ROtRL Anniversary Ed Additional Traits


Rise of the Runelords

Liberty's Edge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Thought I'd share some additional campaign traits I came up with for the Anniv. Ed. campaign I'll be running. Shoanti Tribal information courtesy of the Pathfinder Wiki.

New Campaign Traits

Chopper Orphan: Five years ago, during the Late Unpleasantness, your parents fell victim to the serial killer known as The Chopper, Jervas Stoot. An orphan in Sandpoint is given to the Terandarok Academy, run by the old wizard and rogue adventurer Ilsoari Gandethus. Old Gandethus took a liking to you and your adventurous spirit, and you spent many a day exploring the museum of trophies from his adventuring days he keeps in the basement. Despite the other children’s beliefs, no goblin farm or Sandpoint Devils reside below the academy. Instead, wonders from the past, treasures of minor import, and journals of fantastic journeys filled your time in the cellar. You gain a +2 trait bonus to Knowledge (Dungeoneering) checks and it is always a class skill for you. Additionally, you begin play with a potion or scroll of a first level spell.

Goblin Survivor: Goblins have made minor raids against Sandpoint and the farms in its hinterlands since the town’s founding. During one of these raids, you were attacked by a goblin, and you still bear the scars from that encounter. Your experience has made you wary of the big trouble that can come unexpectedly. You gain a +2 trait bonus to Initiative.

Lost Lover: You once loved a Sandpoint resident who died during the Late Unpleasantness in Sandpoint five years ago. Choose one of the following:
Nualia Tobyn: Yours was an unrequited love. The beautiful Aasimar foundling foster daughter of the late priest Ezakien Tobyn died with her father when the old temple burned to the ground. You loved her but were either too shy or unsuccessful in attempts to woo her. Since her death, you have dedicated yourself to the Desnan faith she held so dearly. Desna has blessed you with her luck in return. Once per day you may reroll any d20 roll and choose either result.
Atsuii Kaijitsu (Requires Elf or Half-Elf): Twenty years ago, you had a passionate affair with an exotic human woman from the far east. That she was married to a human noble either didn’t matter or was unknown to you. She was beautiful and painfully lonely, an ache you shared. Unfortunately the affair was short-lived, and duty called you away from Sandpoint, breaking off the affair. Five years ago, you heard of her death, and made your way to Sandpoint to say your farewells. Not wanting to disturb the family, you stayed to the back of the procession. It was here that you discovered some shocking news: Atsuii had given birth to a half-elf son, Tsuto, an angry boy who accused Lonjiku of murdering his wife, causing a disturbing scene at the funeral, before storming off. Since then, you have attempted to find the boy, insinuate yourself into the life of his human sister Ameiko, and learn what you can of the times the locals refer to as the Late Unpleasantness. You gain a +2 trait bonus to Knowledge (Local) and it is always a class skill for you. You also gain a +1 trait bonus to all attack rolls against foes who threaten Ameiko or Tsuto.

Minkaian Descendant: Your family travelled with the Kaijitsus on their trek over the Crown of the World when they first settled Sandpoint, and they still believe in the old, eastern ways. You gain Minkaian as a bonus language.

Monumental Scholar: The runes of ancient Thassilon have always held a fascination for you. You have come to Sandpoint to research the runes of the old lighthouse. You gain a +2 trait bonus to Knowledge (Architecture) and Knowledge (History) checks involving Thassilonian structures or history.

Noble Cousin: You are related to one of the noble families of Sandpoint. Growing up in a noble house has its benefits. You begin play with an additional 100gp in equipment. Additionally, you gain a benefit depending on which noble family your relations belong to. Choose one of the following:
Deverin Choose either Profession (Farmer) or Profession (Brewer). You gain a +2 trait bonus to checks for this skill, and it is always a class skill for you.
Kaijitsu Choose either Craft (Glass) or Craft (Jewelry). You gain a +2 trait bonus to checks for this skill, and it is always a class skill for you.
Scarnetti Choose either Profession (Logger) or Profession (Miller). You gain a +2 trait bonus to checks for this skill, and it is always a class skill for you.
Valdemar Choose either Craft (Ships) or Craft (Carpentry). You gain a +2 trait bonus to checks for this skill, and it is always a class skill for you.

