
TPK Dungeons



Deal each player five cards
Have them flip them over one at a time, use the tables below for each card
Birth, Upbringing, Event, Flaw, Trait.
-
Birth
♦ Diamonds
2♦ – Born in a dirt-poor mining town, but you’re a survivor. You recently sold some salvaged copper wiring from a collapsed shaft.
Start with an extra 1 cp.3♦ – Born in a merchant caravan stalled at a toll bridge. You picked up enough travel wisdom to swindle a distracted guard last week.
Start with an extra 1 sp.4♦ – Raised in a tavern full of drunks and dice games. You won a drinking bet this morning (you didn’t drink).
Start with an extra 5 sp.5♦ – Your first job was cleaning a vault—no one noticed you studying the locks. You recently helped an old clerk “retire” a safe deposit box.
Start with an extra 1 gp.6♦ – Born in a merchant’s counting room and raised among ledgers. Your knack for numbers got you a job balancing books for a guild.
Start with an extra 2 gp.7♦ – Born during a spring festival, your first cry disrupted the mayor’s speech. A noble gave your parents hush money. You found the pouch last week.
Start with an extra 5 gp.8♦ – Your older sibling is a successful craftsman who occasionally sends coin. They owed you for taking the blame one time.
Start with an extra 10 gp.9♦ – You helped a hedge wizard organize their library. Payment was bad—until you sold the leftover spell components.
Start with an extra 25 gp.10♦ – You caught a minor noble cheating at cards. They paid you to keep it quiet. You’re keeping the coin and the story.
Start with an extra 50 gp.J♦ – A patron of the arts claimed you as a lucky charm. You were paid handsomely to stand around looking poetic.
Start with an extra 100 gp.Q♦ – You were hired as a courier for a jeweler. You delivered one parcel too many. They paid you well to never ask questions.
Start with an extra 250 gp.K♦ – Your parents bribed your way into a prestigious academy. You didn’t last, but you kept the tuition refund.
Start with an extra 500 gp.A♦ – You come from wealth. Maybe your family loves you, maybe not—but they made sure you started out ahead.
Start with a diamond worth 1,000 gp.
♥ Hearts
2♥ – Your sister loves you.
+2 to Charisma-based checks with family members (dead or alive).3♥ – You fell, tripped, or were pushed into a well. A barking dog alerted someone. You learned patience and probably have a vow about eating dogs.
+1 to Will saves.4♥ – Your grandmother made you promise never to hit a witch. You still haven’t.
+1 to Will saves.5♥ – You sang a lullaby that made a bully cry. That moment haunts you.
+2 to Perform (Sing) and is always a class skill for you.6♥ – You were bitten by a goose at a young age and never forgot. Neither did the geese.
+2 to Handle Animal and is always a class skill for you.7♥ – A stray cat slept on your chest as a baby. Now cats follow you around. You're not sure how you feel about it.
Cats like you.8♥ – Your imaginary friend was probably a ghost. You named him Pickle.
+1 to Will saves.9♥ – Your heart has always beat in strange rhythms. That’s not a metaphor.
+1 to Fort saves.10♥ – You have a mole on your toe. It means nothing. But it’s fun to show people.
+1 to Bluff checks.J♥ – You were blessed at birth by a bard who owed your mother a favor.
Perform (any one) is always a class skill for you.Q♥ – An elven queen fell in love with you. She was probably drunk.
Elves start with a Friendly attitude toward you.K♥ – An orc king declared you his blood-brother. You don’t know why.
+2 to Intimidate checks vs orcs, and ogres.A♥ – You were born in a temple. People keep telling you you’re lucky.
Once per day, reroll a natural 1.
♠ SPADES
2♠Born under a gallows during a hanging. The noose was reused.
3♠Stillborn for seven minutes. You’ve been cold ever since.
4♠Found in a ditch beside your dead mother. No one claimed you.
5♠The plague was already in your lungs when you were named.
6♠The midwife died during your birth. Your father blamed you.
7♠Buried alive due to a clerical error. You were two.
8♠First words were spoken at a funeral. It was your sister’s.
9♠A corpse was in your crib. No one knew who it was. Or who left it.
10♠You were born screaming, and so was the dying man in the next room.
J♠Death doesn’t scare you. You remember too much.
Q♠Someone swore you looked like your dead grandfather. He hadn’t been buried yet.
