Origins

An origin represents your character's background — where they grew up and what they did before adventuring. Each origin has favored attributes, favored skills, example starting equipment, and access to a curated list of origin feats. See the Origins page for the full list.

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.