Campaign Traits

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Campaign traits

Campaign traits

Lumberjack: You were raised on the outskirts of one the northern forests amidst hardy lumberman. You learned to swing an axe almost before you could speak your own name. Through years of hard labor you have grown adept at wielding your wedged blade. So much has your familiarity with the axe become in fact that its shaft of this weapon almost feels like an extension of your body. As a result, you gain +1 trait bonus to damage with any axe.

Prerequisite: Western Baronies, Treboth Vale.

Ancient Foe: The Orc clans that dwell upon the Atrowan Heights have made frequent raids into your lands for as long as you can remember. You have watched as your loved ones have been slaughtered, or taken captive as slaves and breeders for the hideous brutes. Over the years your hatred of the Orc clans has matured, as has your skill at combating them. As a result, you gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Orcs. Likewise, you gain a +1 trait bonus on weapon attack and damage rolls against these creatures.

Prerequisite: Evlor’Edwen, Western Baronies.

Herder: You grew up along the rolling green downs of Edigroth, tending to the family herd of sheep and goats. Preserving your flock against the constant threat of Wyverns, wolf packs, and meandering Ogres was not easy task. Yet you have honed your senses over the years to spot approaching predators, and to direct your flock to safety by an authoritative command. As a result, you gain a +1 trait bonus to all Perception and Handle Animal checks, as well as a +1 trait bonus to initiative checks.

Prerequisite: Downs of Edigroth.

River Rat: You grew up along the banks of the great Dantalig River, and learned to swim almost before you learned to walk. Your family business involved ferrying merchandise along the river via skiffs and barges. Your travels have brought you into contact with many other peoples and customs, and has taught you a thing or too about the art of business and diplomacy. As a result, you gain a +1 trait bonus to all Swim, and Knowledge (local) checks. In addition, you begin the game with the knowledge of 1 additional language.

Prerequisite: Any community located along the Dantalig River.

Merchant’s Child: Your parents were merchants and you were raised on a caravan ceaselessly traversing the Kings Highway in-between the kingdoms of Mierodran and the kingdoms of Dwinovar. You are familiar with all manner of currency and trade guods, and you can spot a plug-nickel from a mile away. You have also become quite adept at marketing your wares. As a result, you gain a +1 trait bonus to Appraise and Diplomacy skill checks. In addition, you begin the game with the knowledge of 1 additional language.

Prerequisite: None!

Page of the Caldoranth: in your youth you served as a page to one of Caldoranth’s Knights of the Ram. Unlike many other youths raised on the stories these knights chivalrous deeds, you got to witness them first hand. You have sworn fealty to the Crown of Caldoranth, and have dedicated your life to the service and protection of his subjects. As a result, you gain a +1 bonus to Knowledge (Nobility), and you may treat the Bastard Sword as a martial, rather than an exotic weapon.

Prerequisite: Caldoranth (or any of its territories).

Ally Urchin: You grew up in the squalor of Caldoranth’s winding allies, learning how to forage and survive among outcasts and outlaws in an urban environment. As a result, you gain a +1 trait bonus on Sleight of Hand, and you gain a +1 trait bonus to attack and damage rolls against foes that are caught flat footed.

Prerequisite: Caldoranth.

Racial traits

Labyrinth Delver: Growing up within the labyrinthine halls of Igladan has honed your sense of direction. You are naturally at home in any subterranean structure, rarely finding yourself at a loss as to your surroundings. As a result, you gain a +1 trait bonus to survival checks made to keep from getting lost while underground. In addition, you can always tell where North is while underground. Also, you gain a +1 trait bonus to will saves made against Maze spells.

Prerequisite: Dwarf of Igladan.

Fey Touched: There is a legend that when the Elves of the north withdrew to the refuge of the forests after the fall of Iluriend, some took for themselves wives from among the Nymphs there. Indeed, the wood elves do bear a striking resemblance to the fairer children of the forest, both in appearance and in temperament. Your bloodlines retain a slight trace of the Fey. As a result, you gain lesser Stunning Grace as a trait bonus: Once per day, as a standard action, you may attempt to stun a creature within 30 with a look. The targeted creature must make a succeed Fortitude save equal to 10 + your Charisma bonus, +½ your level, or be stunned for 1-2 rounds.

Prerequisite: Tindori Wood Elf.

University Training: You attended the prestigious University of Glindell for a time before setting out on your own to encounter the world beyond the Andreth Forest. As a result, select any Knowledge skill, and any Perform skill. You gain a +1 trait bonus to both of these skill.

Prerequisite: Gnome of Glindell.



Campaign Traits

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