K♠Your first lullaby was a dirge. You still hum it in your sleep.
A♠You were born in a graveyard. Your mother said it was easier that way.
♣ CLUBS
2♣The dog that raised you died in a knife fight. You were two weeks old.
3♣Born during a tavern brawl. Someone threw you like a weapon.
4♣You bit your first cousin before you had teeth. You didn’t stop there.
5♣Your father was a drunk. Your mother was better with a bottle.
6♣You’ve never seen someone die peacefully. Not once.
7♣The first time you saw blood, it was your own. A lot of it.
8♣Raised in a traveling fighting pit. You got good at dodging elbows.
9♣Your village threw rocks at you for fun. Eventually they ran out.
10♣Your older sibling used you as a weapon. It worked.
J♣You stabbed someone before you learned to write.
Q♣You were raised on stories about violence solving everything. They were right.
K♣You killed something as a toddler. No one talks about it.
A♣You were born with fists clenched and swinging. It hasn’t stopped.
-
Upbringing
♥ HEARTS
2♥ – Raised by an overly affectionate grandmother who believes you're the reincarnation of her dog. You’re still not sure she’s wrong.
3♥ – Raised in a halfling village where no one locked their doors and everyone had too much pie. You miss it every day.
4♥ – You were raised in a theater troupe and assumed everything was pretend until you saw someone really die.
5♥ – Your home was a lighthouse. Your bedtime stories were whispered by sea creatures.
6♥ – Raised by a scholar who made you read aloud every day. You still argue with books.
7♥ – You grew up tending goats in the hills and naming them after local criminals.
8♥ – You were raised in a temple that was more focused on baking than doctrine. Your cinnamon rolls are heretical.
9♥ – Raised in a big, noisy, loving family with too many cousins and too many chores. You could sleep through a hurricane.
10♥ – Grew up in a village with strange festivals and no explanation. Every spring you still get the urge to wear bells.
J♥ – Raised in a tavern where you learned stories were currency and jokes could save lives.
Q♥ – Raised by an eccentric aunt who taught you to always leave through the back door and never trust birds.
K♥ – Raised in a noble’s retinue. You were taught how to stand, bow, lie, and disappear.
A♥ – Raised by an awakened oak tree and an awakened boulder. They moved slowly but loved you deeply.
♦ DIAMONDS
2♦ – Raised by a scribe who let you organize scrolls but never touch the ink. You developed reverence for clean hands.
3♦ – You grew up in a counting house. You thought in silver pieces before you ever learned letters.
4♦ – Raised by a bardic college. You can still recite the twelve epic tragedies of Queen Merribel the Moist.
5♦ – Raised in a seminary where silence was holy. You still whisper more than you speak.
6♦ – You were apprenticed to a jeweler who made you polish every gem while reciting its flaws aloud.
7♦ – Raised on the road by merchant caravans. You slept beneath wagons and learned to haggle in your dreams.
8♦ – Raised by a perfumer and a poisoner. You still associate almond scent with death.
9♦ – Your family were minor nobles obsessed with etiquette. You once bowed for 7 minutes straight.
10♦ – Raised in a vast library where your only friends were books and the suspiciously intelligent ravens.
J♦ – Raised among actors and liars in a court full of masks. You never trust a smile.
Q♦ – Raised by archivists who believed forgetting was a sin. You were punished with pop quizzes.
K♦ – Raised as a squire to a pompous knight who mostly taught you about wine and debt.
A♦ – Raised in a gilded manor with tutors, tutors for your tutors, and a private dueling instructor you called “Sir Yellsalot.”
♣ CLUBS
2♣ – Raised in a logging camp where bedtime stories were about axe wounds and bears. You learned to sleep through screaming.
3♣ – Raised in a roadside brawl pit. They bet on your fights before you could spell your name. You lost often.
4♣ – Grew up among smugglers who didn’t believe in “education” but were big on knots and silence.
5♣ – You were raised in a family feud that never ended. You have cousins you’ve stabbed more than once.
6♣ – Raised in a traveling gladiator caravan. You cleaned the pits. You weren’t allowed to eat until they sparkled.
7♣ – Grew up working slaughterhouses and flensing tables. You still whistle while gutting.
8♣ – Raised in a village that solved problems with fists first, torches second. Words were optional.
9♣ – Your family trained hunting dogs—usually on you. You still flinch at whistles.
