Would-be Knight

You grew up sitting wide-eyed round the fire, listening to stories of knights and heroes who slew dragons and saved The Empire. The other children liked those stories as well, but you lived for them, and you promised yourself that you would grow to be a great knight too. Of course, the stories never really mentioned the fact that knighthoods are typically granted by virtue of birth, and seldom actually earned.

Starting Stats: You are strong and brave. Your Strength begins at 12, your Charisma begins at 10, and all of your other ability scores begin at 8.
Initial Equipment: Peasant’s Outfit, a Brass Knife, a Spear, Leather Armor, a Light Horse (not yet combat trained), a Cavalier’s Kit, and 4d6s.
Initial Feats: You gain the Mounted Combat 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, +2 Con, +1 Int, Adopted trait
2 Your father was an outcast, rightfully or not. +2 Int, +1 Dex, +1 Con, +1 WIs, Resolve of the Rejected trait
3 Your parents were fishermen and you grew up on the water. +2 Dex, +2 Wis, +1 Str, Hetkoshu Wrestler trait
4 Your family worked a small farm outside the village. +2 Con, +1 Str, +1 Wis, +1 Cha, Provider trait
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Warsmith trait
6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Hill Fighter trait
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis, Hero of the Hall trait
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Wis, +1 Cha, Denial of Fate trait
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis, Sky Spirit Worshipper trait
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Law Enforcer trait
11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +2 Con, +1 Dex, Forest Senses trait
12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +2 Dex, +1 Int, Militant Merchant 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. +2 Str, +1 Wis, Courageous trait
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Reckless Luck trait
3 You were the toughest kid around. +2 Con, +1 Cha, Selective Health trait
4 No secret escaped you. +2 Int, +1 Dex, Suspicious trait
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Absolute Loyalty trait
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Instant Friendship trait
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Helpful trait
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Theoretical Magician trait
1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, a One-handed Martial Weapon (your choice).
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, an old Cutlass and a Tricorn Hat.
3 You went camping with the hunters. +2 Con, +1 Int, a Hooded Lantern and a Small Tent.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex, your own Chess Set.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, your love’s handkerchief (functions as per the Bestow Token feat).
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, your horse is Combat Trained.
7 The old widow needed help around the house. +1 Con, +1 Int, +1 Cha, her husband’s Silver Shortsword.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, a Military Saddle and a Heavy Wooden Shield.

Add an NPC to the village.

As you came of age, you began your quest to become a great knight. How did you begin your quest?

d6 Where did you practice your skill at arms? Gain
1 Pirates sometimes reach the village, and you were always the first volunteer in the forces which defended against them. +3 Str, Militia Veteran trait
2 You are truly untested, but often boast otherwise. +3 Cha, Gallant Imposter trait
3 You spent long days riding and practicing alone. +3 Con, Born to the Saddle trait
4 A real knight came to town and you rode with him for a time. +3 Cha, Swordsman’s Page trait
5 When traders from the mainland came to the village, you found an old warrior’s training manual and you studied it every day thereafter. +3 Int, Martial Manuscript trait
6 You first saw action with the archers in the village levy. +3 Dex, Roving Range trait
d6 What is your preferred fighting style? Gain
1 Clever swordplay and a quick guard. +2 Dex, Combat Expertise feat.
2 A glorious mounted charge. +2 Str, Ride-by Attack feat.
3 Constant and tireless pressure. +2 Con, Endurance feat.
4 Relentless attacks. +2 Str, Power Attack feat.
5 Flashy bladework. +2 Cha, Weapon Trickery feat.
6 Fierce intimidation and heavy blows. +2 Con, Bullying Blow feat.

Add a location to the village.

d6 When did you first draw blood? The player to your right was there with you. Gain
1 You haven’t yet, but might pretend otherwise. The friend to your right often helps you pretend that you are more seasoned than you are. +2 Cha, You and the friend to your right both gain the Feint Partner feat.
2 One night, you surprised a murderous thug passing through town and looking for trouble. The friend to your right helped you get the jump on the villain. +2 Int, You and the friend to your right both gain the Paired Opportunists feat.
3 You accidentally slew a partner in training. The friend to your right stayed your hand when you almost made the same mistake again. +2 Str, You and the friend to your right both gain the Focusing Blow feat.
4 When some ruffians attacked your beloved, you fought like a king of old, with great presence. The friend to your right fought off the gang with you. +2 Cha, You and the friend to your right both gain the Pursuit of Glory feat.
5 A boastful stranger challenged you to a duel and found you more than he could handle. The friend to your right distracted the stranger’s friends when they sought to aid your opponent. +2 Dex, You and the friend to your right both gain the Coordinated Distraction feat.
6 A brigand was waylaying villagers on the road, but you decided to put an end to his robbery. The friend to your right traveled the roads with you for two weeks, hunting the thief down. +2 Con, You and the friend to your right both gain the Trade Initiative feat.
d6 Now that you are ready, how will you seek your fortune? Gain
1 You will slay a dragon, and even have a map you think might lead you to one. +2 Str, A map to adventure.
2 You will be knighted by the Imperial governor after winning the affection of the common folk. +2 Cha, a Visored Steel Helmet.
3 You will rescue a princess, as in all the old stories, but first you have to find one. +2 Cha, a pair of Fire Resistant Boots.
4 You will conquer a realm of your own. +2 Str, 2d6s, and an impressive title or epithet (which you made up yourself).
5 You will banish an ancient evil of which you have heard stories. +2 Con, a Scroll of Protection from Evil.
6 You will visit distant lands and tirelessly seek adventure along the way. +2 Con, a Compass and a Backpack.

Add an NPC to the village.