Age of Worms Local Hero Traits


Age of Worms Adventure Path

Sovereign Court

Really liking the local hero traits that were introduced in Shackled City, I wanted to come up with some for characters that hail from Diamond Lake. Each trait would have an associated benefit and flaw, as well as role-playing ideas. Some would also have secrets for DM's to use eventually. I haven't written down any stats down on paper yet because I thought the kindly people on this board would have some good ideas up the sleeves. Here are some traits I was thinking of (Setting my game in Greyhawk, I'm planning on using its history and races such as the Greyhawk Wars and Suloise):

- Refugee: This character's parents were from Redhand and escaped to the Domain of Greyhawk after Redhand surrendered to Iuz. Having no wealth, they were forced to work the mines of Diamond Lake.

- Old Faith: This character's Flannish ancestors have always been practitioners of the Old Faith (Obad-Hai & Beory). Perhaps this character remembers hearing stories about a certain Flanninsh priest of Nerull known as Kyuss.

- Dragon Slayer: This character had a parent who was a famous dragon-slayer. Unfortunately, this parent was killed by a black dragon named Ilthane, and his family has since fallen on hard times.

- Suloise Pure-Blood: This character is descended from the Suloise who established themselves in the Cairn Hills during the great migrations. Many of the tombs in the Cairn Hills are of Suel origins and the Suloise have always had a talent for magic.

- Miner: This character has been working in the mines near Diamond Lake for a few years now. While being at ease in the dark, his health has suffered for it.

- Swamp Folk: This character has until recently been living in the Mistmarsh. He has learnt several tricks to survive in the swamp as well as fighting techniques against Lizard Folk.

- Touched by Zagyg: This character has the unpredictable gift of foresight.

- Aerdi Blood: Once the Great Kingdom of Aerdy ruled this area. This character is descended from a once-powerful Aerdi noble who ruled here. Although his family is destitute, they remember their noble heritage.

- Planetouched: This character is descended from one of the Princes of Aqaa. Spells that affect lawful creatures affect this character regardless of actual alignment.

- Treasure Seeker: This character's family history includes many a treasure seeker and adventurer. Greyhawk became a rich city from all the treasure brought back from recently discovered Cairns as adventurers from all over the Flanaess set about the exploration of the Cairn Hills. Mayhaps the Whispering Cairn was discovered by this character's great-grandfather.

This is the best I could come up with so far. Any ideas would be appreciated.


Metropolitan - The PC's family comes from the great Free City of Greyhawk. Since the City of Thieves is quite well-known for thievery and roguery they are always on the lookout for other trying to take advantage of them. However, their snobbery makes them a little stand-offish.
Benefit: The PC gains a +1 bonus to Sense Motive and Spot checks, and a +1 Will save against mind-affecting effects.
Drawback: The PC suffers a -2 to Bluff and Diplomacy checks with any resident of a rural area.
Roleplaying Ideas: Your character may balk at the idea of manual or "blue-collar" labor. Additionally, he may reminisce about how much better the city was and always compare his present environment to the virtual paradise that was Greyhawk.

In the spirit of the Cauldron traits, this one is slightly more beneficial than the ones in Unearthed Arcana to make the idea more appealing to the PCs.

Sovereign Court

In addition to the traits, I was thinking of allowing my players to choose background occupations. These occupations would give them a minor skill bonus (+2?) with certain skills. Occupations might include: Miner, Courtesan, Militia, Hunter, Farmer, Bodyguard, Acolyte, Apprentice, Entertainer, & Deputy.

Hopefully, the occupations will tie in the PC's to Diamond Lake and make some of town encounters more memorable. Has anyone tried a similiar approach?

Grand Lodge

Hagen wrote:

In addition to the traits, I was thinking of allowing my players to choose background occupations. These occupations would give them a minor skill bonus (+2?) with certain skills. Occupations might include: Miner, Courtesan, Militia, Hunter, Farmer, Bodyguard, Acolyte, Apprentice, Entertainer, & Deputy.

Hopefully, the occupations will tie in the PC's to Diamond Lake and make some of town encounters more memorable. Has anyone tried a similiar approach?

I did exactly that. The characters that started out as native Diamond Lakers were given +2 ranks in a skill fitting their jobs there. Miners gained +2 Profession, Mining, the wimpy mage (8 str) worked as an indentured accountant for Smenck, and he gained a +2 Profession, Accountant. The rest wanted to be from elsewhere so they did not gat any bonus skill ranks.

They all seemed happy with that.

Sovereign Court

Finally finished my list of local hero background traits. I made them a bit more powerful than those introduced in Unearthed Arcana or Shackled City since I wanted them to come into play more often. Any feedback would be appreciated.

Aerdi Noble Blood

One of your ancestors was an Aerdi noble when the province of Selintan was part of the Great Kingdom of Aerdy. Over the years, your family lost all of its wealth and power, until destitution forced it to relocate to Diamond Lake. However, you have never forgotten your noble heritage and tend to look down on the common folk.
Prerequisite: Human (Oeridian)
Benefit: You start play with a masterwork melee weapon of your choice and you also gain a +2 bonus to charisma checks made to influence Oeridian nobles.
Drawback: You have a -1 penalty to all charisma checks made to influence commoners.
Secret: Balabar Smenk responsible for his family's recent financial problems.

Cairn Seeker

You come from a long line of treasure seekers and cairn hunters.
Benefit: Your familiarity with tombs gives you a +1 dodge bonus to AC and a +1 bonus to reflex saves against traps.
Drawback: Your apprehension of tombs gives you a -1 penalty to saves against fear effects when in a tomb or dungeon.
Secret: Character's ancestor discovered and died in the Whispering Cairn.