10♣ – Raised in a militant doomsday cult. You were the “spare soul” in every ritual. You got used to it.
J♣ – Grew up in an assassin’s orphanage. The lullabies were coded instructions. You sometimes hum them still.
Q♣ – Raised in a bandit camp where names weren’t permanent and loyalty lasted until payday. You kept your boots on in bed.
K♣ – You were raised as the “practice dummy” for a retired war hero. You got tough or you got dead.
A♣ – Raised in the ruins of a fortress after a siege. You ate leather and lived by torchlight. Your lullaby was the wind through bones.
♠ SPADES
2♠ – Raised by a blind gravedigger who ate apples while he worked. You hate apples.
3♠ – Grew up in a village that was sacrificed to something. You survived by pretending to be dead—and got very good at it.
4♠ – Raised by an order of plague doctors. They gave you your first mask when you lost your first tooth.
5♠ – You were raised by a coven of witches, but only because they needed something to feed the cauldron spirits.
6♠ – You lived in the attic of a haunted orphanage. You made friends with the ghosts. Some still visit.
7♠ – Raised by a cult that believed pain was proof of life. You were their proof.
8♠ – Raised in a crypt-city where everyone was embalmed and polite. You still sleep in a box.
9♠ – You were raised in a bell tower by a corpse-keeper who claimed every bell ring drove off death. You rang them anyway.
10♠ – You were raised in a monastery that worshipped silence, shadow, and the end of all things. You failed shadow class.
J♠ – Raised by necromancers who insisted the skeletons were “just family.” You cried when Uncle Rattle went missing.
Q♠ – You were raised in a fog-shrouded moor by a weeping woman who claimed to be your mother. You’re not so sure.
K♠ – You were raised in the catacombs beneath a forgotten city. You saw the sun for the first time last year.
A♠ – Raised in the Plane of Shadow by a being called “Mother Moth.” She whispered you awake. You’ve never slept well since.
-
Event
♥ Hearts
2♥ – Fey-Touched: A faerie once kissed your eyelids while you slept. +2 to saves vs enchantments.
3♥ – Well Trauma: You fell in a well; a dog barked for help. +1 Will saves. You have a personal vow about dogs.
4♥ – Inspired: You received a prophetic dream. +1 to one Knowledge skill; always a class skill.
5♥ – Charming: You won a contest by accident and became a folk hero. +1 to Diplomacy or Bluff.
6♥ – Touched by the Beyond: Briefly possessed by something ancient. +1 to saves vs fear.
7♥ – Planar Attunement: You stumbled into a planar rift. +1 saves vs planar effects; choose a plane.
8♥ – Strong Back: You pulled a weapon from a stone. It was a shovel. +1 Strength checks and carry capacity.
9♥ – Oathkeeper: Helped a dying knight deliver his message. +1 Sense Motive and Diplomacy.
10♥ – Sacred Water: Drank from a sacred spring. +2 vs poison and disease.
J♥ – Touched by Grace: Blessed by a traveling saint. +1 to Heal or Knowledge (Religion).
Q♥ – Freak Luck: A unicorn stepped on your foot. Once/day reroll a natural 1 on a skill check.
K♥ – Fire-Tested: Saved someone from a burning building. +1 Reflex saves.
A♥ – Beast Affinity: Animals trust you. +1 Handle Animal; wild animals start one step friendlier.
♦ Diamonds
2♦ – Surefooted: Survived a goat stampede. +1 Reflex save.
3♦ – Iron Gut: Drank a mystery potion. +1 Fortitude save.
4♦ – Thick Skull: Hit by falling debris. +1 Will save.
5♦ – Toxic Resilience: Drank from a gross well as a kid. +1 Fortitude save.
6♦ – Suspicious Mind: Outsmarted a con artist. +1 Will save.
7♦ – Quick Duck: Dodged a fireball stealing apples. +1 Reflex save.
8♦ – Contaminant Resistant: Survived poisoning. +1 Fortitude save.
9♦ – Hex-Hardened: Heard a cursed lullaby as a baby. +1 Will save.
10♦ – Bounce Back: Fell off a roof and lived. +1 Reflex save.
J♦ – Luck-Touched: Beat a fey in a bet. +1 to your lowest save.
Q♦ – Warded Soul: Made a wish that didn’t backfire (yet). +1 Will save.
