Introduction[edit]
A Character Lifepath is not a new or revolutionary idea in the RPG circles. In fact, I do believe most of us over at EN World were pretty stumped when we couldn't readily find a D&D themed lifepath table. This entry looks to build one. And if you are reading this wondering what a Lifepath is - it is simply a progression of tables, each with an assortment of events, items, attitudes and other character defining items, that one randomly rolls on to come up with a varied and fun sketch of a character's life prior to the beginning of the game. A player can then flesh this out to have a fully functioning character background. Its random nature makes for interesting, often funny twists and turns that a players sometimes has to get creative to explain away as part of his PCs life.
References[edit]
The original lifepath idea, as far as I know it to be, are the R. Talsorian books. I own and played a number of them and it is this format that will be followed when structuring the D&D themed lifepath.
Lifepath Instructions[edit]
Simply roll a d12 for each table, following your character's Lifepath. There will be times when you skip tables, or roll on additional tables as the text describes when appropriate. The Lifepath table is meant to provide a skeletal outline, a foundation for fleshing out your background. You are welcome to simply look at the tables and pick whatever you think is most appropriate for the character you intend to make but I humbly suggest trying to do it at random. Very interesting stories seem to grow out of trying to explain quite disparate results from the tables. A short description, sometimes a few examples are given with each entry, however the user of the table is by no means constrained by the few examples given.
Birth & Childhood[edit]
Place of Birth[edit]
d12 |
Birth Location |
Sub-Tables
|
1
|
Out in the wilderness
|
You were born outside the confines of civilization
|
2
|
A Rural Hamlet/Village
|
A few houses, isolated from any one kingdom. Not on the map
|
3
|
Slave Pit
|
You were born amongst slaves
|
4
|
Town
|
Medium size town, part of a kingdom and usually on a map
|
5
|
Religious or Scholarly Institution
|
You were born in a monastery or university or similar setting
|
6
|
Fortress
|
A structure built for military use
|
7
|
Palace
|
Place of residence of the royal family
|
8
|
Major metropolis, Capital City
|
A sprawling conglomeration of residences and businesses, always on the map
|
9
|
Caravan or other mobile
|
You were born on the move, by nomads or on a ship, maybe the circus.
|
10
|
Alien racial environment
|
Raised in the forest by an elven family, or in a cave by wolves, etc.
|
11
|
Alien racial city
|
Raised by another race or species in a conglomeration of said species.
|
12
|
Extraplanar
|
Raised in a plane other than the prime material
|
Childhood Environment[edit]
d12 |
Childhood Environment |
Description
|
1
|
No Adult Supervision
|
No one was around a majority of the time, or at all, to supervise. No real structure.
|
2
|
Abusive
|
Caretakers provided significant physical and/or mental abuse
|
3 - 4
|
Sheltered
|
Constant supervision by adults or others, kept you confined to "safe" areas.
|
5 - 8
|
Supportive
|
You were provided guidance and care and allowed room to grow and explore
|
9
|
Gang
|
You were raised by a gang, band or other group
|
10
|
Strict
|
Most of your care was left up to monks, military schools or other strict institutions
|
11
|
Owned
|
Put to work from early or outright owned, very little care given
|
12
|
Apprenticed
|
Given over to a Master to be apprenticed from an early age
|
Family History[edit]
Caretaker's Origin[edit]
d12 |
Caretakers |
Description
|
1-4
|
Original Parents
|
Raised by the ones that gave birth to you
|
5-7
|
Close Family
|
Raised by family members, not your parents (aunt/uncle, grandfather/mother, etc)
|
8
|
Adopted
|
Never knew original parents. Raised by a couple not related to you.
