Birthright Table

Pathfinder Players Birthright Table

Percentile Background and game effect:

01 % Slave – This person is used as a mindless hard laborer only the most brutal and difficult tasks are given to him to do. This person may not choose to read and write at any level without spending 2 skill points. He is also limited to half of his class’s normally allowed initial skill points although he still receives bonus class skills due to high intelligence. (These bonus skills are subject to DM approval.) Regardless of level this character must spend 2 skill points to learn any language and is not granted bonus languages for high intelligence or racial bonus languages. This character begins play with d4 silver pieces.
Bonus: Endurance, Great Fortitude, Toughness

02 % – 03 % Slave – This person is used for a variety of unpleasant tasks, or just general labor purposes. This person may not choose to read or write at first level without paying 2 skill points. After first level he may learn to read and write by paying 1 skill point. This character receives his full amount of skill points but he is requires to spend at least 1 skill points on some type of profession that involves some type of labor such as animal handling or agriculture. (This choice is subject to DM approval.) These skill points must be allocated, before any other skill points are spent. This character begins play with d4 gold pieces.
Bonus: 1 Martial Weapon Proficiency, Endurance, Toughness

04 % – 06 % Indentured Servant – This character is paying off a family debt by working it off. This character receives his full allotment of Depending on the disposition of the characters “employer” he may or may not be subject to restrictions on class, skills and any other area the D.M. deems relevant. This character begins play with no money. To determine this characters family debt please roll the d6 and consult the table below:
1. 100 gold pieces 4. 1,000 gold pieces
2. 250 gold pieces 5. 2,500 gold pieces
3. 500 gold pieces, 6. 5,000 gold pieces
Bonus: +2 Knowledge Local, Endurance, Toughness

07 % – 11 % Serf – This character works someone else’s land doing a wide variety of chores. This person may not choose to read or write at first level without paying 2 skill points. After first level he may learn to read and write by paying 1 skill point. This character receives his full amount of skill points but he is requires to spend at least 1 skill points on some type of profession that involves some type of labor such as animal handling or
agriculture. (This choice is subject to DM approval.) This character begins play with 1/10 of the standard gold allowed for his character class.
Bonus: +4 Knowledge Local, Endurance, Toughness

12 % – 21 % Farmer Common – This character works someone else’s land in the hopes that one day it will be his. It is assumed that the characters family and the current landowner have some sort of agreement worked out. The details of that agreement will be given to you by the DM. This character receives his full amount of skill points and may spend them as he desires. This character begins play with 3/10 of the standard gold allowed for his character class.
Bonus: + 2 Circumstance bonus to Profession Farmer, +4 Knowledge Local, Endurance, Toughness

22 % – 26 % Farmer Land Owner – This character works his own land, or his family’s land. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with the standard amount of gold allowed for his character class.
Bonus: + 2 Circumstance bonus to Handle Animal skill checks and Profession Farmer, Endurance, Toughness

27 % – 30 % Fisherman – This character does a variety of fishing related tasks to earn his living. This character receives his full allotment of skill points and may spend them, as he desires this character begin play with ½ of the standard amount of gold allowed for his character class.
Bonus: + 2 Circumstance bonus to Profession Fisherman, Knowledge Geography, Endurance, Toughness

31 % – 34 % Craftsmen Poor – This character is a craftsman of little ability. This character receives his full allotment of skill points and may spend them, as he desires, please consult Table A: Craftsmen to determine what type of craftsman your character is. This character begins play with ¼ of the standard amount of gold allowed for his character class.
Bonus: + 2 Circumstance to Appraise and Craft skill that is determined on Table A: Craftsmen.

35 % – 38 % Craftsmen Average – This character is a craftsman of average ability. This character receives his full allotment of skill points and may spend them, as he desires. Please consult Table A: Craftsmen to determine what type of craftsman your character are. This character begins play with the standard amount of gold allowed for his character class.
Bonus: + 4 Circumstance bonus to Appraise and Craft Skill determined on Table A

39 % – 41 % Craftsmen Skilled – This character is a craftsman of exceptional ability. This character receives his full allotment of skill points and may spend them, as he desires. Please consult Table A: Craftsmen to determine what type of craftsman your character are. This character begins play with 2 times the standard amount of gold allowed for his character class.
Bonus: + 6 Circumstance bonus to Appraise and Craft determined on Table A