K♦ – Arcane Scorched: Caught in a magical explosion. +1 Reflex save.
A♦ – Fated Fortitude: Chosen by fate (or a squirrel). +1 to all saves for 1 encounter once/week.
♠ Spades
2♠ – Twitchy: Haunted barn dare. +1 Initiative.
3♠ – Improvised Fighter: Stabbed someone with a fork. +1 damage with improvised weapons.
4♠ – Death-Charged: Took a bolt to the ribs. +10 ft movement while below half HP.
5♠ – Paranoid Combatant: Trained by a paranoid uncle. +1 AC while fighting defensively or using total defense.
6♠ – Sprint-Trained: Learned to dash between safe spots. x4 run speed; +2 Acrobatics for jumping.
7♠ – Brutal Momentum: Killed a charging boar with a chair. +1 damage when charging; +1 with chairs (if named).
8♠ – Slippery Step: Escaped ambush by window dive. +2 AC vs AoOs provoked by movement.
9♠ – Brainpan Breaker: Headbutted a goblin through a door. +1 damage to wooden creatures; Intimidate uses Strength. Helmets hate you.
10♠ – Adrenaline-Fueled: Lit yourself on fire on purpose. +1 melee damage if on fire or took fire damage; +1 Will vs fear.
J♠ – Arena-Blooded: You were a pit fighter. +1 damage unarmed/natural; Intimidate is a class skill; crack knuckles to boost Intimidate.
Q♠ – Glassdrop Reflex: Thrown out of taverns weekly. Reduce fall damage by 1d6; +2 Acrobatics vs falling prone.
K♠ – Fury in Flames: Fought your way out of a burning building. +1 melee damage when fire is nearby.
A♠ – Shatterself: Mirror doesn’t reflect you properly. +1 to all Will saves; once/week reroll a failed Will save.
♣ Clubs
2♣ – Pig Boy: Born in a pigpen. +1 HP; pigs aren’t hostile to you; you don’t flinch in storms.
3♣ – Box of Rocks: Hauled crates since childhood. +2 to Strength for carry capacity.
4♣ – Gripper: Lived in a tree. +2 Climb; keep Dex to AC while climbing.
5♣ – Skull-Scarred: Hit in the head a lot. +1 Fort saves.
6♣ – Hauler’s Legs: Pulled wagons, not rode in them. +5 ft speed when carrying Medium or Heavy load.
7♣ – Jawbreaker: Chewed through rope. Gain a 1d3 bite attack (or +1 damage if you already have one).
8♣ – Shoulder Charge: Used as a battering ram. +1 to Bull Rush; can break objects with your body.
9♣ – Crushed But Not Broken: Buried under a barn. DR 1/– in light/no armor; stay conscious at 0 HP once/day; +1 damage vs wood.
10♣ – Iron-Gutted: Chewed nails as a kid. +2 Fort saves vs ingested nastiness; can eat awful rations.
J♣ – Muzzle Brawler: Fistfight with a donkey. +1 damage unarmed vs animals/magical beasts; +2 Intimidate vs livestock.
Q♣ – Grime-Bound: Witches tried to cook you and gave up. +1 Fort saves. Reroll failed saves versus gross stuff, poison, and disease 1/week; otyughs attack you last.
K♣ – Goblinball Champion: You threw a halfling. You both got stronger. +2 to attack after being thrown or throwing an ally; +1 AC if you’re the thrown one.
A♣ – Nest Pounce: Raised by giant owls. When jumping from above, successful melee hit deals falling damage to target. You still take the full fall damage.
-
Drawbacks & Flaws
2♥ – Pride
You are arrogant and often underestimate others.3♥ – Sentimental
You carry a memento that distracts or compels you.4♥ – Paranoid
You're constantly suspicious and have trouble trusting.5♥ – Anxious
You suffer from persistent worry or nervousness.6♥ – Depressive
Low spirits make it hard to stay hopeful.7♥ – Headstrong
You act impulsively when challenged or insulted.8♥ – Oblivious
You often miss obvious cues in conversation or behavior.9♥ – Naïve
You tend to believe what people say, even if it’s unwise.10♥ – Superstitious
You follow personal rituals and taboos to a fault.J♥ – Drawn to Power
You seek positions of authority or forbidden knowledge.Q♥ – Overprotective
You defend allies recklessly, even when it's foolish.K♥ – Abrasive
You rub people the wrong way in conversation.A♥ – Vain
You are obsessed with your appearance and social standing.