|
9
|
Institution
|
Raised at an institution, be it an orphanage, monastery or other. Skip to Personal Preferences
|
10
|
Master
|
Sold or given or kidnapped at an early age and raised as property. Skip to Personal Preferences
|
11-12
|
On Your Own
|
Have had to rely on yourself for as long as you can remember. Skip to Personal Preferences
|
Caretaker's Background[edit]
d12 |
Family Background |
Description
|
1
|
Homeless
|
Pan handling in the streets
|
2
|
Entertainers
|
Bards,Minstrels, Poets, Actors
|
3
|
Serfs/Servants
|
In service to a feudal lord
|
4
|
Free Laborers
|
Self sufficient farmers, fishermen or other subsistence trade
|
5
|
Monks or Scholars
|
Parents were immersed in a higher calling
|
6
|
Military
|
Career soldiers or mercenaries
|
7
|
Tradesman
|
Practiced a minor trade
|
8
|
Guild
|
Practiced a popular trade as members of a broad guild
|
9
|
Merchant
|
From peddlers to gypsies, trade in everything and anything
|
10
|
Minor Noble
|
Part of a knight's, minor liege lord or other minor household
|
11
|
Major Noble
|
Member of a recognized noble family with ties to dukes and barons
|
12
|
Royalty
|
In the same bloodline as the ruling family
|
Caretaker's Status[edit]
d12 |
Status |
Description
|
1-6
|
Alive and well
|
Your parents or guardians are both doing well
|
7-10
|
Misfortune
|
On an even roll, only one is affected. On an odd, both. Roll on the Misfortune Table
|
11-12
|
Death
|
On an even roll, only one is affected. On an odd, both. Roll on the The Death Table
|
Misfortune[edit]
d12 |
Misfortune |
Description
|
1-2
|
Cult
|
Became involved with a religious cult
|
3-4
|
Addiction
|
Be it drugs, alcohol or gambling
|
5-6
|
Crippled
|
Accident, random encounter or worse causing a partial or complete incapacitation
|
7
|
Cursed
|
Lycanthropy, vampirism or other such
|
8
|
Taken
|
Be it by roaming barbarians, organized crime or slavers
|
9
|
Indentured Servant
|
Bad deals or bad luck left a large debt to be paid off by labor, or outright slavery
|
10
|
Bankruptcy
|
Responsible, directly or indirectly, for the loss of all gold and lands
|
11
|
Crazy
|
Some lamentable situation caused complete mental breakdown
|
12
|
Prison
|
Situations led to long term incarceration
|
The Death Table[edit]
d12 |
Death |
Description
|
1-2
|
Warfare
|
An event ranging from a raid to a siege caused death
|
3-5
|
Disease
|
Anything from a simple cold to a Pox caused death
|
6-7
|
Accident
|
Any number of random events, from a mule kicking at the wrong time to a fire
|
8-9
|
Murdered
|
From the random pick pocket to a planned assasination. Roll 1d12 - on a 10+, you know who did it
|
10-11
|
Unknown
|
Found dead under mysterious circumstances
|
12
|
Murdered by You
|
You did the killing
|
Siblings[edit]
- Roll 1d6 to determine if you have siblings, a 6 means you are an only child
- If siblings are present, Roll 1d12 for Number of Siblings.
- Roll 1d12 for Each Sibling.
- 1-6 indicates a younger sibling. 7-12 indicates an older sibling. Odd indicates a boy, even a girl.
- Roll on the Fate of Your Sibling Table for each sibling.
Fate of Your Siblings[edit]
d12 |
Fate of Sibling |
Description
|
1-2
|
Lost Touch
|
It is unknown to you what became of this sibling
|
3-4
|
Lives with Parents
|
This sibling is home with your parents
|
5-6
|
Misfortune
|
This sibling has had bad luck in life. Roll under the Misfortune table.
|
7-8
|
Keeps in Touch
|
This sibling is enjoying his or her own life, apart, but keeps in touch
|
9-10
|
They Hate You
|
This sibling despises you for some past transgression
|
11-12
|
Dead
|
This sibling has died. Roll on the Death table.
|
Personal Preferences[edit]
Garb refers to the clothes your character prefers to wear. Most characers will have to wear armor for adventuring, or maybe their ninja garb if they are a sneaky bunch. This table represents what they wear when they can choose their garb, when they can relax and wear what they want versus what is necessary.
