Traits in Imarand: The Twin Worlds | World Anvil
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Traits

Almost all traits found in the Pathfinder Advanced Player’s Guide can be used in this campaign setting, with the exception of the Religion Traits tied to specific gods and most Regional Traits. In addition, players can use the traits below to augment their game and immerse their character more fully in the worlds of Imarand.

Year Traits

Year Traits correspond to the year a person was born in, as many believe that people born in a specific year have specific characteristics. Every sixteen years the cycle of years – and traits – starts anew. The current year is 1201, the Year of the Bear.

Year of the Bear: You have the strength of the bear within you. Once per day as a free action, roll twice and take the better result on a Strength based skill or ability check.

Year of the Troll: You are resilient as a troll and gain its regenerative abilities. You regenerate 1 hitpoint per hour as long as you haven't received acid or fire damage within that hour and you're not dying.

Year of the Harpy: Your songs can captivate your audience, giving you their undivided attention. Once per day you can increases the DC of enchantment or illusion spells by 1.

Year of the Wolf: You bring down your prey with ferocity. Once per day you may choose to make a trip attack without provoking an attack of opportunity.

Year of the Wraith: As long as you aren't in direct sunlight you can become incorporeal for 1 minute per day as an immediate action. You become corporal again after the minute has passed of walk into direct sunlight or are affected by spells such as daylight.

Year of the Goblin: Those born in the year of the goblin tend to be smaller than normal. You gain +1 trait bonus to stealth check and stealth becomes a class skill.

Year of the Dragon: You can be as intimidating as a dragon. You gain a +1-trait bonus on Intimidate checks and Intimidate is always a class skill for you.

Year of the Merfolk: You like to be around water. You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you. In addition, you can add ½ you hit die to the rounds you can remain underwater without drowning.

Year of the Demon: Your resistances to the elements are strengthened. Choose one energy type. If you have any energy resistance of that type, it increases by 2 points.

Year of the Hound: You're skilled at tracking people and creatures. You gain a +1-trait bonus on Survival checks, and Survival is always a class skill for you.

Year of the Wyvern: You are naturally adapted to handle poison. You cannot accidentally poison yourself whenever you handle or apply poison.

Year of the Hag: You can use the mimicry of a Green Hag, as a move action you can imitating the sounds of any animal found in the location you grew up (GM digression). You can use the mimicry 1 + your WIS modifier times a day (minimum of 1).

Year of the Snake: You are as flexible as a snake. You gain a +1-trait bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Year of the Giants: You are adept at withstanding the harsh climates in which giants usually live. You gain a +4 bonus on saving throws for hot and cold weather and high-altitude effects.

Year of the Satyr: You have the satyr's adoration for wine, music and boasting. You receive a +1-trait bonus on Perform (Wind instruments) checks and a +1-trait bonus on Bluff checks made to impress someone.

Year of the Rat: You stomach diseases better than any other person. You gain a +1-trait bonus on Fortitude saves.

Social Traits

Fortified Drinker: You like to drink and know your liquor. You gain a +4-trait bonus on Fortitude checks to resist the effects of alcohol.

Drunken Swagger: You have spent many days being drunk and learned through painful experience how not to hurt yourself. As a result, you receive a +2-trait bonus to Reflex saves while intoxicated.

Skilled Worker: From an early age you have been trained to work in one of the crafts. You receive a +2-trait bonus on a Craft skill of your choice.

Savage Health: You grew up with the savage tribes that roam the lands. As a result, you're of a much sturdier stock than most people. At the beginning of each day you get a amount of temporary hot points equal to your hit die.

Magic Traits

Disciple of Chaos: You have suffered as the hands of wild magic and know its power and dangers. You add 2 to the results on wild magic results table.

Arcane Defiance: In your past you felt power of the arcane spells, leaving scared of what to come. You gain a +1 bonus on will saves against arcane spells and spell-like abilities.

Healer of the Arcane: Your faith in the elements boost you power of healing. You heal one addition point of damage with cure spells from an arcane source.

Religion Traits

Elemental Faith: The elements enhances the energy of some spells. Choose an element, acid, cold, electricity, or fire. Add 1 damage point to chosen element when you cast a spell.

Witch hunter: Trained to hunt those with the gift for the arcane you steeled you mind. You gain +2 on will save against enchantment effects.

Divine Orator: You are a powerful voice of your faith. You gain a +1-trait bonus on Knowledge (religion) and perform (oratory) checks and one of those skills is always a class skill for you.

Regional Traits

These are the regional traits for the specific kingdoms, city-states and regions of the twin worlds. Players may choose traits connected to their place of birth or places they have lived in for a long time.

Ianna

Lands of Magic: You grew up in a place where magic items are a common. As a result, you know how to make magic items work. You gain a +1-trait bonus to Use Magic Device checks and Use Magic Device is always a class skill for you.

Primal Power: The lands of Ianna are built by the Primordials and infused with their elemental power. When summoning an elemental on Ianna, add an extra 1 HD to the summoned elemental.

Iyassia, The World Tree

Open Minded: You are used to dealing with the many different races that visit the Iyassian tree. You gain a +2-trait bonus to Diplomacy when speaking to members of another race.