2♦ – Attached
You obsessively cling to one item, person, or ideal.3♦ – Meticulous
You’re a perfectionist; failure rattles you.4♦ – Forlorn
You’ve suffered great loss and carry a quiet grief.5♦ – Hedonistic
You indulge pleasures to avoid hard truths.6♦ – Overburdened
You feel guilt over a heavy obligation or duty.7♦ – Insatiable Curiosity
You must know what’s behind the next door.8♦ – Fame Seeker
You crave recognition and public attention.9♦ – Stigmatized
Your past or race makes others prejudge you.10♦ – Tainted Love
A lost romance still haunts you.J♦ – Rival
Someone in your past is actively working against you.Q♦ – Outcast
You were driven from your home or culture.K♦ – Legacy of Failure
Your family has a history of disgrace.A♦ – Haunting Regret
You made a terrible choice that still affects you.
♠ Spades
2♠ – Meager Fortitude
–1 to Fortitude saves.3♠ – Weak Will
–1 to Will saves.4♠ – Inattentive
–4 to Perception checks.5♠ – Book Wyrm (Double)
–6 Initiative; –3 Reflex.
Bonus: +2 feats; +1 rank in any Knowledge.6♠ – Emo (Double)
–1 AC; –3 Will; –2 Cha-based checks.
Bonus: +2 feats; +4 with emos, vermin, were-ravens, undead.7♠ – Raised by Amazons (Double)
–1 HP/level; –3 Will.
Bonus: +2 feats.8♠ – Raised in a Drow Harem (Double)
–1 HP/level; –3 Will.
Bonus: +2 feats; +2 Perform.9♠ – Dungeon-Bred (Double)
Concealment rolls are worse; –2 ranged attacks.
Bonus: +2 feats; gain Nocturnal template.10♠ – Born Under a Bad Sign (Triple)
–3 to all saves.
Bonus: +3 feats; stray dogs and beggars love you.J♠ – Son of a Witch (Triple)
–1 to all saves; can’t be raised; animals Unfriendly.
Bonus: Knowledge (Religion or Planes) is always class skill.Q♠ – Princess (Triple)
–4 Nature/Survival; Fatigue and Fashion issues.
Bonus: +2 feats; +2 Perform.K♠ – Born in Scott’s Campaign (Triple+)
–3 to all saves.
Bonus: +3 feats, Run & Fleet feats, +2 Acrobatics; immune to cold fatigue.A♠ – Loud (Double)
–2 Charisma, –2 Wisdom; –4 Stealth and Diplomacy; cannot be class skills.
♣ Clubs
2♣ – Shaky
–2 penalty on all ranged attack rolls.3♣ – Frail
–1 hit point per level.4♣ – Murky-Eyed
Roll miss chance twice vs concealment, take the worse result.5♣ – One-Eyed (Double)
Roll concealment twice and take worse result; –2 to ranged attacks.
Bonus: +2 feats.6♣ – Pussy (Double)
–3 Fort saves; –2 to Strength/Con skill checks.
Bonus: +2 feats.7♣ – Fight Like a Girl (Double)
–2 to melee attacks; –1 AC.
Bonus: +2 feats.8♣ – Wooden Leg (Double)
Speed halved; –3 Reflex saves.
Bonus: +2 feats.9♣ – Slack-Jawed Local (Double)
–6 Initiative; –1 AC; –2 to all Cha-based skills.
Bonus: +2 feats.10♣ – Fat Bastard (Triple)
Double normal weight; half speed; –3 Reflex; –2 Dex; gear x2 cost.
Bonus: +3 feats.J♣ – Heavily Scarred (Triple)
–3 Will saves; –1 HP/level; –2 Charisma.
Bonus: +3 feats.Q♣ – Albino (Triple)
Light sensitivity; –3 Fort saves; –2 Diplomacy.
Bonus: +3 feats.K♣ – Princess (Triple)
–4 Nature/Survival; Fatigued without proper bed; –2 Cha if rushed.
Bonus: +3 feats.A♣ – Pirate (Ultimate Flaw)
Reckless, loud, borderline unhinged.
Bonus: +3 feats and probably a bounty.
-
Traits
♠ Spades
2♠ – Armor Expert – Reduce your armor check penalty by 1.
