Character Traits in Riesa
While adventurers come from many diverse backgrounds, the traits included below are especially appropriate for adventuring in The Blightmark and Scarred Coast.
Your character should have at least one of the Campaign or Regional Traits. [Click on the buttons below to expand the tables.]
Campaign Traits (Scourge)
Regional Traits (Blightmark)
Magic Traits
Scourge of the Scarred Coast (Campaign) Traits
Trait | Description | Original Source |
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Freed Slave |
You were either born or sold into slavery, but escaped or were freed by abolitionists. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life in the Blightmark. You gain a +1 trait bonus on Will saves. | Inner Sea Primer |
Freedom Fighter |
You've dedicated your life to fighting against oppression, tyranny, and slavery. You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will | Inner Sea Primer |
Indentured Blacksmith |
As a former slave of hobgoblins, you were forced to make many of the weapons and shields that your captors used in war. Choose either Craft (armor) or Craft (weapons). You gain a +1 trait bonus on the chosen skill, and it becomes a class skill for you. | Dragon Empires Primer |
Missing Sibling |
You suspect that a child you know has been abducted. You've heard rumours that the child may have been seen in the direction of Silverfalls Station. The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives. Your constant search for the missing sibling has developed into great skill at rumormongering and finding out information from others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. | Curse of the Crimson Throne |
Missing Child |
You suspect that a child you know has been abducted. You've heard rumours that the child may have been seen in the direction of Silverfalls Station. The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves. | Curse of the Crimson Throne |
Privileged Slave |
You were enslaved by the hobgoblins of Highport, and obeyed your masters dutifully, turning your back on comrades in order to find favor with your slavers—all the while plotting your escape. You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you. | Dragon Empires Primer |
Unshackled |
You have escaped slavery or other imprisonment and have vowed never to be shackled again. You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you. | Divine Anthology |
Blightmark Regional Traits
Trait | Description | Source |
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Blight-Burned |
You've spent most of your life in the Blightmark. In your childhood the you were caught out in a warpstorm. The magical energies infected you with a magical disease and you barely survived. You still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn't indicate their exact location). You can always act during the surprise round against such creatures, and you aren't considered flat-footed against such creatures in the first round of combat. | Ironfang Invasion |
Foe of the Strange |
You survived exposure to a Shadow Squall. Instead of being frightened by the bizarre creatures from your nightmares and hallucinations, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them. You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result. | Strange Aeons |
Frontier Healer |
You make your way in life by putting people back together after the rigors of the world take their toll -- brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st. | Ironfang Invasion |
Monster Hunter |
Perhaps you came to the Blightmark in search of the flying goblins or maybe you followed fisherman's tales of odd creatures from the deep --regardless, you've ventured through the Blightmark to hunt down famous monsters. While they have all eluded you so far, you made it to Silverfalls Station to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. | Rise of the Runelords |
Mutant Eye |
One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life. You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a -1 penalty on Bluff and Diplomacy checks against humanoids who can see it. | Quests & Campaigns |
Magic Traits
Trait | Description | Source |
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Alchemical Adept |
You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again. | Ultimate Campaign |
Ascendant Recollection |
Your first bloodline power is particularly strong. Your sorcerer level is considered to be 1 level higher when determining the effects of your 1st-level bloodline power. | Ultimate Campaign |
Distance Aptitude |
You were exposed to the magic of an eldritch storm when you were young. This contact with unpredictable magic has granted you insight into means to extend the range of your own spells. Treat your caster level as 1 higher for the purposes of determining the range of spells and spell-like abilities. | Quests & Campaigns |
Draconic Infusion |
You were exposed to an artifact or other powerful magic that infused you with the power of dragons. Choose the acid, cold, electricity, or fire spell descriptor when you take this trait. Once per day for every 2 caster levels you have (minimum once per day), when you cast a spell that has your chosen elemental descriptor, you can deal an additional 1d4 points of damage of that energy type to one target of that spell. | Legacy of Dragons |
Eldritch Delver |
You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool. | Ultimate Campaign |
Fortunate |
You are blessed by fate. Once per day when you use a spell or magic item with a randomized effect (such as confusion, mirror image, prismatic spray, or a bag of tricks), before you roll to determine the result, you may choose to roll twice and pick either result. | Quests & Campaigns |
Mathematical Prodigy |
Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (architecture and engineering) checks, and one of these skills (your choice) is always a class skill for you. | Ultimate Campaign |
Unscathed |
You are amazingly resistant to energy attacks because of either your upbringing or exposure to magical storms. Each type of energy resistance you have (if any) increases by 2 points. | Ultimate Campaign |
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