42 % Craftsmen Master – This character is a craftsman of unrivaled ability. This character receives his full allotment of skill points and may spend them, as he desires. Please consult Table A: Craftsmen to determine what type of craftsman your character is. This character begins play with 4 times the standard maximum amount of gold allowed for his character class.
Bonus: + 8 circumstance bonus to Appraise and Craft determined on Table A, Master Craftsmen feat (+5 already factored in)

43 % – 47 % Merchant – This character is able to barely make a living by selling various things. This character receives his full allotment of skill points and may spend them, as he desires. Assuming his dues with the merchant’s guild are current. The character receives 10 % off of all goods (weapons, armor, land, and anything service oriented are not discounted.) Merchant guild dues are 100 gold pieces a year. This character begins play with ¾ of the standard amount of gold allowed for his character class.
Bonus: + 1 circumstance bonus to Appraise and Bluff checks

48 % – 51 % Merchant Moderate – This character is able to make a living by selling various things. This character receives his full allotment of skill points and may spend them, as he desires. Assuming his dues with the merchant’s guild are current. The character receives 20 % off of all goods (weapons, armor, land, and anything service oriented are not discounted.) Merchant guild dues are 100 gold pieces a year. This character begins play with the maximum standard amount of gold allowed for his character class.
Bonus: + 2 Circumstance bonus to Appraise, Bluff and Diplomacy skill checks

52 % – 54 % Merchant Successful – This character is able to make a good living by selling various things. This character receives his full allotment of skill points and may spend them, as he desires. Assuming his dues with the merchant’s guild are current. The character receives 30 % off of all goods (weapons, armor, land, and anything service oriented are not discounted.) Merchant guild dues are 100 gold pieces a year. This character begins play with 2 times the maximum standard amount of gold allowed for his character class.
Bonus: + 4 Circumstance bonus to Appraise, Bluff, and Diplomacy checks

55 % Merchant Master – This character is able to make a very good living by selling various things. This character receives his full allotment of skill points and may spend them, as he desires. Assuming his dues with the merchant’s guild is current. The character receives 40 % off of all goods (weapons, armor, land, and anything service oriented are not discounted.) Merchant guild dues are 100 gold pieces a year. This character begins play with 4 times the maximum standard amount of gold allowed for his character class.
Bonus: + 6 Circumstance bonus to Appraise, Bluff, and Diplomacy skill checks

56 % – 60 % Profession Poor – This character is barely able to make a living performing a menial labor or unskilled job. This character receives his full allotment of skill points. Please consult Table C: Poor Professions to determine the profession of your character. This character begins play with 3/10 of the standard gold allowed for his character class.
Bonus: + 1 Circumstance bonus to profession determined on Table B, Iron Will feat, Persuasive feat

61 % – 64 % Profession Common – This character is able to make a living by performing a common type of labor. This character receives his full allotment of skill points and may spend them, as he desires. Please consult Table B: Common Professions to determine the profession your character is. This character begins play with ½ the standard gold allowed for his character class.
Bonus: + 3 Circumstance bonus to profession determined on Table B, Iron Will feat, Persuasive feat

65 % – 67 % Profession Skilled – This character is able to make a good living by performing a non-common type of labor. This character receives his full allotment of skill points and may spend them, as he desires. Please consult Table D: Skilled Professions to determine the profession your character is. This character begins play with 2 ½ times the maximum standard gold allowed for his character class.
Bonus: + 5 Circumstance bonus to profession determined on Table D, Iron Will feat, Persuasive feat

68 % – 69 % Profession Specialized – This character is able to make a very good living by performing a very skilled type of labor. This character receives his full allotment of skill points and may spend them, as he desires. Please consult Table E: Specialized Professions to determine the profession your character is. This character begins play with 4 times the maximum standard gold allowed for his character class.
Bonus: + 5 Circumstance bonus to profession determined on Table E, Iron Will feat, Persuasive feat

70 % Standing Malitia – This character is part of an active and organized malitia. This malitia is responsible for protecting the citizens of a designated area. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with the standard gold allowed for his character class.
Bonus: Proficient with all simple weapons, Alertness feat, Athletic feat

71 % – 74 % Military Enlisted – This character is or was part of an active and organized military force. This military force may or may not be stationary. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with the standard gold allowed for his character class. He also receives 50 gold pieces in free equipment.
Bonus: 1 Martial weapon proficiency (any polearm), 1 martial weapon proficiency (player’s choice), Alertness feat, Athletic feat