d12 |
Garb |
Description
|
1-3
|
Conservative
|
Attire suitable to the region you are from
|
4
|
Provocative
|
Skimpy clothing, showing skin with the intent to be sexually attractive
|
5
|
Military
|
Like to keep your armor on always
|
6
|
Rags
|
Don't care about clothing, wear moth eaten rags
|
7
|
High Fashion/Noble
|
The latest fashions, expensive materials with embroidery
|
8
|
Chameleon
|
Changes style for whatever is the local trend
|
9
|
Ninja
|
Loose fitting, dark clothing good for sneaking or comfort
|
10
|
Naked
|
Prefer no clothes
|
11
|
Furs
|
Prefers pelts and animal skins for clothing
|
12
|
High Seas
|
Likes to wear clothing suitable for a pirate or sailor
|
The stuff that keeps your scalp warm.
d12 |
Hair Style |
Description
|
1-2
|
Long Hair
|
Past the shoulders, as long as you'd like.
|
3-4
|
Short Hair
|
Cropped close to your skull, or down to the shoulder, or anywhere in between.
|
5
|
Bowl Cut
|
Common among monks and soldiers.
|
6
|
Thin Braid
|
Skinny braid of hair from short rat tail to long and luxurious.
|
7
|
Thick Braid
|
An elaborate, thick braid that takes up most of your hair.
|
8
|
Dreadlocks
|
Multitude of individual braids. Often decorated with beads or bells.
|
9
|
Bald
|
Either on purpose or by nature's design, you have no hair.
|
10
|
Top Knot
|
Shaved bald except for a single spot from which you grow hair.
|
11
|
Crazy
|
Radical styles such as mohawks, spikes, weird colorings, etc.
|
12
|
Wild
|
Unruly mass of unkept hair. A dirty, dingy bird's nest.
|
A mark refers to a distinguishing feature of the character that is not the norm, and sets him apart from others. For some characters they may be known by this mark - Eric the Red Axe, or Beatrice Scarhand. A mark is unique, but doesn't hold any value beyond that of the basic item.
d12 |
Mark |
Description
|
1-4
|
None
|
There is no one distinguishing mark that sets you apart.
|
5
|
Tattoo(s)
|
A tattoo or tattoos that are unique enough or extensive enough to set you apart.
|
6
|
Jewelry
|
A piece of jewlery that is unique or unusual such as a nose chain or rhino-head ring.
|
7
|
Scar(s)
|
Scar or scars savage or extensive enough to be memorable. Could also be missing part.
|
8
|
Weapon
|
A weapon with unusual styling such as a red axe or spear with the head carved like a wasp sting.
|
9
|
Armor
|
Armor with a design that sets it apart and makes it stand out in a crowd.
|
10
|
Item
|
Any of a myriad of things that might be memorable such as a silver flute or an elaborate plumed hat.
|
11
|
Body Paint
|
Pigments applied to the body in great enough quantity to seem unusual.
|
12
|
Mannerism
|
Any of a wide range of odd behavior such as howling at stray cats or chewing on leather belts.
|
Personal Treasure[edit]
Personal Treasure is something that has deep value to the character, even though it may have little to no monetary value. The character may also think the item lucky, kissing it before a bet or prior to jumping off the side of the ship, and losing it would be a bad omen. Usually these are not displayed openly, but only shared with someone that is close to you.
d12 |
Personal Treasure |
Description
|
1
|
Item of Clothing
|
Your mom's scarf or similiar
|
2
|
A Toy
|
A childhood memory or maybe a sibling's
|
3
|
A Document
|
The deed to family land, proof of your noble birth maybe
|
4
|
Religious Symbol
|
Helped you get through tough times, or added strength
|
5
|
Item
|
Any random item such as a musical instrument or a carving
|
6
|
Tool
|
A memory of a trade left behind maybe
|
7
|
Weapon
|
The knife that killed your parents, or your dad's trusty axe
|
8
|
Body Part
|
A lock of hair, or a baby tooth, very personal reminders
|
9
|
Tattoo
|
Your sister's name or a monolith that is in memory of some sacrifice
|
10
|
Animal
|
A favorite pet, maybe one given to you
|
11-12
|
None
|
|
Significant Times in Your Life[edit]
Fate Table[edit]
Roll 1d12
Number of eventful years in your life thus far. Roll that many times on the Fate Table. The order they are rolled in is their chronological order, although years may pass between significant events.
