Unusual Homeland. You gain access to the Desert Child regional trait. You were born and raised in rocky deserts, and are accustomed to high temperatures. You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
Both of your parents are dead. You gain access to the Orphaned social trait. You grew up separated from your birth parents, and had to learn to watch out for yourself. Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Many biological siblings. You gain access to the Kin Guardian combat trait. You are dedicated to defending members of your family. When you use the aid another action to give a member of your family a bonus to AC, increase the bonus by 2. This increase is a trait bonus (and therefore doesn't stack with increases granted by other family members using this trait). This trait has no effect when using the aid another action to increase a family member's next attack roll.
You were born into a family that once was honored among your society but has since fallen into disgrace. Now your family name is loathed and maligned by those who know it, putting you on your guard. You gain access to the Reactionary combat trait, the Lost Legacy story feat, and the Redemption story feat. You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks. What once belonged to your family shall be yours again. Regain your family’s lost claim, either for yourself or another in your family. In the process of completing this claim, you must decisively defeat a challenging foe that seeks to deny your birthright. Your past failure haunts you and drives you on. Regain any lost class features and complete a quest to prove your worth. In the course of completing this quest, you must decisively defeat a challenging foe. The quest should relate in some fashion to the transgression that removed your class abilities or led to you being disgraced.
(Parent's Profession: Soldiers) You gain access to the Tactician combat trait. You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
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. 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. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
You were orphaned at a young age and left to fend for yourself in the wilds, or simply lived a life at the edge of society that required a constant scrabble for basic existence. You probably have animals or magical beasts (the edible ones) as your dominant favored enemy, and are adept at lying in wait and springing into action. You gain access to the Hunter’s Knack combat trait. When you watch and wait before attacking, your strike is true. You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.
Roll on Table: Influential Associates to determine an associate or ally who had a major influence on your life. 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. For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.
This table lists 20 conflicts, ranging from minor indiscretions to grievous sins. Mass Murder. You killed several sentient beings, one of whom was a Close Friend. The motivation was Pressured or Manipulated. Sincere Regret (–2 cp) 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.
You have remained undecided when it comes to your faith, but are accepting of others’ faiths and are at least somewhat open to the idea of joining an organized faith should you find one that strikes your fancy. You gain access to the Ease of Faith faith trait. our mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
You are currently involved in a romantic relationship. You gain access to the True Love story feat. You found love, only to have it denied by the cruelty of fate. You must have found love with a person you can’t be with, have a current lover, or have the Current Lover, For Love, or The Lover background. Possible complications include distance, your love being with another, your feelings being unrequited, or your relationship being forbidden. Find a way to be with your true love (even if you can’t formally wed).
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. You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Since you can remember, the hands of others have guided you. He's the son of Niron, your compatriots whisper. The Butcher. The Warrior clan are renowned for inspiring fear across the Expanse. But the Butcher is dead, your clan is in pieces, and you are alone. The winters of Tir'Aresh are as harsh as the summers, leaving only the strongest alive.
You become strong. The Ki'tan offer you peace and protection from the elements. Ki'tan promises shelter and training. You have potential, and you've always been big for your age. So you learn to fight. You become a weapon. Dissent from local bands of raiders and pillagers is crushed under your boot, while you live like a king. For many years, you perform your duties admirably, until you don't and are captured by the enemy. Their eyes are blue and empty, and they reach inside you and make you empty, too.
You meet Amina through your first wife, Teilhan. She's your first love, and when you return to your soul, the idea of embracing Heart instead of Fear isn't so repulsive after all. But you have no skills, other than combat and strategic operations, so Amina gives you a way out. The Federation is getting antsy, and Viltan needs a leader. You can lead, but this time you must lead out of the darkness and into the light.