75 % – 77 % Military High Enlisted – This character is or was part of an active and organized military force. This military force may or may not be stationary. The characters actual rank falls under the DM’s discretion. This character receives his full allotment of skill points but must spend 1 skill points on ride and 1 skill points on craft siege weapon. These skills must be purchased before any other skill points can be allocated. The character begins play with the maximum standard gold allowed for his character class. He also receives 125 gold pieces in free equipment.
Bonus: Proficient with all martial weapons, gains Ride class skill, Alertness feat, Athletic feat

78 % – 79 % Military Officer Low Rank – This character is or was part of an active and organized military force. This military force may or may not be stationary. The characters actual rank falls under the DM’s discretion. This character receives his full allotment of skill points but must spend 2 skill points on ride, 2 skill points on craft siege weapon and 2 skill points on knowledge military history. These skills must be purchased before any other skill points can be allocated. This character begins play with 3 times the standard gold allowed for his character class. He also receives 200 gold pieces in free equipment. This character has a 10 % chance of having 1 magical item, and a 50 % chance of having 1 master worked weapon.
Bonus: Martial weapon proficiency (all), gains Ride, Craft Weapon, and Knowledge History as class skills, Alertness feat, and Athletic feat

80 % Military Officer High Rank – This character is or was part of an active and organized military force. This military force may or may not be stationary. The characters actual rank falls under the DM’s discretion This character receives his full allotment of skill points but must spend 4 skill points on ride, 2 skill points on craft siege weapon and 4 skill points on knowledge military history. These skills must be purchased before any other skill points can be allocated. This character begins play with 4 times the maximum standard gold allowed for his character class. He also receives 400 gold pieces in free equipment. This character has a 40 % chance of having 1 magical item, and a 90 % chance of having 1 master worked weapon.
Bonus: Martial weapon proficiency (all), 1 exotic weapon proficiency, gains Ride, Craft Weapon, and Knowledge History as class skills, Alertness feat, Athletic feat, Combat reflexes and 1 horse.

81 % Military Leader – This character is or was the leader of an active and organized military force. This military force may or may not be stationary. The characters actual rank falls under the DM’s discretion. This character receives his full allotment of skill points but must spend 4 skill points on ride, 4 skill points on craft weapon and 4 skill points on knowledge history. These skills must be purchased before any other skill points can be allocated. This character begins play with 6 times the maximum standard gold allowed for his character class. He also receives 500 gold pieces in free equipment. This character has one master worked weapon and a 50 % chance of having a suit of master worked armor. This character also has a 60 % chance of having 1 magical item.
Bonus: Martial weapon proficiency (all), 1 exotic weapon proficiency, gains Ride, Craft Weapon, and Knowledge History as class skills, Alertness feat, Athletic feat, Combat reflexes, Leadership feat (at 1st level), 1 Squire (1st level warrior) and 1 horse.

82 % – 85 % Mercenary / Adventurer Low Level – This characters parent makes or made a living by selling his skills as an adventurer. The level of the parent is 1-4 and the parent’s class is determined randomly by the DM. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with the maximum standard gold allowed for his character class. This character has a 25 % chance of having 1magical item, and a 30 % chance of having 1 master worked item.
Bonus: 1 Martial weapon proficiency, gains Knowledge Dungeoneering as a class skill, Alertness feat and Combat Reflexes.

86 % – 87 % Mercenary / Adventurer Mid-Level – This characters parent makes or made a living by selling his skills as an adventurer. The level of the parent is 5-8 and the parent’s class is determined randomly by the DM. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 3 times the maximum standard gold allowed for his character class. This character has a 50 % chance of having 1magical item, and a 60 % chance of having 1 master worked item.
Bonus: 1 Martial weapon proficiency, gains +2 Knowledge Dungeoneering as a class skill, Alertness feat and Combat Reflexes.

88 % Mercenary / Adventurer High Level – This characters parent makes or made a living by selling his skills as an adventurer. The level of the parent is 9-20 and the parent’s class is determined randomly by the DM. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 8 times the maximum standard gold allowed for his character class. This character has a 90 % chance of having 1-3 magical items, and owns 1-2 master worked items.
Bonus: 1 Exotic weapon proficiency, gains + 4 Knowledge Dungeoneering as a class skill, Alertness feat and Combat Reflexes.