Tragedy[edit]
d12 |
Tragedy |
Description
|
1-2
|
Financial blow
|
You manage to lose all your gold/possessions
|
3-4
|
Debt
|
Financial or otherwise, you make yourself indebted to someone or some group
|
5-6
|
Imprisoned
|
Through crime or mistake, you end up imprisoned for 1d12 months
|
7-8
|
Accident
|
You have a serious accident that leaves you incapacitated for 1d12 months
|
9-10
|
Addiction
|
You lose 1d12 months of this year battling an addiction such as alcohol or gambling
|
11-12
|
Lose a Pet
|
An animal you held dear dies
|
Windfall[edit]
d12 |
Windfall |
Description
|
1-2
|
Financial Boon
|
You nearly double your worth in lands and possessions
|
3-4
|
Someone Owes You
|
You managed to be at the right place and at the right time and someone owes you
|
5-6
|
Fame
|
Through your deeds you manage to make a name for yourself locally
|
7-8
|
Long Lost Someone
|
You find a sibling you never knew you had. Roll on the sibling tables
|
9-10
|
Scruffy!
|
You find yourself a pet
|
11-12
|
Travel
|
The opportunity arises to travel to far distant lands for 1d12 months
|
Made a Friend[edit]
d12 |
Made a Friend |
Description
|
1
|
Like a Big Brother or Sister to You
|
Someone that is older and looks after you, fussing over you at times
|
2
|
Like a Little Brother or Sister to You
|
Someone you look after as well as tease
|
3
|
Teacher or Mentor
|
A sage becomes a friend that instructs you in matters
|
4
|
Partner or Co-worker
|
Someone you work with often becomes a close friend
|
5
|
An Old Lover
|
You said - I just want to be friends - and meant it
|
6
|
An Old Enemy
|
Bygones become bygones and old rivalries become funny stories
|
7
|
Like a Foster Parent to You
|
This friend regails you with advice as well as cares for you
|
8
|
Old Childhood Friend
|
You bump into someone you had not seen in years
|
9
|
Relative
|
A relative becomes a friend as well as a relation
|
10
|
Gang or Tribe
|
Somehow you earn the friendship of a gang or tribe of people
|
11
|
Creature with Animal Intelligence
|
You befriend a badger or horse, or even a random Displacer Beast you can no longer find
|
12
|
Intelligent Creature
|
Maybe you ran into a Sphinx or a Wemic and managed to take the proverbial thorn out of the proverbial paw
|
Roll on the Heft Table to see how much help your friend can be.
Heft Table[edit]
d12 |
Heft |
Description
|
1
|
Peon
|
This person has no real pull, only has himself
|
2
|
Clan
|
Close family ties translates into an extended family all willing to lay their lives for this individual
|
3
|
Gang
|
A small (1d12x5) group of like minded individuals
|
4
|
Tribe
|
A large group of individuals tied by culture
|
5
|
Minor Figure
|
A local hero or minor noble that can pull on the resources of a single town
|
6
|
Major Figure
|
A famous hero or major noble that can pull resources over an entire province
|
7
|
Military Connections
|
Someone that is part of a mercenary outfit or part of the guard
|
8
|
Black Market/Underground
|
Powerful connections with the black market and the criminal world
|
9
|
Powerful Individual
|
Someone who is a power unto himself, like a mage or a powerful priest
|
10
|
Connected to the Light
|
Angelic forces or extra planar due gooders with wide ranging reach
|
11
|
Connected to the Dark
|
Demonic forces, or connections with Abyssal entities or other such nasties
|
12
|
Royalty
|
A member of the ruling family with pull anywhere within the kingdom, some beyond
|
Made an Enemy[edit]
d12 |
Made an Enemy |
Description
|
1
|
Ex-Friend
|
You use to have lunch together and the like, but things went sour
|
2
|
Ex-Lover
|
All that love turned to hate
|
3
|
Relative
|
Family bonds cut by strife
|
4
|
Childhood Enemy
|
An old face you hoped you would never see again
|
5
|
Person You Worked For
|
One overtime too many
|
6
|
Person That Worked for You
|
You should have paid for that overtime
|
7
|
Ex-Partner
|
A working or adventuring relationship turns to arguments
|
8
|
Gang or Tribe
|
You managed to step on the really wrong foot
|
9
|
Authorities
|
There are those amongst the law that dislike you
|
10
|
Dark Powers
|
Somehow you've come to the attention of dark forces, and they know your name
|
11
|
Creature with Animal Intelligence
|
You kicked that mule one time too many, and now it hates you to the bone
|
12
|
Intelligent Creature
|
You have some creature like a beholder or dragon angry with you
|
Roll on the Heft Table to see how much trouble you are in.
