Young Woodsman

Hunter, gatherer, or guardian, it takes a brave soul to wander the woods. You go where few in your village would dare, and, moreover, you feel at home in those places. You know every twig and leaf for miles around, and all your friends look to your guidance when leaving home.

Starting Stats: You are agile and insightful. Your Dexterity and Wisdom begin at 11, and all of your other ability scores begin at 8.
Initial Equipment: Traveler’s Outfit, Leather Armor, a Poncho, a Brass Knife, a Ranger’s Kit, and 4d6s.
Initial Feats: You gain the Nature Soul 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, Wild Shadow trait.
2 Your father was an outcast, rightfully or not. +2 Int, +1 Str, +1 Con, +1 Wis, Destined Pioneer trait.
3 Your parents were fishermen and you grew up on the sea. +2 Dex, +1 Str, +1 Wis, +1 Cha, Sodden trait.
4 Your family worked a small farm outside the village. +2 Con, +1 Str, +1 Wis, +1 Cha, Jizamurai Son trait.
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Heat Fortitude 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, Gesture Expertise trait.
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Wis, +1 Cha, Thrown Together Fashion trait.
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Wis, +1 Cha, Devotee of a Dead God trait.
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Iron Control trait.
11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Dex, +1 Con, +1 Int, Wild Stride trait.
12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +2 Dex, +1 Int, Keeper of Coins 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, Bestial Wrath trait.
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Agent of Chance trait.
3 You were the toughest kid around. +2 Con, +1 Cha, Wild Ferocity trait.
4 No secret escaped you. +2 Int, +1 Dex, Carefully Hidden trait.
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Ease of Faith trait.
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Mediator trait.
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Animalistic Affliction trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Audience of the Holt 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, Artisan’s Tools and a 2-lb Silver Ingot.
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, a Waterproof Hooded Lantern and 2 pints of Lamp Oil.
3 You went camping with the hunters. +2 Con, +1 Int, a Campsite Kit.
4 The village elders taught you to fence. +2 Int, +1 Dex, a Rapier.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, a small house and farm of your own.
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, a crown of dried flowers (functions as per the Bestow Token feat).
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha, a Warm Fur Coat.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, a Light Wooden Shield and a Light Martial Weapon (your choice).

Add an NPC to the village.

The woods called to you, and you spend most of your time away from the village now. What have you learned in the wild places?

d6 What is your hidden talent? Gain
1 A soulful voice. +3 Cha, Voice of Velvet trait.
2 Simple skills. +3 Wis, Simple Disciple trait.
3 You collect old lore. +3 Int, Seeker of Portals trait.
4 A musical gift. +3 Wis, Natural Artist trait.
5 You are able to work the skins from your kills. +3 Str, Harvester trait.
6 You are not squeamish about what you eat. +3 Dex, Blessing of the Feast trait.
d6 What sort of woodsman are you? Gain
1 You hunt large game in the wilderness. +2 Str, Big Game Hunter feat.
2 The roads and paths around the village are not safe and you watch them. +2 Con, Reflexive Shot feat.
3 The clamor and bustle of the village disturb you and so you find solace in the wilderness. +2 Con, Meditation Master.
4 You wander the wilds, making nary a sound. +2 Dex, Nimble Moves feat.
5 You are a tireless tracker, following your prey for days at a time. +2 Con, Endurance feat.
6 You are a great trapper, never coming home empty handed. +2 Wis, Learn Ranger Trap feat.

Add a location to the village.

d6 How do you make yourself useful to the village? The player to your right often helps you. Gain
1 You make long treks in the wilderness collecting herbs. The friend to your right often comes with you. +2 Con, You and the friend to your right both gain the Stick Together feat.
2 There are many forgotten paths in the woods and you guard them all, but not always alone. The friend to your right has stood with you time and again on those paths. +2 Str, You and the friend to your right both gain the Calls of the Wild feat.
3 In the winter, stores are often low and you bring in meat in lean times. The friend to your right brought down a wild boar with you last winter. +2 Dex, You and the friend to your right both gain the Outflank feat.
4 Sometimes the armies of the Hapsburgs move on distant roads. Unseen, you watch them when they do. The friend to your right stayed with you last summer, watching just such a movement of troops. +2 Dex, You and the friend to your right both gain the Lookout feat.
5 You bring delicate herbs to the healer and aid him in his work. The friend to your right often aids you in this endeavor. +2 Wis, You and the friend to your right both gain the Combat Medic feat.
6 The most dangerous animals often need culling, and you do this for the other villagers. Once, the friend to your right aided you in tracking a pack of ravenous wolves threatening the village. +2 Int, You and the friend to your right both gain the Pack Attack feat.
d6 What did you find in the woods that no one knows about? Gain
1 A large red gemstone, buried in an iron-bound chest beneath an old tree. +2 Dex, a Large Ruby (of unknown value).
2 A deep cave complex with many entrances hidden in a vine-covered stretch of rocky riverside. +2 Int, A map to adventure (consult your DM).
3 Glittering in a lightning-cleft rowan tree, an abandoned, but alluring blade. +2 Str, a Masterwork Copper-Plated Longsword.
4 An odd friend who knows older roads than you. +2 Cha, a Trustworthy Contact among the fey.
5 Some strange ruins built of foreign stones, long abandoned, but recently reclaimed. +2 Con, a Brillstone.
6 You stumbled upon the dark heart of the woods. The sky went black, and the tree limbs reached for you. +2 Con, a Strange Branch (functions as a Greenwood Club).

Add an NPC to the village.