Core Rules Handout 2 - Birthright Table

The Birthright Table is entirely optional on a per character basis. Some people like to make their own characters history up and do not want to be limited by a predetermined history getting in the way. This policy has enough flexibility to allow you to still determine some of your characters’ past; it just give the characters past a guide-rail. Those of you who do choose to use the Birthright Table will find out that just like in real life it does kind of matter where you come from so to speak. There are advantages and disadvantages mixed within the system. A player may choose to use the option of the birthright table to have canon effects in the campaign. If you do not choose to use the Birthright system you may still make up your character’ s history but there will be no in game effect to whatever history you make up.

The decision to use the Birthright Table must be made before you roll the dice, and may not be rescinded afterwards.


Core Rules Handout 2: Birthright Table:


Parents Backround

To determine your parent’s background you roll the percentile dice.

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.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 1-3 silver pieces.
Bonus Feat: Endurance

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 profession farmer. (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 1-3 gold pieces.
Bonus: 1 Martial Weapon Proficiency

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 DM 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
  2. 250 gold pieces
  3. 500 gold pieces
  4. 1,000 gold pieces
  5. 2,500 gold pieces
  6. 5,000 gold pieces

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.

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

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 and Profession Farmer skill checks

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

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.
Penalty: The character receives a – 2 Circumstance penalty to the craft skill that is determined on Table A: Craftsmen. If the character actually spends 5 skill ranks on the craft. It will negate the circumstance penalty and the character will then be able to use the craft at the normal chance of success.

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: This character receives a + 2 circumstance bonus to perform the craft 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: This character receives a + 4 circumstance bonus to perform the 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: Character receives a + 5 circumstance bonus to perform the craft determined on Table A:

43 % – 47 % Merchant Unsuccessful – 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: Character receive a + 1 circumstance bonus to 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: + 1 circumstance bonus to 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: + 2-circumstance bonus to bluff, and diplomacy checks, and a + 1 circumstance bonus to sense motive skill 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 are 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: + 3-circumstance bonus to bluff, diplomacy and sense motive 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, however he may not take reading or writing at 1st level without spending 2 skill points, After first level he may learn to read or write by spending 1 skill point. Also, until the character learns how to read or write they may not learn any bonus languages they may qualify for due to high intelligence or race. Please consult Table C: Poor Professions to determine the profession your character is. This character begins play with 3/10 of the standard gold allowed for his character class.

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: + 1 circumstance bonus to perform the profession determined on Table B:

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: + 2 circumstance bonus to perform the profession determined on Table D:

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: + 2 circumstance bonus to perform the profession determined on Table E:

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 and light armor

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: one martial weapon proficiency (any polearm), one martial weapon proficiency (players choice)

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 and craft siege weapon as class skills

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 siege weapon, and knowledge military history as class skills.

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), one exotic weapon proficiency, gains ride, craft siege weapon, and knowledge military history as class skills.

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 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 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), one exotic weapon proficiency, gains ride, craft siege weapon, and knowledge military history as class skills.

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: one martial weapon proficiency, gains knowledge dungeoneering as a class skill

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: one martial weapon proficiency, gains knowledge dungeoneering as a class skill (+ 2 circumstance bonus to checks with this skill).

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: one exotic weapon proficiency, gains knowledge dungeoneering as a class skill (+ 4 circumstance bonus to checks with this skill).

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 1 magical item, and a 15 % chance of having 1 master worked item.
Bonus: + 1 circumstance bonus to diplomacy and knowledge nobility and royalty skill checks

90 % Politician Low 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 1 magical item, and a 35 % chance of having 1 master worked item.
Bonus: + 2 circumstance bonus to diplomacy and knowledge nobility and royalty skill checks

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: + 2 circumstance bonus to diplomacy and knowledge nobility and royalty skill checks.
(These skills become class skills if they are not already).

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: + 2 circumstance bonus to diplomacy and knowledge nobility and royalty, skill checks. skill checks. (These skills become class skills if they are not already).

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: + 3 circumstance bonus to diplomacy and knowledge nobility and royalty, skill checks. (These skills become class skills if they are not already).

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: this character receives knowledge locale as a class skill.

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: this character receives a + 4 circumstance bonus to knowledge locale and a + 2 circumstance bonus to diplomacy, knowledge nobility and royalty, and gather information skill checks. (These skills become class skills if they are not already).

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 1-4 master worked items.
Bonus: + 2 circumstance bonus to diplomacy and knowledge nobility and royalty skill checks, (these skills become class skills if they are not already). This character also receives exotic weapon proficiency (his choice)

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 1 magical item, and a 95 % chance of having 1 master worked item.

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 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 15 times the standard gold allowed for his character class. This character has a 50 % chance of having 1- 2 magical items, and a 90% chance of having 1-2 master worked items.
Bonus: this character receives a + 4 circumstance bonus to knowledge locale and a + 2 circumstance bonus to diplomacy, sense motive, and knowledge nobility and royalty skill checks. (These skills become class skills if they are not already).

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 25 times the maximum standard gold allowed for his character class. This character owns 1-4 master worked items and has a 90% chance of having 1-3 magical item. In his own kingdom this character receives 90% off of any non-magical item he wishes to buy.
Bonus: + 2 circumstance bonus to diplomacy and knowledge nobility and royalty skill checks, 1 exotic weapon proficiency and a bonus feat of the character’s choosing

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 50 times the maximum standard gold allowed for his character class. This character owns 2-5 master worked items and has a 95 % chance of having 2-5 magical items, (always at least 1 weapon and 1 armor). In his own kingdom this character receives 95 % off of any non-magical item he wishes to buy.
Bonus: + 2 circumstance bonus to diplomacy and knowledge nobility and royalty skill checks, 1 exotic weapon proficiency, 6 bonus skill points, and 1 bonus feat of the character’s choosing.


  • 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.).


Tables A-G: Professions and Siblings:

Professions page 001 a


Next Handout: Core Rules Handout 3 – Storage Capacity of Items

Core Rules Handout 2 - Birthright Table

A Manifestation of Chaos Leonidas300