3♠ – Brawler – +1 to unarmed damage.
4♠ – Resilient – +1 Fortitude saves.
5♠ – Reactionary – +2 to Initiative.
6♠ – Deft Dodger – +1 Reflex saves.
7♠ – Indomitable Faith – +1 Will saves.
8♠ – Weapon Familiarity – Choose one martial weapon, you’re proficient.
9♠ – Killer – +1 damage on critical hits.
10♠ – Tactician – +2 to Aid Another on attack or AC.
J♠ – Anatomist – +1 to confirm critical hits.
Q♠ – Fencer – +1 to disarm attempts.
K♠ – Dirty Fighter – +1 damage if flanking.
A♠ – Bruising Intellect – Use INT instead of CHA for Intimidate.
♣ Clubs
2♣ – Animal Friend – +1 Handle Animal and a +1 to affect animals.
3♣ – Savanna Child – +1 Stealth and Survival in plains.
4♣ – Jungle Native – +1 to Acrobatics and Climb in forest terrain.
5♣ – Desert Survivor – +1 Survival and save vs. heat.
6♣ – Adopted – Choose one racial trait from another race.
7♣ – Eyes and Ears of the City – +1 Perception, always class skill.
8♣ – Beast Bond – +1 to wild empathy and animal companions.
9♣ – Kin-Bonded – +1 bonus to aid allies.
10♣ – Seeker – +1 Perception to locate traps.
J♣ – Axe to Grind – +1 damage against adjacent enemies.
Q♣ – Highlander – +1 Stealth in hills and mountains.
K♣ – River Rat – +1 Swim and +1 damage with daggers.
A♣ – Child of Nature – +2 saves vs. disease, poison, and becoming sickened/nauseated.
♦ Diamonds
2♦ – Merchant – +1 Appraise and +5% profit when selling goods.
3♦ – Natural-Born Leader – +1 Leadership score if applicable.
4♦ – Rich Parents – +900 gp extra starting wealth.
5♦ – History of Heresy – +1 Will saves and Knowledge (religion) is class skill.
6♦ – Carefully Hidden – +1 Will saves and +1 to save vs. scrying.
7♦ – Student of Philosophy – Use INT instead of CHA for Diplomacy.
8♦ – Mathematical Prodigy – +1 Knowledge (arcana) and Profession (engineer).
9♦ – Gifted Adept – +1 caster level for one chosen spell.
10♦ – Magical Knack – +2 caster level (max CL = character level).
J♦ – Worldly – +1 Knowledge (local) and one language.
Q♦ – Rich in Spirit – +1 to saves vs. emotion effects.
K♦ – Fast Talker – +1 Bluff and Bluff is a class skill.
A♦ – Rich Parents Deluxe – +1,000 gp and Nobility comes easy to you.
♥ Hearts
2♥ – Adopted – You were raised outside your birth culture.
3♥ – Bastard – +1 Bluff, Bluff is a class skill.
4♥ – Orphaned – +1 Survival and Fort saves vs. fear.
5♥ – Sacred Touch – Stabilize dying creatures once per day.
6♥ – Subject of Study – Someone is watching you closely. +1 to Will saves.
7♥ – Chosen One – +1 saves when within 10 ft. of allies.
8♥ – Seeker – +1 Perception, Perception is always a class skill.
9♥ – Birthmark – +2 saves vs. charm/compulsion.
10♥ – Blessed – +1 to saves vs. curses and hexes.
J♥ – Finding Your Religion – +1 Knowledge (religion), Religion is class skill.
Q♥ – Life of Toil – +1 Fortitude, always tired but never quit.
K♥ – Trustworthy – +1 Diplomacy and Sense Motive.
A♥ – Inspired – +1 all saves for 1 round/day, activate as free action.
-
The Suits of your five Cards determine your class.