Roll on the Animosity Table to see how this enemy and you are connected.
Animosity Table[edit]
What caused the animosity? Then roll on the Intensity Table to see how bad it is between you. After that roll to see Who Hates Whom? , to establish how things stand.
d12 |
Animosity |
Description
|
1
|
Humiliation
|
Caused the loss of face or status publicly
|
2
|
Rift
|
Caused the loss of a friend or lover
|
3
|
Busted
|
Truly or falsely brought criminal charges against the person
|
4
|
Betrayed
|
Left the other out to dry or outright backstabbing
|
5
|
Cold Shoulder
|
Turned down for a job or turned down romantic advances
|
6
|
Rival
|
Had been competing for a job or romantically and won over the other
|
7
|
Foiled
|
Caused the failure of some plot, quest or undertaking
|
8
|
Sore loser
|
Defeated this person in combat or game/gamble
|
9
|
Bigotry
|
From race to religious beliefs, the hatred stems from stereotype
|
10
|
Murdered
|
Convinced this person killed a friend/relative/lover
|
11
|
Jealousy
|
This person's looks/life/luck/wealth bother you
|
12
|
Took Advantage
|
Took economic advantage by scam, or physical advantage through force
|
Intensity Table[edit]
How intense are the bad feelings?
d12 |
Intensity |
Description
|
1-2
|
Annoyed
|
It rubs you wrong to be around this person, but you can control it
|
3-4
|
Bothered
|
You can't restrain quips and cut downs when you are around this person
|
5-6
|
Angry
|
Proximity to this individual leads to arguments, shouting, yelling
|
7-8
|
Ignore
|
This person doesn't exist to you
|
9
|
Violent
|
A fight will erupt when you are around this person, if you have to start it yourself
|
10
|
Hot Murder
|
All bets are off and so are the gloves - if the two of you are in the same room, Thunderdome rules apply
|
11
|
Cold Murder
|
If you catch sight of this person, your head starts drawing up schemes for death
|
12
|
Ruination
|
Whatever you have to do to bring this person down, her personal life, her job, family, etc
|
Who Hates Whom?[edit]
Where is the bad blood coming fom?
