Playbook: Nobleman's Wild Daughter

You were never quiet and demure, as some would have wished you to be. You grew up on tales of heroes, mighty deeds, and great battles. You learned the ways of war in secret and can now best any lad in the castle.

Prerequisites: Must be female.
Starting Stats: You are quick and tough. Your Dexterity and Constitution begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: A Traveler’s Outfit, a Tabard with your family arms, a stashed Dress, a Chain Shirt, a One-handed Martial Weapon (your choice), a Dagger, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaig

What was your childhood like?

1d12 How did your family earn its name? Gain
1 Base betrayal. Your family is respected but not trusted. +2 Wis, +1 Dex, +1 Int, +1 Cha, Backstabber trait
2 Strength of arms. No standard flies victoriously over more battlefields than yours. +2 Str, +1 Dex, +1 Con, +1 Wis, Arms Master trait
3 Wealth. Your family’s coffers are the fullest in all the land. +1 Dex, +1 Con, +1 Int, +1 Wis, +1 Cha, Chosen Child trait
4 Knowledge. Your family deals in secrets and lore. +3 Int, +1 Con, +1 Wis, Reluctant Apprentice trait
5 Good harvests or well-bred beasts. +2 Con, +2 Wis, +1 Cha, Rancher trait
6 Beauty. Your ladies are the fairest and your lords the most handsome. +3 Cha, +1 Dex, +1 Con, Redheaded trait
7 Honor and duty. All trust your family’s name. +2 Wis, +2 Str, +1 Cha, Principled trait
8 Defending the land from invaders. +2 Str, +2 Con, +1 Wis, City Defender trait
9 Standing against a wicked usurper. +2 Con, +1 Str, +1 Int, +1 Wis, Lost Nobility trait
10 Producing the finest knights. +2 Dex, +2 Str, +1 Cha, Armor Master trait
11 Tending the finest gardens and brewing the most helpful concoctions. +2 Int, +2 Con, +1 Wis, Kobold Herbalist trait
12 Having one of the oldest names in the land and staying out of affairs that don’t concern them. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Well Bred 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, Heavy Hitter trait
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Pride of the Diamond Empire trait
3 You were the toughest kid around. +2 Con, +1 Cha, Resilient trait
4 No secret escaped you. +2 Int, +1 Dex, Hardly a Fool trait
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Good Natured trait
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Princess trait
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Eager to Please trait
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Early Education trait
1d8 The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, Masterwork Artisan’s Tools (Craft [armor] or [weapons]).
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, a Waterproof Bullseye Lantern, 10 Tindertwigs, and Fishing Tackle.
3 Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant boy. +2 Con, +1 Int, a Disguise Kit.
4 Your family’s seneschal taught you games of strategy and skill. +2 Int, +1 Dex, a Book of Puzzles.
5 You learned the ways of the castle at the side of the cook. +2 Wis, +1 Str, a fine chef’s knife (treat as a Masterwork Brass Knife).
6 You had a tryst with someone beneath your station. +2 Cha, +1 Con, A dried flower (acts as per the Bestow Token feat).
7 Despite being of noble blood, you actually did chores with the servants. +1 Str, +1 Con, +1 Int, a single Masterwork Tool (your choice).
8 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con, +1 Wis, an Armor Truss, a Waster weapon, and a Buckler.

Add an NPC to the village.

You learned the ways of the warrior as well as the courtier. How did you become such a remarkable warrior?

d6 Who taught you to fight? Gain
1 A landless knight who owed your parents a debt. +2 Con, Master of the Sudden Strike trait
2 You learned from the old mercenary who serves your parents. +2 Dex, Opportunistic trait
3 Your father, who always wanted a son. +2 Str, One on One Duelist trait
4 A gruff sergeant at arms who teased you too often. +2 Str, Threatening Defender trait
5 The handsome young hunter who took advantage of you. +2 Dex, Wronged trait
6 You taught yourself while watching the soldiers drill. +2 Int, Fencer trait
d6 How did you finally earn the men’s respect? Gain
1 You saved an injured hunter in the woods. +3 Dex, Self Sufficient feat.
2 A beast of legend attacked the local village and you were the one who drove it off. +3 Str, Monster Hunter feat.
3 You saved the villagers from raiding pirates and raised the alarm. +3 Con, Courageous Shout feat.
4 When a Hapsburg army besieged your town, you snuck past their guards and brought back help to break the siege. +3 Dex, Stealthy feat.
5 At your father’s war council you surprised everyone by devising the perfect strategy to defeat his enemies. +3 Int, Billiant Planner feat.
6 You haven’t… yet. +3 Cha, Hero’s Fortune feat.

Add a location to the village.

d6 Your father threw a tourney and you entered in secret. What happened there? The player to your right was there with you. Gain
1 You revealed yourself after winning the prize and turned down the reward. The friend to your right helped disguise you and sneak you into the event. +2 Wis, You and the friend to your right both gain the Stealth Synergy feat.
2 The very first round was a loss for you, but you learned a great deal from the defeat. The friend to your right tended your wounds. +2 Int, You and the friend to your right both gain the Combat Medic feat.
3 A fantastic swordmaster from far away beat you handily. The friend to your right convinced him to show you both a trick or two after the tourney. +2 Dex, You and the friend to your right both gain the Disarm Partner feat.
4 You accidentally killed your first foe and then withdrew. The friend to your right helped you practice so you would not make the same mistake again. +2 Str, You and the friend to your right both gain the Feint Partner feat.
5 After revealing yourself as a lady, you won the crowd’s affection. The friend to your right led the crowd’s cheer. +2 Cha, You and the friend to your right both gain the Pursuit of Glory feat.
6 You made it halfway through the tournament but broke your arm. The friend to your right helped you off the field and nursed you back to health. +2 Con, You and the friend to your right both gain the Escape Route feat.
d6 One night you went deeper beneath your family’s castle than ever before, into long abandoned dungeons, tunnels, and storerooms. What did you find? Gain
1 A long-forgotten ancestral trophy. +2 Int, a Dragon Egg (random color, may hatch under unknown circumstances).
2 A well-crafted weapon, like none you had held before. +2 Str, A Masterwork Living Steel Exotic Weapon (must be one you are not proficient with).
3 Hidden in a box above a rafter, a strange map to a treasure in the north. +2 Dex, a Map to Adventure (consult your DM).
4 A mail shirt thin enough to be hidden beneath a tunic, but with a small hole in the back. +2 Str, a Mithril Shirt.
5 A beautiful jeweled ring that glitters in the darkness. +2 Cha, a Lesser Minor Ring (roll randomly).
6 Your family’s ancient standard, somewhat tattered but still bright. +2 Con, a Knight’s Banner (type A).

Add an NPC to the village.

Playbook: Nobleman's Wild Daughter

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