89 % Politician Low Non-Hereditary Title – This characters parent makes or made his living by holding an elected public office. (I.e. sheriff, mayor, constable, magistrate.) The DM determines the exact nature of the office. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 5 times the standard gold allowed for his character class. This character has a 10 % chance of having 1magical item, and a 15 % chance of having 1 master worked item.
Bonus: + 2 Circumstance bonus to Diplomacy and Knowledge Nobility skill checks, Deceitful feat

90 % Politician Mid Hereditary Title – This characters parent makes or made his living by holding a hereditary public office. (I.e. sheriff, mayor, constable, magistrate.) The DM determines the exact nature of the office. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 5 times the maximum standard gold allowed for his character class. This character has a 20 % chance of having 1magical item, and a 35 % chance of having 1 master worked item.
Bonus: + 4 Circumstance bonus to Diplomacy, Knowledge Nobility and Sense Motive skill checks, Deceitful feat

91 % Politician High Non-Hereditary Title – This characters parent makes or made his living by holding an elected or appointed public office. (I.e. governor, burgomaster, castellan.) The DM determines the exact nature of the office. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 10 times the standard gold allowed for his character class. This character has a 25 % chance of having 1magical item, and a 45 % chance of having 1 master worked weapon.
Bonus: + 6 Circumstance bonus to Diplomacy, Knowledge Nobility and Sense Motive skill checks, Deceitful feat

92 % Politician High Hereditary Title – This characters parent makes or made his living by holding a hereditary or appointed public office. (I.e. governor, burgomaster, castellan.) The DM determines the exact nature of the office. This character receives his full allotment of skill points, but must put 1 skill point into diplomacy every level. This character begins play with 10 times the maximum standard gold allowed for his character class. This character has a 40 % chance of having 1magical item, and 60 % chance of having 1 master worked item.
Bonus: + 6 Circumstance bonus to Diplomacy, Knowledge Nobility and Sense Motive skill checks, Deceitful feat, Iron Will feat, 1 Horse

93 % Ambassador / Diplomat – This characters parent makes or made his living by representing a nation, group, or an individual in negotiations. This character receives his full allotment of skill points, but must put 1 skill point into diplomacy every level. This character begins play with 10 times the standard gold allowed for his character class. This character has a 30 % chance of having 1magical item, and a 55 % chance of having 1 master worked item.
Bonus: + 6 Circumstance bonus to Diplomacy, Knowledge Nobility and Sense Motive skill checks, Deceitful feat, Iron Will feat, 1 Horse, 1 extra language

94 % Upper Upper Class New Money – This character is part of a family that has recently come to prominence (within the last 3 generations). The nature of this family’s rise is entirely up to the DM. (But the most common causes are through marriage, invention, or a royal sponsorship such as being knighted or granted land.) This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 15 times the standard gold allowed for his character class. This character has a 30 % chance of having 1magical item, and a 55 % chance of having 1 master worked item.
Bonus: + 2 circumstance bonus to Knowledge Local and a + 1 circumstance bonus to Diplomacy, Knowledge Nobility skill checks. (These skills become class skills if they are not already), 1 Horse, House, Land and property

95 % Upper Upper Class Old Money – This character is part of a prominent family that has been in power for at least 6 generations). The nature of this family’s power is entirely up to the DM. (But the most common causes are through marriage, very distant relation to royalty, or a royal sponsorship such as being knighted or granted land and then serving with honor and distinction for a very long time.) This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 15 times the maximum standard gold allowed for his character class. This character has a 50 % chance of having 1magical item, and a 65 % chance of having 1 master worked item.
Bonus: + 4 circumstance bonus to Knowledge Local and a + 2 circumstance bonus to Diplomacy, Knowledge Nobility skill checks. (These skills become class skills if they are not already), 1 Horse, House, Land and property

96 % True Nobility – This characters family is directly related to royalty. Although it is a distant relationship (within 2-4 family lines), it is a relationship that is well know and on amicable terms. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 17 times the maximum standard gold allowed for his character class. This character has a 70 % chance of having 1magical item, and an 85 % chance of having d4 master worked items.
Bonus: + 2 circumstance bonus to Diplomacy and Knowledge Nobility skill checks, (these skills become class skills if they are not already). This character also receives 1 exotic weapon proficiency (his choice) 1 Horse, Small Keep, Land and property

97 % Displaced Royalty – This characters family had their kingdom usurped in some manner. The nature of this kingdoms dissolution is entirely up to the DM. (But the most common causes are through war, insurrection, revolution etc.) This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 7 times the maximum standard gold allowed for his character class. This character has a 70 % chance of having d2magical item, and a 95 % chance of having d2 master worked item.
Bonus: + 2 circumstance bonus to Knowledge Local and a + 2 circumstance bonus to Diplomacy, Knowledge Nobility skill checks. (These skills become class skills if they are not already), 1 Horse.

