were well spent, and when you returned home, your perspective was forever changed.

Benefit: Choose three of the following knowledge skills: Engineering, Geography, History, Local, Nature, Nobility, and Religion. You gain a +1 trait bonus to checks for the chosen skills, and those skills are always class skills for you.

  • Unabashed Scion
    You have been raised to expect obedience from those around you, regardless of their station, and you are not shy about demanding what you want.

Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.


You have pledged yourself to the Damonan Church, and your life is not your own. If you are a male, you are a monk or other mendicant brother If you are a female, you are probably one of the priestesses. Whichever it is, you know that your role carries grave responsibilities – and you may have realized the great power it confers, as well.

Choose one of the following traits:

  • Caretaker
    During your novitiate you often tended to the sick and wounded.

Benefit: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

  • Child of the Temple
    You served at a cathedral in one of the seven provinces, and not only did you pick up on many of the nobility’s customs, you spent much of your time in the library studying your faith.

Benefit: You gain a +1 trait bonus on Knowledge (Nobility) and Knowledge (Religion) checks, and one of these skills (your choice) is always a class skill for you.

  • Litany of the Saints
    You have learned the secrets of an ancient prayer that wards off the attacks of demons.

Benefit: As a standard action, you can recite a holy chant that affects demons as if you were under the effect of a Sanctuary spell (caster level equal to 1/2 your Hit Dice + your Charisma modifier).

  • History of Heresy
    What you profess you do not believe, and what you believe you do not profess.

Benefit: As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.

  • Miraculous
    Your reputation for miracles surpasses even that of your fellow priestesses.

Benefit: Choose one 0-level spell. It need not be chosen from the Cleric spell list. You may cast this spell at will as you would cast any other orison.


Disgraced knights, hermits, outlaws, foreigners – none of these may shelter beneath the mantle of the king. Some say it is better to be a servant in a grand hall than to be shut outside in the cold. Not you. You may be a Chalcydonian highlander, a Drakkari warrior, or you may even hail from the city-states of the Caelian Confederation. Or perhaps you’re a citizen of Quenesse who has somehow slipped through the cracks. There’s not much difference in the eyes of the people.

Choose one of the following traits:

  • Cold Heart
    You operate outside of the bounds of polite society. Therefore, you’ve learned not to be polite.

Benefit: You gain a +2 trait bonus on saving throws against spells or effects with the emoticon descriptor. You gain a +1 DC bonus to resist intimidation.

  • Dirty Fighter
    You are a highwayman, a freedom fighter, or maybe you’re just a scoundrel.

Benefit: When you hit a foe you are flanking, you deal an additional 1D4 points of damage (this damage is added to your base damage, and is multiplied on a critical hit).

  • Unbreakable
    You wouldn’t have made it this far without a little something extra.

Benefit: Choose one of the three categories of saving throw (Fortitude, Reflex, or Will); you gain a +1 trait bonus on all saving throws of that type.

  • Outlander
    You hail from beyond the borders of the kingdom.

Benefit: You begin play with a light horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (Nature), Perception, ride, Survival, or Swim – this skill is always a class skill for you.

  • Maiden, Mother, Crone (Witch Only)
    You are not one, but three – a coven unto yourself.

Benefit: Once per day, at midnight, as a standard action you may shift between one of three age categories: young adult, adulthood, or elderly. In each case, your appearance is that of your own at the appropriate age, rather than that of a new individual.

You gain the following bonuses and penalties in each form:

Young Adult: +1 enhancement bonus to Dexterity and Constitution, -2 penalty to Wisdom
Adult: No bonuses or penalties
Elderly: +1 enhancement bonus to Wisdom and Intelligence, -2 penalty to Dexterity and Constitution

You may choose to maintain the same form from the day before if you pass a Will save (DC 10+your class level). If you fail this save you shift into a randomly determined form.

Certain types of magical divination (such as True Seeing) reveal all three forms overlaid with each other. This ability does not affect your clothing or equipment.


The Accord jwoolf