PF.2e Eventfull & Tragic

1. Cursed Family

Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you.   Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.   You're trained in the Occultism skill and the Curse Lore skill. You gain the Oddity Identification skill feat.  

2. Doomcaller

In the stars you see not guidance or wisdom but a twinkling door to the impending end of all things. You might have been raised in this ideology, gleaned it from superstition, or received a prophetic vision. Regardless, you've come to view the stars and whatever power they evoke as a path to doom, a curse to warn the masses. Others might spurn your warnings, while some might join you in enlightening the ignorant. To you, there's no greater truth than the coming end, and you know that whatever the cause for it will come from the stars - or perhaps the stars are just a gate to a more terrifying beyond.   Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.   You're trained in Occultism and Star Lore. You also gain the Stellar Misfortune action.   Stellar Misfortune [free-action] (divination, misfortune, occult) Frequency once per day; Trigger A creature you can see is about to attempt a saving throw, attack roll, or skill check; Requirements You must be under the night sky with the stars visible; Effect You call upon the power of a dooming star, exacerbating the target's bad luck. The target must roll the triggering check twice and take the worse result.  

3. Ecpliseborn

You were born at the exact moment of a solar or lunar eclipse. At the eclipse's junction, or not long after, a catastrophe fell upon the area of your birth - perhaps it affected only the people around you, a city, or even spanned the entire region.   Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.   Decide with the GM what catastrophic event coincided with your birth; you're trained in a Lore skill related to that event. You can cast ill omen as an occult innate spell once per day. After you Cast this Spell, but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a misfortune effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast ill omen again a second time that day.  

4. Energy Scarred

Exposure to a significant magical event overloaded you with divine energy. Perhaps you were exposed to dangerous levels of divine energy that left you near death, or it built up over long-term exposure to a powerful source of divine magic.   Choose two ability boosts. One must be Constitution and one is a free ability boost.   Your innate magical trait is primal. force, negative, positive, or sonic. You are trained in a Lore skill associated with the chosen energy (such as Fire Lore) and you gain resistance to that energy type equal to half your level (minimum 1).  

5. Ex-Patriate

You have been exiled, perhaps of your own accord or perhaps because you didn't measure up. However, you take with you some of the benefits of the excellent education afforded to its citizenry.   Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.   You're trained in the Society skill and the Dragon Lore skill. You gain the Skill Training skill feat.  

6. Survior of the Blade

You were scheduled for execution, but through skill-or sheer luck-you managed to talk your way out of it.   Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost.   You're trained in the Deception skill and the Revolution Lore skill. You gain the Charming Liar skill feat.  

7. Freed Slave

As a recently freed slave you belong to a new, closeknit social class at the heart of a city's most important trades.   Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.   You're trained in the Society skill and the Absalom Lore skill. You gain the Streetwise skill feat.  

8. Dragonkin Orphan

Your family, whether kobold, dragonkin, human, or elf, died in the dragonkin wars. Though you were marked by these losses, you managed to survive through your own resilience and resourcefulness.     Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.   You're trained in the Survival skill and the Dragonkin and True Dragon Lore skill. You gain the Assurance skill feat with Survival.  

9. Last Survior

You are the last person alive from a horriable accident or war that killed tens if not hundrests of people.   Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.   You're trained in the Medicine skill and the Undead Lore skill. You gain the Battle Medicine skill feat.  

10. Brotherhood Scion

At least one of your parents is a member of the notorious Brotherhood assassins, merciless religous killers who rarely fail to claim their marks. Whether on purpose or by simple exposure, you were trained from a young age in the art of stalking and killing people.   Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.   You're trained in the Stealth skill and the Assassin Lore skill.   You gain the Assurance skill feat with Stealth.  

11. Orphan Mercenary

Due to your Orphan upbrining you were raised by mercs and or criminals, you spent some of your time as a paid mercenary. Alternatively, you might have worked at sea, protecting military and trading ships against pirates.   Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.   You're trained in the Athletics skill and the Mercenary Lore skill. You gain the Experienced Professional skill feat.  

12 . Forsaken Name-Barer

You have gone through a dark ceremony, gaining a tattoo and earning the name of one of your ancient ancestors.   Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.   You're trained in the Athletics skill and a Lore skill based on your ancestor. You gain the Combat Climber skill feat.  

13. Undead Bitten

After an altercation with an undead creature, you have might been infected. Either through medical intervention, luck, or misunderstanding how undeath spreads, your fear abated. However, your brush with living death taught you the value of life. You do whatever you can to avoid the end you thought you’d been fated.   Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.   You’re trained in the Medicine skill and the Undead Lore skill. You gain the Battle Medicine skill feat.  

14. Voidservant

You were forced into service as a sailor against your will. Perhaps you were punished for a crime, were drafted into military service, are repaying a debt, or simply were abducted. Though you were initially trained as a simple deckhand, you may have subsequently studied a trade under one of the vessel's specialists.   Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.   You're trained in the Society skill and the Sailing Lore skill. You gain the Experienced Professional skill feat.  

15. Unwilling Rebel

You unwillingly may have helped liberate a nation, or you might be involved in another rebellion.   Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.   You're trained in the Society skill and a Regional Lore skill. You gain the Streetwise skill feat.

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