World Tongue: You have learned to converse with many in their native tongue. You are able to speak one extra language. And linguistics becomes an class skill.

Aldriel

The Empire: You have served in your empire's army and have been trained as a soldier before becoming an adventurer. You gain a +2-trait bonus to Profession (Soldier).

Aldriel Noble: Once upon a time your family had significant power within the kingdom. Although much of your influence has dwindled, your name still means something with the kingdom. You gain a +1-trait bonus to Diplomacy and Intimidate checks when interacting with any citizen or soldier from Aldriel.

Merenam

Black Ship Trader: You have served on one of the fast Madilar ships, braving any weather. You gain a +2-trait bonus on all Profession (Sailor) checks.

See True: You have lived on Merenam for as long as you can remember and as a result you grew accustomed to the many illusions surrounding the island. You get a +1-trait bonus on saving throws against illusion spells or effects.

Elangon

High Elven Magic: You studied the high elven art of magic. You know how to handle your spells and make them count. You gain a +1-trait bonus on all rolls to confirm critical hits with your spells.

Wild Blood: Ages ago, your family made the crossing from Terria to Ianna. You still share your ancestors' love for the forest. You gain a +2-trait bonus on survival checks made within a forest.

Nindir

Caravan Life: You grew up with one of the many Sha caravans. In the hectic life of the travelling people, you've learned to be quick on your feet. You gain a +1-trait bonus to Initiative.

Outcast: You've abandoned the safety of living within a city and chose to roam the wilds, leaving behind human companionship and seeking the friendship of animals instead. You gain a +1-trait bonus on Handle Animal and Survival checks.

Fjortir

Undead Graft: You were given a graft to replace a limb that has been affected by the king's plague. This replacement is stronger than the limb you have lost. You gain a +1-trait bonus on Strength based skills and checks to break objects.

Worldly Traveler: Your family has an intense love of travel, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local) or Sense Motive. You gain a +1-trait bonus on that skill, and it is always a class skill for you.

Terria

Land of the Gods: You grew up on stories of the gods that watch over the world. You gain a +1-trait bonus on Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you.

Divine Divination: Your bond with the gods is stronger on Terria. When casting any Divination spell on Terria, you receive a +1-trait bonus to your caster level.

Mag Mell

Arcane Defender: You've observed the arcane mages of the Silver Order and learned to protect yourself with an arcane shield. You gain a +1-trait bonus on saving throws against spells.

Portal Guide: You have made many trips to the portal to Braxis an back and help travelers on their journey through the portal. Pick one of the following skills: Diplomacy, Knowledge (local) or Handle Animal. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you.

Savage Refugee: Either by choice or circumstance brought you to the slums around the city inhabited by the savage races, as a result you have adapted by interacting with the various races. Pick one of the following languages: Draconic, Gnoll, Gnome, Goblin or Orc. You can speak that language and once per day you can gain an +4-charisma bonus to influence one the savage races.

Myntal

Militia Recruit: You have served in the Myntal Militia and have learned how to handle certain weapons. You gain either Weapon proficiency (Shortsword) or (Shortbow).

Ardee

Gloom: Your eyes have adjusted to the gloom and darkness that lingers around Ardee. You gain low-light vision. If you already have low-light vision, you vision extends with 20 ft.

Sprin

Serpents Blessing: You have been blessed by the serpent's spirit that guards Sprin. You can use speak with animal once per day as a spell-like ability to talk to snakes and other reptiles.

Bloodstone

Frost Resistance: You have adapted to living in the frozen lands of Featherharrow. You gain 2 cold resistance.

Gillian's Rest

Jungle Runner: You are one with the jungles that surround Gillian's Rest. As a free action for a number of rounds per day equal to your character level, you gain an climb speed of 10ft. These rounds do not need to be consecutive.

Drekar

Orc Slayer: You have lost a friend or family member to the Orc hordes preying on the City-state of Drekar. You gain a +1-trait bonus to weapon attack and damage rolls against Orcs.

Umar

Pious Farmer: You have worked on one of the many grain fields Umar has. You gain a +1-trait bonus on Profession (farmer) and knowledge (religion) checks.

Lichenfelde

Necropolis Slave: You were once a slave in the Necropolis of Lichenfelde and survived many horrors. As a result, you are less effected by horrific sights. You gain a +2-trait bonus against fear effects.

Kerrigen

Kerrigen Monk: When you were young, the Kerrigen monks took you in and trained you as one of their own. Your ki pool increases by 1 point.

Pantasia

Wild Magic Adept: You have adapted to the wild magic influences of the crystalglass within the city of Pantasia. If you trigger a wild surge with one of your spells, roll twice and pick either result.

The Cycle of Years


YearCycle of years
1185Year of the Bear
1186Year of the Troll
1187Year of the Harpy
1188Year of the Wolf
1189Year of the Wraith
1190Year of the Goblin
1191Year of the Dragon
1192Year of the Merfolk
1193Year of the Demon
1194Year of the Hound
1195Year of the Wyvern
1196Year of the Hag
1197Year of the Snake
1198Year of the Giant
1199Year of the Satyr
1200Year of the Rat
1201Year of the Bear
1202Year of the Troll
1203Year of the Harpy

*Players may choose the trait corresponding with their birth year described below.

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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