Five of a Kind
5♥ (Hearts) – Cleric
5♦ (Diamonds) – Wizard
5♠ (Spades) – Fighter
5♣ (Clubs) – Rogue
Four of a Kind + 1 (Core 11 + Unchained Monk)
4♥ + ♣ – Druid
4♥ + ♦ – Paladin
4♥ + ♠ – Bard
4♦ + ♣ – Sorcerer
4♦ + ♥ – Rogue
4♦ + ♠ – Ranger
4♠ + ♣ – Barbarian
4♠ + ♦ – Monk
4♠ + ♥ – Unchained Monk
4♣ + ♥ – Fighter
4♣ + ♠ – Wizard
4♣ + ♦ – Cleric
3-1-1 Combinations (Base Classes)
3♥ + ♠ + ♦ – Oracle
3♥ + ♣ + ♠ – Omdura
3♥ + ♣ + ♦ – Inquisitor
3♦ + ♣ + ♠ – Magus
3♦ + ♣ + ♥ – Summoner
3♦ + ♠ + ♥ – Witch
3♠ + ♣ + ♥ – Cavalier
3♠ + ♣ + ♦ – Gunslinger
3♠ + ♦ + ♥ – Alchemist
3♣ + ♠ + ♥ – Shifter
3♣ + ♥ + ♦ – Vigilante
3♣ + ♠ + ♦ – Vampire Hunter
2-2-1 Combinations (Hybrid Classes)
2♥ + 2♣ + ♦ – Arcanist
2♥ + 2♦ + ♠ – Bloodrager
2♥ + 2♠ + ♣ – Brawler
2♦ + 2♣ + ♥ – Hunter
2♦ + 2♠ + ♣ – Investigator
2♠ + 2♣ + ♦ – Shaman
2♥ + 2♣ + ♠ – Skald
2♦ + 2♠ + ♥ – Slayer
2♠ + 2♥ + ♣ – Warpriest
2-1-1-1 Combinations (Hybrid & Psionics)
2♥ + ♣ + ♦ + ♠ – Alchemist
2♦ + ♥ + ♣ + ♠ – Swashbuckler
2♠ + ♥ + ♦ + ♣ – Wilder
2♣ + ♥ + ♦ + ♠ – Psychic Warrior
3-2 Combinations (Unchained + Psionics)
3♥ + 2♣ – Unchained Rogue
3♥ + 2♠ – Unchained Barbarian
3♦ + 2♠ – Aegis
3♦ + 2♣ – Marksman
3♠ + 2♦ – Psion
3♠ + 2♣ – Soulknife
-
Race Assignment by Poker Result
Royal Flush – Human
Straight Flush – Dwarf
Four of a Kind – Elf
Full House – Gnome
Flush – Halfling
Straight – Half-elf
Three of a Kind – Half-orc
Two Pair – Aasimar
One Pair – Catfolk
High Card (♠) – Half-Giant
High Card (♥) – Drow
High Card (♦) – Goblin
High Card (♣) – Hobgoblin
Flush (♠) – Grippli
Flush (♥) – Kobold
Flush (♦) – Orc
Flush (♣) – Vanara
Straight Flush (♠) – Ratfolk
Straight Flush (♥) – Sylph
Straight Flush (♦) – Tengu
Straight Flush (♣) – Tiefling
Royal Flush (alternate suit) – Undine

-
🔥 1. Ex Nihilo
Creation from nothingness, often by divine command or will alone.
Tone: Abstract, divine, singular, theological.
Use when: You want a “Word-made-world,” distant gods, or a setting where belief reshapes reality.
Example Twists:
The first word was mispronounced. That flaw echoes still — deformities, errors in magic, and monsters trace back to the stutter.
The world exists only while it’s remembered. Should all tongues fall silent, reality will vanish with the last whisper.
🌊 2. Earth-Diver
A being dives into the primordial waters to retrieve materials for creation.
Tone: Animistic, shamanic, oceanic.
Use when: You want a layered, drowned past or themes of sacrifice and memory.
Example Twists:
The diver drowned, and land was made from its corpse. Its bones form the mountains — and its dreams linger beneath them.
Each dive created a different continent. New lands can only be born through sacrifice and submersion.
🐍 3. Sacrifice
A god or primordial being is dismembered to form the world.
Tone: Tragic, violent, mythic.
Use when: You want divine death, inherent suffering, or a world that owes its existence to loss.
Example Twists:
The god’s heart still beats. Volcanoes are its slow, boiling pulse — and prophets claim the rhythm is speeding up.
The sun is the victim’s eye, watching us burn what it once died to create.
💦 4. Secretion / Emission
Creation through bodily fluids: sweat, blood, tears, spit, etc.
Tone: Grotesque, primal, fertility-themed or surreal.
Use when: You want visceral origins — literal blood and slime in the soil.
