Novice Path for Shadow of the Weird Wizard (d4)

d4 Result

1

Fighter

Starting Attribute Scores: Roll on "Fighter Starting Attribute Scores"
Battle Training: Roll on "Battle Training"

2

Mage

Starting Attribute Scores: Roll on "Mage Starting Attribute Scores" 
Sources of Magic: Roll on "Sources of Magic" 
Starting Tradition: Roll on "Starting Tradition"
Starting Tradition: Roll on "Starting Tradition"

3

Priest

Starting Attribute Scores: Roll on "Priest Starting Attribute Scores"
Divine Calling: Roll on "Divine Calling"
Suggestion of Major God: Roll on "Major God Suggestion"

4

Rogue

Starting Attribute Scores: Roll on "Rogue Starting Attribute Scores"
Croocked Road: Roll on "Crooked Roads"

Subcharts

Fighter Starting Attribute Scores (d6)

d6 STRENGTH AGILITY INTELLECT WILL

1

12

11

9

11

2

13

9

10

11

3

12

10

10

11

4

11

12

10

10

5

13

10

10

10

6

12

12

9

10

Battle Training (d6)

d6 Result

1

You learned everything about fighting from the battlefield. You’ve seen enough combat to know how to survive.

2

You studied at a military institution where you were schooled in various fighting techniques.

3

A master combatant oversaw your training and tested your mettle, day after day, until you finally defeated your teacher.

4

You withdrew to a monastery where combat training was a technique to clear your thoughts of all distractions.

5

You are a skilled hunter. You honed your fighting ability by tracking down and slaying beasts.

6

You served as a squire to a knight, holy warrior, or someone else of a similar standing.

Mage Starting Attribute Scores (d6)

d6 STRENGTH AGILITY INTELLECT WILL

1

10

10

12

11

2

10

10

11

12

3

9

10

13

11

4

9

10

11

13

5

10

9

13

11

6

9

10

12

12

Sources of Magic (d6)

d6 Result

1

Something happened that awakened the gift of magic within you. You might have been buried alive and received visions from your proximity to an Ancient One, bitten by a magical striped serpent, or abducted by fox-headed faeries that you managed to escape by learning a spell.

2

Something you found gave you the gift. Perhaps you learned the rudiments from a mysterious book or gained insights after reading aloud an inscription.

3

You apprenticed under a famous wizard or attended a magical university. Then again, you might have found a magical trout who whispered terrible truths about the world, thus opening a door to great magical power.

4

You made a pact with a higher power for your magical knowledge. Maybe a fiend whispered in your ear, or the god of magic chose you to be his agent.

5

You broke something magical and got some on you, a spirit of a dead magician possessed you for a time, or maybe you gained your ability from some quirk of birth, such as being the seventh son of a seventh son.

6

You released a spirit from a bottle and made a wish, you ate or drank something forbidden, or you just woke one day with the ability to work magic.

Starting Tradition (d20)

d20 Result

1

Aeromancy or Geomancy

2

Alchemy or Technomancy

3

Alteration or Abjuration

4

Animism or Spiritualism

5

Astromancy or Shadowmancy

6

Chaos or Order

7

Chronomancy or Teleportation

8

Conjuration or Symbolism

9

Cryomancy, Hydromancy, or Pyromancy

10

Dark Arts

11

Destruction or Protection

12

Divination or Illusion

13

Eldritch or Invocation

14

Enchantment

15

Evocation

16

Necromancy

17

Oneiromancy

18

Primal or War

19

Psionic

20

Skullduggery

Priest Starting Attribute Scores (d6)

d6 STRENGTH AGILITY INTELLECT WILL

1

9

10

13

11

2

13

10

9

11

3

11

10

10

12

4

11

10

12

10

5

12

9

10

12

6

11

9

10

13

Divine Calling (d6)

d6 Result

1

A vision of your god, a divine servant, or some other supernatural event revealed to you your holy purpose

2

You have been ordained in your faith, having completed your training at a temple, monastery, or some other holy place.

3

Personal convictions led you to become an agent for the divine.

4

Some miracle transformed you into a holy servant. You spoke to the deity in a pillar of fire or were swept up in a whirlwind that carried you to the divine realms.

5

Some tragedy or horrific experience saw you turn to the gods for meaning. You might have suffered an attack by undead, encountered a spirit, or had someone close to you fall into the clutches of a diabolical fiend.

6

Something unusual in your past explains your powers. You might have drunk the blood of an angel or been the product of a virgin birth. Maybe you climbed a mountain and saw the face of a god, or an immortal entity has entered your body and taken control.

Rogue Starting Attribute Scores (d6)

d6 STRENGTH AGILITY INTELLECT WILL

1

9

12

12

10

2

10

11

12

10

3

10

12

11

10

4

12

11

10

10

5

10

13

11

9

6

12

12

10

9

Crooked Roads (d6)

d6 Result

1

You belong to a criminal organization, such as a thieves’ or assassins’ guild, and your skills come from the training that group provides.

2

You’re a survivor. You do what you must to get by, even if it means stealing, cheating, and killing.

3

You study criminal techniques to bring lawbreakers to justice.

4

You received special training to become an operative for a military society, an intelligence organization, or a religious order.

5

You have become a bon vivant, and you aim to keep your'self in the manner to which you have become accustomed. You might be a gambler, a raconteur, or someone comfortable moving through all levels of society

6

You failed at whatever you tried to do first, but you learned enough to help you in your future pursuits.

Major God Suggestion (d19)

d19 Result

1

HIGH ONE

2

LORD DEATH

3

DAUGHTERS OF DEATH

4

MOTHER SUN

5

SISTER MOON

6

SKY FATHER

7

DRACONUS

8

OCEANUS

9

GRANDFATHER TREE

10

GRANDMOTHER SPORE

11

HORNED LORD

12

WILD WOMAN

13

URBANUS

14

REVEL

15

FATES

16

BLIND

17

ABRAXUS

18

FETCH

19

KAEN