Shoanti Icon(Requires: Human, Shoanti): Choose one of the clans below. An Icon of the clan epitomizes the finest qualities of the clan.
Lyrune-Quah (The Moon Clan)
The Lyrune-Quah are said to be among the best archers of the Shoanti people. Traveling under the bright Storval moon, and hunting by the illumination of the stars in the vast Varisian sky, members of the Moon Clan recognize that a well-aimed arrow is as effective, if not more so, than a whole band of raging brawlers.
Moon Icons gain a +1 trait bonus to attack rolls with bows.
Shadde-Quah (The Axe Clan)
One of the few Shoanti clans who utilize permanent homes, the sea-cave-dwelling members of the Shadde-Quah are noted divers and fishermen. The Axe Clan plays a vital role in protecting Varisia from seaward invaders from the west, defending their homeland in a way completely different than their land-locked brethren. Axe Icons gain a +2 trait bonus to Swim checks and Swim is always a class skill for them.
Shiikirri-Quah (The Hawk Clan)
The Shiikirri-Quah, of all the Shoanti tribes, possesses the strongest animal affinity. Ever learning from the beast with whom they share the land, the Hawk Clan is perhaps the most peaceful of the quahs, and they serve as the emissaries between their people and the Chelaxians in the south. Hawk Icons gain a +2 trait bonus to Handle Animal checks and Handle Animal is always a class skill for them.
Shundar-Quah (The Spire Clan)
While the Shiikirri are skilled diplomats with outsiders, members of the Shundar-Quah act as go-betweens among the other Shoanti clans. Their primary ambition is to see the Shoanti unified as a single people, despite the differences that separate the seven quahs. Spire Icons gain a +2 trait bonus to Diplomacy checks and Diplomacy is always a class skill for them.
Sklar-Quah (The Sun Clan)
By far the most xenophobic of the Shaonti clans, the fierce members of the Sklar-Quah are almost constantly at war. Whether they fend off the orcs from Belkzen or the Chelish invaders of the south, the Sun Clan has learned to use the heat and fire of the Cinderlands as much as a weapon as it is a hardship for themselves. Sun Icons deal an additional 1 point of fire damage whenever using a weapon, spell, or spell-like ability that deals fire damage.
Skoan-Quah (The Skull Clan)
Life among the Skoan-Quah revolves around death. Whether they are fighting against undead, acting as guardians for the deceased among all the clans, or tracking the oral history of the Shoanti people, the enigmatic members of the Skull Clan are an enigma which sometimes troubles even the most understanding of their fellow Shoanti. Skull Icons gain a bonus of +2 to all saves against death effects, energy drain, and negative energy.
Tamiir-Quah (The Wind Clan)
Members of the Tamiir-Quah are among the most territorial of the Shoanti people. The Wind Clan makes its home in the mountains of northern Varisia, and may the gods help anyone who threatens these areas. Wind Icons add 5 feet to their base speed.


These traits are WAY better than the ones in the new Player's Guide. Much more flavorful. Thanks for posting them!

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Thanks. I wanted to tie the traits more deeply into the campaign's beginnings. I'm also letting my players choose from the Jade Regent traits and Shadows Under Sandpoint traits. I figure the more options the better.

Silver Crusade

These are great.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

I believe the Shaonti stuff was made a feat in the Inner Sea World Guide called Totem Spirit. Otherwise they look great.


How good is a trait supposed to be?

Some of them, ( +2 to initiative , +1 to hit with bows, and +5 to base speed) seem way better than some of the others (+2 to profession: farmer?).

It would be nice if they were of a similar power level, so that people would be encouraged to choose based on their character background/story rather than mechanical bonus.

Ken


kenmckinney wrote:

How good is a trait supposed to be?

Some of them, ( +2 to initiative , +1 to hit with bows, and +5 to base speed) seem way better than some of the others (+2 to profession: farmer?).

Ken

To be fair, it's +2 to profession (farmer) AND an additional 100gp starting cash.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Right, the profession/craft bonuses are coupled with an extra 100gp starting loot. The other +2 skill bonuses are to more "adventure friendly" skills like swim, handle animal, and diplomacy, or add to two skills under specific circumstances.

Most of these bonuses mirror other traits from previous adventure paths or from the APG.

The +1 to hit with bows is probably the strongest one I created up there, and was kind of modeled after the +1 to hit with longswords and aldori dueling swords from Kingmaker. It probably should be a typed bonus (maybe morale so it doesn't stack with a lot of spells.)


Yes, if it was a typed bonus it would be way more reasonable. Untyped bonuses are extremely valuable.


Reckless wrote:

Right, the profession/craft bonuses are coupled with an extra 100gp starting loot. The other +2 skill bonuses are to more "adventure friendly" skills like swim, handle animal, and diplomacy, or add to two skills under specific circumstances.

Most of these bonuses mirror other traits from previous adventure paths or from the APG.

The +1 to hit with bows is probably the strongest one I created up there, and was kind of modeled after the +1 to hit with longswords and aldori dueling swords from Kingmaker. It probably should be a typed bonus (maybe morale so it doesn't stack with a lot of spells.)

I would like to point out that traditionally, traits give a trait-typed bonus, so they can't stack with other traits, but they do stack with everything else.

Also, traits are usually worth 1/2 a feat (+2 init trait vs +4 Improved initiative). +1 Attack with a bow is basically Weapon Focus (Bow), without the access to follow-up feats.

Granted, it is in line with the Sword Scion trait from Kingmaker, but that trait is significantly more powerful than most other traits and is an automatic choice for any archer.

Maybe limit it by location or lighting? +1 attack in outdoor areas? +1 attack in dim light? Just a suggestion.

Overall, the traits are great. Thank you


Why not instead of +1 to hit, have it be +1 to damage? Then it's like half of the Weapon Specialization feat.

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