Drowned Patron

You were among the first colonists to arrive here, and the first to die. Luckily, you were one of those destined to die by water, your lungs filled with the mystic waters of the world’s seas. You returned as one of the drowned and have enjoyed a position of prominence in the colony ever since—a tireless watcher in the night and keeper of stories and wisdom. The kids these days, however, are swift and rash, liable to run off and meet a much more violent and less fortuitous death than you did, and desperately in need of your guidance and your watchfulness.

Prerequisites: Must be one of The Drowned.
Elder: You begin as a 2nd-level character.
Starting Stats: You have the wisdom of untold decades and are well respected in your community. Your Wisdom and Charisma scores begin at 12, all of your other ability scores begin at 8. Being undead, you have no Constitution score.
Initial Equipment: Artisan’s Outfit, a Wooden Holy Symbol, a Brass Knife, a One-handed Simple Weapon (your choice), a Journal, a bundle of Charcoal, and 4d6s.
Initial Feats: You gain the Lingering Spirit feat.
Free Trait: Choose one Family or Campaign Trait.

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +1 Str, +1 Int, Illiteracy trait.
2 Your father was an outcast, rightfully or not. +2 Int, +1 Str, +1 Wis, Outcast trait.
3 Your parents were fishermen and you grew up in the water. +2 Dex, +1 Str, +1 Wis, Slippery Step trait.
4 Your family worked a small farm outside the village. +1 Dex, +1 Str, +1 Wis, +1 Cha, Channel the Earth trait.
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, Bladed Magic trait.
6 You led the sheep out onto the mountain like your father before you. +2 Wis, +1 Str, +1 Dex, Snowstride trait.
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Dex, +1 Int, Friends in Low Places trait.
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Wis, +1 Cha, Civic Artisan trait.
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +1 Wis, +1 Cha, Fanatic trait.
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Wis, +1 Cha, Militia trait.
11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Dex, +1 Int, Slithering Stride trait.
12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Dex, +1 Int, Dealmaker trait.

Add a location to the village.

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +1 Str, +1 Wis, Bloodthirsty trait.
2 There wasn’t a game you couldn’t win. +1 Dex, +1 Int, Second Chance trait.
3 You were the toughest kid around. +1 Str, +1 Cha, Superior Clutch trait.
4 No secret escaped you. +1 Int, +1 Wis, Truth’s Agent trait.
5 Your empathy made you a sought after confidant. +1 Wis, +1 Cha, Repel Sin trait.
6 You never met someone who didn’t like you. +1 Cha, +1 Dex, Underling trait.
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Int, Sacred Touch trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Int, +1 Dex, Elemental Pupil trait.
1d8 The other player characters are your closest companions. Besides this ragtag group of kids, whom else did you befriend when you settled here? Gain
1 The watchman enjoys hearing your advice and assistance. +1 Str, +1 Wis, a Sap and a set of Masterwork Manacles.
2 The fishermen have come to rely on your knowledge of the depths. +1 Int, +1 Cha, a Light Underwater Crossbow and a case w/ 10 bolts.
3 Many of the villagers find your appearance frightening. You spent much time alone. +1 Dex, +1 Wis, a Necrotic Talisman.
4 The colony’s governor was once your comrade in arms. You are still close. +1 Str, +1 Dex, a suit of Parade Armor and a Polearm (any Two-handed Martial Weapon with reach).
5 Grandmother Weaver respects your wisdom and honors you. +1 Wis, +1 Cha, a suit of Quilted Cloth Armor.
6 The old witch sometimes brews ointments to keep your ligaments supple. +1 Dex, +1 Int, 2 doses Unguent of Revivification.
7 The old widow is getting on in years, you have been trying to convince her to embrace the waters. +1 Str, +1 Cha, 1 dose Oil of Taggit (for easing the transition).
8 The grizzled old mercenary likes to share stories with you. +1 Str, +1 Int, a Heavy Steel Shield and a One-handed Martial Weapon (your choice).

Add an NPC to the village.

You died and yet you live. What are the circumstances of your unusual state?

d6 What led to your untimely end? Gain
1 The ship that brought you to the colony was destroyed by a dragon. +3 Str, Flotsam trait.
2 You fell ill and embraced the waters willingly rather than suffer a slow death. +3 Wis, Heart of Clay trait.
3 You were blown from the deck of your ship during a mighty storm. +3 Dex, Child of the Khamsin trait.
4 You were dragged to the bottom of the river in the coils of a great snake. +3 Str, Friend of the River Fiends trait.
5 You drowned saving a child of the village from a similar fate. +3 Cha, Water-Touched feat.
6 Blinded by dense fog, you wandered off the end of the pier. +3 Int, Whiteout trait.
d6 What did you do in the colony before drowning? Gain
1 You were a tinker and handy-man, doing a bit of everything. +2 Int, Breadth of Experience feat.
2 You were a farmer, digging and plowing the land. +2 Str, Warren Digger feat.
3 You were a devout parishioner, working diligently for the church. +2 Wis, Variant Prayer Scroll feat.
4 You were a bit of a fop, always concerned with appearances. +2 Cha, Civilized Ghoulishness feat.
5 You were a commander of the militia, proudly bearing the Imperial colours. +2 Cha, Flagbearer feat.
6 You were a scrapper, champion of the local games. +2 Dex, Eldritch Claws feat.

Add a location to the village.

d6 What caused you to choose your pupil? The player to your right immediately gains +1 Wis and -1 Con, and shares this event with you. Gain
1 You found the youth dabbling in dark magics, attempting to animate the lesser dead. You showed them how to control the creatures before they got out of hand. +2 Int, You and the pupil to your right both gain the Charnel Soldiers feat.
2 The youth was beset by a wicked faerie on the edge of the village one evening and you helped drive off the intruder. With your help the pupil to your right survived unscathed. +2 Dex, You and the pupil to your right both gain the Loyal to the Death feat.
3 Last winter, when a wicked tradesman and his thugs moved into town, they began intimidating and robbing some of the villagers. The youth wanted to do something about it and you agreed to help. The pupil to your right protected the old widow from one of the thugs. +2 Str, You and the pupil to your right both gain the Coordinated Maneuvers feat.
4 A shadow from the ancient dark came to the village one night, but the youth stood before it, less afraid than he should have been. You stepped in and stood with the youth to subdue the creature. +2 Int, You and the pupil to your right both gain the Seeping Darkness feat.
5 While wandering the woods, the youth was rushed by a pack of wolves. You charged in and interposed yourself, frightening the beasts off. +2 Dex, You and the pupil to your right both gain the Intercept Charge feat.
6 You found the youth trying to drown themselves in a fit of depression. You showed them the downsides to your existence and have watched over them sense. +2 Cha, You and the pupil to your right both gain the Tribe Mentality trait.
d6 What memento do you keep from your previous life? Gain
1 The wedding band of your spouse who did not join you in the afterlife. +1 Dex, +1 Cha, A plain gold ring (functions as per the Bestow Token feat).
2 The tools of your former trade. +1 Int, +1 Wis, Masterwork Artisan’s Tools.
3 The armor you were wearing when you died. +1 Str, +1 Wis, a battered but functional suit of Scale Mail.
4 The history of your family. +1 Int, +1 Cha, a Heritage Book.
5 Something very dangerous to yourself. +1 Dex, +1 Wis, 2 flasks of Holy Water.
6 Your life savings. +1 Str, +1 Cha, a Small Treasure Chest containing 10d8s.

Add an NPC to the village.