Child of the Marsh

You grew up in the Mistmarsh among the marshmen.
Benefit: You gain a +2 bonus on all swim and survival checks.
Drawback: You are illiterate. You may spend 2 skill points to gain the ability to read and write all languages you can speak. If you are a barbarian, you must spend 4 skill points instead.
Secret: Marshmen tribe killed by Twisted Branch tribe.

Creature of Darkness

Your time spent working in the mines of Diamond Lake has accustomed your eyes to the darkness and made you hardier, but your health has suffered for it.
Benefit: You gain low-light vision. If you already have low-light vision, you instead gain darkvision 60 ft. If you already have darkvision, the range of your darkvision increases by 30 ft. You also gain a +2 bonus on constitution checks to avoid nonlethal damage.
Drawback: You suffer a -2 penalty to all saves against poison and disease.
Secret: Character works in Dourstone's mine.

Dragon Slayer

Your father was a renowned dragon slayer. Two years ago he set out eastwards after a black dragon which was sighted near the Mistmarsh. A few weeks later his body, stripped of valuables and covered with acid, was found by a patrol from Blackwall Keep.
Benefit: You receive a +2 morale bonus to all attacks and damage rolls against dragons.
Drawback: You suffer a -2 penalty to all saves against dragons until the dragon which killed your father is finally defeated.
Secret: Father was killed by Ilthane.

Greyhawk Wars Refugee

Your family came to Diamond Lake during the Greyhawk Wars to escape the horrors of war and pestilence. The hardships you have suffered have strengthened your resolve, but have also made you resent those responsible.
Benefit: You gain a +1 bonus on will saves.
Drawback: You only receive 50% of your starting gold. You also receive a -1 penalty when using diplomacy to influence nobles.
Secret: Family comes from Alhaster.

Old Faith Adherent

Your Flannish heritage has given you an appreciation for legends and lore of the past. Your preference for the outdoors has given you minor hunting and animal training skills, but you become uncomfortable away from your beloved wilderness.
Prerequisite: Human (Flan)
Benefit: You gain the Bardic Knowledge ability of a level 1 bard. If you’re already a bard, you gain a +2 bonus to your bardic knowledge checks. You also gain a +2 bonus to Handle Animal and Survival checks.
Drawback: You suffer a -1 penalty to all wisdom-based skill checks when in cities.
Secret: Descended from the Order of the Storm.

Planetouched

You are descended from a lawful outsider.
Benefit: Regardless of your actual alignment, spells and spell-like abilities with the law descriptor treat you as if your alignment were lawful. Magic items are similarly fooled.
Drawback: Regardless of your actual alignment, spells and spell-like abilities with the law descriptor treat you as if your alignment were lawful. Magic items are similarly fooled.
Secret: Vaati ancestor.

Suloise Pure-Blood

Your Suloise heritage has given you a penchant for magic and getting what you want. However, other people often mistrust you because of that Suloise reputation.
Prerequisite: Human (Suloise)
Benefit: You gain a +2 bonus on two of the following skills: Bluff, Intimidate, Knowledge (arcana), Knowledge (history), Spellcraft, Use Magic Device. You also gain a +1 bonus on charisma checks made to influence other Suel.
Drawback: You suffer a -1 penalty to all charisma checks against non-Suel.
Secret: Descended from the Green Lady.

Touched by Zagyg

Some people think you’re eccentric. Others think you’re a little crazy.
Benefit: Your mind is disorganised and chaotic. Your mind is disorganised and chaotic. You gain a +2 bonus on all saving throws against mind-affecting effects, save for those effects that cause confusion or insanity.
Drawback: Your inability to concentrate for long makes you suffer a -1 penalty on all wisdom-based skill checks.
Secret: Character receives periodic visions of the Age of Worms.

Sovereign Court

I made a few modifications to a few of these. Here are the newer versions, with the changes in bold:

Cairn Seeker

You come from a long line of treasure seekers and cairn hunters.
Benefit: Your familiarity with tombs gives you a +1 dodge bonus to AC and a +1 bonus to reflex saves against traps.
Drawback: You have become uncomfortable outdoors and you suffer a -1 penalty of Spot and Listen checks when outdoors.

Creature of Darkness

Your time spent working in the mines of Diamond Lake has made you hardier and accustomed your eyes to the darkness, but your sight suffers in daylight.
Benefit: You gain low-light vision. If you already have low-light vision, you instead gain darkvision 60 ft. If you already have darkvision, the range of your darkvision increases by 30 ft. You also gain a +2 bonus on constitution checks to avoid nonlethal damage.
Drawback: You suffer a -1 penalty to Search and Spot checks when in daylight.

Old Faith Adherent

Your Flannish heritage has given you an appreciation for legends and lore of the past. Your preference for the outdoors has given you minor hunting and animal training skills, but you become uncomfortable away from your beloved wilderness.
Prerequisite: Human (Flan)
Benefit: You gain the Bardic Knowledge ability of a level 1 bard. If you’re already a bard, you gain a +2 bonus to your bardic knowledge checks. You also gain a +2 bonus to Handle Animal, Survival, and Wild Empathy checks.
Drawback: You suffer a -1 penalty to all wisdom-based skill checks when in cities.

Touched by Zagyg

Some people think you’re eccentric. Others think you’re a little crazy.
Benefit: Your mind is disorganised and chaotic. You gain a +2 bonus on all saving throws against mind-affecting effects, including those effects that cause confusion or insanity.
Drawback: Your inability to concentrate for long makes you suffer a -1 penalty on all wisdom-based skill checks.

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