Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Threatening Defender: You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Magical Traits:
These regional traits are available to all Chelish characters.
Desperate Focus: You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.
Diabolical Dabbler: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Theoretical Magician: You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.
Race Traits
These race traits are available to all characters of the appropriate race.
Brastlewark Businessman (Gnome): Your time among the Brastlewark elite has led to an extensive knowledge of alchemy and ready connections in the trade. You gain a +2 trait bonus on all Craft (alchemy) checks.
Infernal Influence (Chelaxian): Your family boasts secret diabolical ties that may go back much further than the Thrune regime, and much deeper. You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison.
Masterful Demeanor (Chelaxian): As a proud Chelaxian, you are confident that members of other, inferior races will obey you, and quickly. You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.
Successful Shirker (Halfling): Born and raised a slave with no hope of advancement, you are adept at avoiding your overseer’s ire and attention, the better to spend time on your own interests. You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Regional Traits
These regional traits are available to all Chelish characters.
Cliff Jumper (Cliffs of Fury): You spent your early years exploring and foraging along the coastal cliffs. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
Dump Salvager (Westcrown): You grew up in or around Westcrown’s rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling. You gain a +3 trait bonus on Perception checks to search for concealed items.
Egorian School Apprentice (Egorian): You studied under one of the masters of the Egorian School style of architecture.
You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style.
Wharf Rat (Ostenso): You may never have been on a boat larger than a garbage scow, but you’ve been helping them dock all your life. You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.
Whisper Woods Hunter (Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.
Brastlewark Student (Brastlewark): You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in untraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.
Religion Traits
These religion traits are available to all characters of the listed faith.
Asmodean Demon Hunter (Asmodeus): Raised in the church of Asmodeus (whether or not you are currently a follower of the Prince of Darkness), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Patient Optimist (Desna, Erastil): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Social Traits
These regional traits are available to all Chelish characters.
Hellknight Ancestry: At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.
Lost Nobility: Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials.
Nonchalant Thuggery: You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
First level of the Fort
Second Level
Third Floor
Fourth Floor
Fifth Floor
[spoiler=Local village of Sphrick's Falling]
Population: 98. 7 dwarves, 1 halforc, 5 other, 27 elves, 2 catfolk.
The village is quaint and cozy. A stone wall of about 4 feet surrounds the village leaving the road just plain open with no gate. There is a rope ferry that takes up to two wagons with eight horses across. The ferry is the main reason a village is here, it was a good outpost until the Dragon's Draught refurbished the outpost into the inn that it is today. There are a few farms around the village and fishing are the village's main livelihood.
The buildings of note is the forge, an armor smith, a rather bare general store, 2-3 traveling merchants, a hovel with a bottle scratched in charcoal on the side bubbling can be heard coming from within, and the watermill attached to the bakery. There is a small dock on the north side of the mill, while the ferry is tied off to some block of stone, to the South side. The block of stone seems to be really old, similar to the foundation of the Dragon's Draught. The stables of the Dragon's Draught doubles as the stables for the town.