Origins
Favored Attributes: You can lower the attribute bonuses from your race by up to two, and distribute them to your origins favored attributes. You cannot increase an attribute by more than a total of 2 points.
Favored Skills: The skills that your origin is particularly adept at, see Favored Skills.
Example Starting Equipment: The typical gear and items your origin starts with.
Origin Feats: Allowed list of origin feats to take when creating your character. Racial origin feats are always available. For origin feats not on the list, consult your game master.
| Name | Description |
|---|---|
Archeologist |
You sift through the bones of dead civilizations, knowing some of them aren't entirely dead. |
Barber |
Razor in hand, you learned that people tell their barber everything. |
Craftsman |
You built things with your hands and learned the patience that mastery demands. |
Criminal |
You operated outside the law, and inside a world with rules most people never see. |
Cultist |
You served a hidden power, learning secrets most dare not seek. |
Entertainer |
You made strangers feel something — and learned to feel nothing, or everything, at will. |
Farmer |
You worked the land until the land — or something else — pushed you away from it. |
Guard |
You kept the peace, and watched how quickly it could fall apart. |
Headhunter |
You tracked people for a living — and learned that everyone, eventually, makes a mistake. |
Heir |
Blood and title were your birthright — whether you embraced or fled them is another matter. |
Herbalist |
You learned the language of roots and leaves — and the thin line between cure and poison. |
Hunter |
Patience, stillness, and the moment between breath and release — that is where you live. |
Lumberjack |
You felled giants for a living and learned the forest is never as quiet as it looks. |
Mercenary |
You sold your blade to the highest bidder and survived long enough to tell the tale. |
Merchant |
You learned that every transaction is a negotiation, and every person has a price — even if it isn't coin. |
Monk |
Discipline, devotion, and the long work of mastering the self before anything else. |
Nomad |
The road was never a path to somewhere — it was home. |
Pirate |
You took what the sea offered and asked no one's permission. |
Priest |
Faith is easy. Shepherding the faithful — and your own doubts — is the real work. |
Sailor |
The sea shaped you — unpredictable, resilient, and always watching the horizon. |
Scholar |
Knowledge was never enough — you always needed to understand why it matters. |
Skallywag |
You lived by your wit, your charm, and your ability to be somewhere else when the bill arrived. |
Soldier |
You served, you fought, and you carried the weight of both orders and conscience. |
Spy |
You wore other people's faces for a living, and lost track of your own somewhere along the way. |
Squire |
You served a knight and learned that heroism is messier up close than in the songs. |
Student |
You pursued knowledge with a hunger that lectures could never quite satisfy. |
Tribesfolk |
You were raised by a community bound by blood, tradition, and the land itself. |
Urchin |
The streets raised you, and you raised yourself the rest of the way. |