d12 |
Who Hates Whom? |
Description
|
1-4
|
You towards the other person
|
The animosity is from you for them
|
5-8
|
The other person towards you
|
The other person has the strong feelings, not you
|
9-12
|
Mutual
|
You both feel strongly about each other
|
Cupid Strikes[edit]
d12 |
Cupid Strikes |
Description
|
1-2
|
Casual
|
The year is marked with relationships. You date several people throughout the year, each for about 1d12 weeks
|
3-4
|
Serious
|
You find a certain someone whom you date for 1d12 months
|
5-6
|
A Good Thing
|
A serious relationship has lasted into this year. Roll 1d12 - On a 1-5 it ends, on a 6-11 it continues through the year, on a 12 you marry
|
7-8
|
Dog
|
You find someone else, while dating someone seriously. Roll 1d12 - odd they find out and dump you, even they never find out
|
9-10
|
Heartbreak
|
Someone whom you'd been dating cheats on you. Roll 1d12. Even, you find out, odd they dump you and you don't know why
|
11
|
Tragic
|
Someone whom you'd been dating for over a year dies
|
12
|
Even More Tragic
|
Pregnancy. Roll 1d12; 1-3 You leave, 4-6 He/she Leaves You, 7-8 You Marry, 9-12 Crossbow Point Wedding
|
Personal Enlightenment[edit]
Attribute Improvement[edit]
d12 |
Attribute |
Description
|
1-2
|
Strength
|
Heavy labor and little rest develop your muscles
|
3-4
|
Dexterity
|
Running with a band of rogues or maybe at the circuit with the jugglers sharpen your reflexes
|
5-6
|
Constitution
|
Training under a veteran or ex-mercenary, or time spent in harsh terrains, toughens you
|
7-8
|
Intelligence
|
Time spent at an university or with a scholar teaches valuable skills and how to apply rational thinking
|
9-10
|
Wisdom
|
A sage or priest schools you in the benefits of faith and strength of mind
|
11-12
|
Charisma
|
You meet a very charismatic leader or powerful entertainer who teaches you the strength of assertiveness and charm
|
Skill Learning[edit]
d12 |
Skill Improvement |
Description
|
1
|
Strength Skill, New
|
You are able to learn a new Strength-based skill.
|
2
|
Strength Skill, Improvement
|
Through lots of practice or much use, one of your Strength-based skills improves.
|
3
|
Dexterity Skill, New
|
You are able to learn a new Dexterity-based skill.
|
4
|
Dexterity Skill, Improvement
|
Through lots of practice or much use, one of your Dexterity-based skills improves.
|
5
|
Constitution Skill, New
|
You are able to learn a new Constitution-based skill.
|
6
|
Constitution Skill, Improvement
|
Through lots of practice or much use, one of your Constitution-based skills improves.
|
7
|
Intelligence Skill, New
|
You are able to learn a new Intelligence-based skill.
|
8
|
Intelligence Skill, Improvement
|
Through lots of practice or much use, one of your Intelligence-based skills improves.
|
9
|
Wisdom Skill, New
|
You are able to learn a new Wisdom-based skill.
|
10
|
Wisdom Skill, Improvement
|
Through lots of practice or much use, one of your Wisdom-based skills improves.
|
11
|
Charisma Skill, New
|
You are able to learn a new Charisma-based skill.
|
12
|
Charisma Skill, Improvement
|
Through lots of practice or much use, one of your Charisma-based skills improves.
|
Magical Ability[edit]
d12 |
Skill Improvement |
Description
|
1
|
Abjuration
|
You learn a new Abjuration spell.
|
2
|
Conjuration
|
You learn a new Conjuration spell.
|
3
|
Divination
|
You learn a new Divination spell.
|
4
|
Enchantment
|
You learn a new Enchantment spell.
|
5
|
Evocation
|
You learn a new Evocation spell.
|
6
|
Illusion
|
You learn a new Illusion spell.
|
7
|
Necromancy
|
You learn a new Necromancy spell.
|
8
|
Transmutation
|
You learn a new Transmutation spell.
|
9-10
|
Spell-Like Ability, 1/day
|
You somehow gain the ability to use a Spell-Like Ability 1/day
|
11-12
|
Supernatural Ability, 1/day
|
You somehow gain the ability to use a Supernatural Ability 1/day
|
New Feat[edit]
d12 |
Skill Improvement |
Description
|
1-2
|
Weapon Proficiency
|
You learn how to use a weapon.
|
3-4
|
Armor or Shield Proficiency
|
You learn how to handle a type of armor or shield.
|
5-6
|
Skill Feat
|
You gain a feat (for which you meet the prerequisites) which only improves skill(s).
|
7-8
|
Basic Feat
|
You learn a new Feat that has no prerequisites.
|
9-10
|
General Feat
|
You learn a new General Feat for which you meet the prerequisites.
|
11-12
|
Feat
|
You learn a new Feat for which you meet the prerequisites.
|
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