Example Twists:
Oceans are divine sweat. When the gods weep, it rains — and when they rage, it floods.
Mortals are made from god-spit. Spiteful, clever, and slippery-tongued — we were never meant to obey.
⚔️ 5. Division / Conjugation
Creation from a cosmic split or self-mating being.
Tone: Duality, cycles, harmony and conflict.
Use when: You want balance, mirrored opposites, or themes of lovers torn apart.
Example Twists:
Night and Day are twins who can never meet. Their rare encounters (eclipses) cause strange magic to leak into the world.
The sky and earth still pine for each other. Earthquakes and storms are their failed embraces.
🌱 6. Accretion / Conjunction
Gradual collection of elements or layering of debris.
Tone: Organic, slow-building, messy.
Use when: You want a world that feels grown rather than made.
Example Twists:
The world formed around a cosmic seed. That seed is still buried somewhere — and may sprout.
Creation is still happening. In wild places, new elements form chaotically — living iron, sentient fog, lands that remember you.
🌄 7. Emergence
Beings emerge from another world into this one (caves, underworld, dream realms).
Tone: Mystical, layered, rebirth-centered.
Use when: You want ancient migrations or hidden ancestors.
Example Twists:
Each people came from a different layer of reality. That’s why their souls behave differently in death.
We emerged... but something else was following. Some cultures seal their caverns with songs. Others let them echo.
🕴️ 8. Two Creators
Two beings (gods, siblings, rivals) create in tandem or competition.
Tone: Mythic, polytheistic, antagonistic or complementary.
Use when: You want divine politics or ideological tension.
Example Twists:
They fell in love with their creation — and with each other. But now one wants it to stay perfect, and the other wants it to grow.
One created the world’s form, the other its soul. Now the body decays without spirit, or spirit rages without form.
🛠️ 9. Deus Faber (Craftsman God)
An artisan-god builds the world like a smith, sculptor, or architect.
Tone: Orderly, mechanical, grand.
Use when: You want intelligent design, relic technology, or metaphysical blueprints.
Example Twists:
The tools used to shape the world still exist. The Hammer of Continents, the Compass of Winds — lost in dungeons or guarded by giants.
The god left mid-project. Some continents are unfinished. Others are blueprints come to life — their inhabitants shaped to purpose but ignorant of it.
🔮 10. Blended Myths
Multiple creation types woven together into strange, layered cosmologies.
Tone: Complex, contradictory, mythopoeic.
Use when: You want oral traditions full of contradictions, hidden truths, and regional variations. Excellent for settings with multiple cultures, ancient schisms, or worlds with scars.
Here are four examples of blended myths that mix classic archetypes in unique ways:
🧠 Sacrifice + Emergence
“The First People crawled from the corpse of the World-Parent. It wasn’t a death — it was a seizure.”
The god’s skull split open, and life leaked out through the folds of divine gray matter.
The Underdark is the brain, its caverns and tunnels the god’s neural network — pulsing with instinct and ancient memory.
Earthquakes are seizures — tremors caused by divine neural misfires, the convulsions of a dreaming mind.
Prophets say we are the god’s thoughts, crawling across its cortex. Some heretics seek to awaken it.
🕊️ Division + Earth-Diver
“When the Sky and the Sea divorced, their child dove between them and built the land in the space left behind.”
Dualistic cosmology, where the land is the child of separation.
The sea and sky remain bitter — storms and tsunamis are divine arguments.
Fertility and peace only return during their rare celestial reunions (eclipses, solstices).
🔥 Deus Faber + Secretion
“The Builder shaped the world with precision... but needed divine blood to animate it.”
The god placed mountains like bricks and oceans like tiles — but life wouldn't stir until a vein was opened.
Forests, beasts, and storms were born from the runoff — the divine afterbirth of an engineered world.
Some cults now bleed their gods to keep the world alive. Others try to reverse-engineer creation.
🧬 Accretion + Two Creators
“The world was never designed. It grew wild — until one god tried to prune it, and another tried to cultivate it.”
One god governs entropy and wildness, the other imposes shape and hierarchy.
Civilization is a grafted tumor — or a garden fence.
Their children war endlessly: druids vs. architects, fungus vs. granite, rivers vs. roads.
These mythic fusions invite interpretation, distortion, and contradiction. Perfect fuel for ancient schisms, regional cults, and unreliable lore.ption text goes here