98 % High Royal Appointment – This characters family was or has been appointed to a high and influential royal position by the ruler of the land himself. Generally these positions are hereditary but in some cases they are not. The DM determines the exact nature of the position (common positions include steward, vizier, lord high chamberlain, chancellor etc.) This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 15X the standard gold allowed for his character class. This character has a 50 % chance of having d2 magical items, and a 90% chance of having d2 master worked items.
Bonus: + 4 circumstance bonus to Knowledge Local and a + 2 circumstance bonus to Diplomacy, Sense Motive, Knowledge Nobility skill checks. (These skills become class skills if they are not already), 1 Servant of commoner level 1, 1 Horse, Small Keep, Land and property.

99 % Royalty Indirect – This characters family is directly related to royalty. It is a close relationship (only 1 family line removed). It is a relationship that is well know and on amicable terms. This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 25X the maximum standard gold allowed for his character class. This character owns d4 master worked items and has a 90% chance of having d4 magical items. In his own kingdom this character receives 90% off of anything he wishes to buy.
Bonus: + 4 circumstance bonus to diplomacy and knowledge nobility skill checks, 1 exotic weapon proficiency, 2 bonus skill points, and 1 bonus feat of the character’s choosing. Two Horses and Carriage, Leadership Feat at 1st level. 2 Followers: Body guard (1st level warrior), 1 Scribe (1st level Aristocrat), Keep, Land and property.

100 % True Royalty – This characters family is royalty. It is a close relationship (within the top four of succession. The order of succession is entirely up to the DM.). It is a relationship that is well know and on amicable terms. . This character receives his full allotment of skill points and may spend them, as he desires. This character begins play with 50X the maximum standard gold allowed for his character class. This character owns d4+1 master worked items and has a 95 % chance of having d4+1 magical items, (always at least 1 weapon and 1 armor). In his own kingdom this character receives 95 % off of anything he wishes to buy.
Bonus: + 4 circumstance bonus to Diplomacy and Knowledge Nobility skill checks, 1 exotic weapon proficiency, 6 bonus skill points, and 1 bonus feat of the character’s choosing. Four Horses and Carriage, Leadership Feat at 1st level. 4 Followers: 2 Body guards (1st level warrior), 1 Scribe (1st level Aristocrat), 1 Page (1st level commoner), Castle, Kingdom.

  • A note on master worked items, unless it is specified in the description above, the character may choose the nature of the master worked item. (I.e. weapon, armor, tool, ect.).

Table A: Craftsman
1 Leathersmith
2 Carpenter
3 Artist
4 Blacksmith
5 Bowyer/Fletcher
6 Armorer
7 Weaponsmith
8 Stonemason
9 Shipwright
10 Jeweler

Table B: Common Professions
1 Furrier/Trapper
2 Ironmonger
3 Mason
4 Baker
5 Cook
6 Butcher
7 Fishmonger
8 Miller
9 Porter
10 Tailor
11-12 Sailor

Table C: Poor Professions
1 Beggar
2 Groomer
3 Labor
4-5 Messenger
6 Household Servant
7 Bricklayer
8 Stable Boy

Table E: Specialized Professions
1 Barrister
2 Scribe
3 Navigator
4 Engineer
5 Architect
6 Musical Instrument Maker
7 Sage (DM determines specific field)
8 Alchemist
9 Scribe
10 Apothecary

Table D: Skilled Professions
1 Clerk
2 Barber
3 Locksmith
4 Minstrel
5 Minter
6 Engraver
7 Forester
8 Brewer
9 Guide
10 Embroiderer

Table F: Siblings
1. None
2. 1
3. 1-3
4. 2-4
5. 2-8
6. 2-12

Table G: Sibling Sex
01 % – 56 % Female
57 % – 100% Male

Table H: Status of PC’s Parents
1. PC is orphaned or abandoned and is ignorant of family origin.
2. PC was raised by someone other than biological family (who may or may not know PC’s origin.)
3. Both parents are dead.
4 -6 One parent is deceased. (DM determines randomly)
7 – 9 Both parents live together.
10. Parents live separately.

Birthright Table

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