Varisian Feats turned into Campaign Traits


Rise of the Runelords


Just whipped those up. I'd welcome some feedback.

They're also available in slightly prettier form on My Page

RISE OF THE RUNELORDS CAMPAIGN TRAITS
The following traits are tailored to the Curse Rise of the Runelords Adventure Path. They have in common that they give you cause to visit the Swallowtail Festival in Sandpoint.

  • Hunter of Legends: You have a passion for fighting the gigantic creatures that stalk Varisia's landscape. You heard stories about the Sandpoint Devil, a legendary creature that stalks the Sandpoint area, and decided to learn more. You figured that going to the Swallowtail Festival, with most locals busy getting their tongues loosened by alcohol, is your best chance to find out if the creature's real. Your experience in fighting big creatures grants you a +2 trait bonus to damage rolls against creatures of size large or larger.
  • Country born: You come from the rural region around Sandpoint, where you were raised in an environment of rustic tradition, honest, hard work. The Swallowtail Festival is about the only thing even remotely interesting (and not at the same time life-threatening), so there is no force in the world that would keep you from getting there. Your toil-filled childhood has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot “save” it to apply it to a specific effect.
  • Lone Wolf: You let a lonely childhood and were forced to fend for yourself. You were found and rescued by a Desnan pilgrim on his way to the Swallowtail Festival. Ever since, you visit the festival every year to show your respect. Your past has made you resilient. Whenever you are dying, your chance of stabilizing is 50%.
  • Totem Spirit: Your tribal totem spirit favours you. Your tribal shaman has decided that because of this favour, you are best suited to serve as an observer for the interlopers in lower Varisia, and sent you to the Swallowtail Festival in Sandpoint to learn about their traditions. The totemic favour grants you a benefit depending on your clan:
    - Lyrune-Quah (Moon Clan): You gain a +1 trait bonus to Perception and Perception is a class skill for you.
    - Shadde-Quah (Axe Clan): If you have the rage ability, it lasts for one additional round.
    - Shriikirri-Quah (Hawk Clan): You gain a +2 trait bonus on Initiative checks.
    - Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves.
    - Sklar-Quah (Sun Clan): You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
    - Skoan-Quah (Skull Clan): You gain a +2 trait bonus on weapon damage against undead.
    - Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. This counts as a trait bonus.
  • Magic Legacy: The magic of your homeland is in your blood. You were told by a Varisian soothsayer that this magic is linked to the ancient monuments that dot the landscape, and that if you want to learn more, you should visit the Swallowtail Festival in Sandpoint. Select a school of magic except divination. If you take the Spell Focus feat for that school, you cast spells of this school at +1 caster level. In addition, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma- based).
    - Abjuration: Resistance.
    - Conjuration: Acid splash.
    - Enchantment: Daze.
    - Evocation: Dancing lights.
    - Illusion: Ghost sound.
    - Necromancy: Touch of fatigue.
    - Transmutation: Mage hand.
  • Magnimaran Diplomat: You hail from Magnimar, City of Monuments, which is known for its open-mindedness and acceptance of a variety of races and cultures. You decided to visit Sandpoint during the Swallowtail Festival to see some more of these cultures, or maybe just in order to celebrate. Because of your tolerant upbringing, you gain a +1 trait bonus on Diplomacy, and Diplomacy is a class skill for you.
  • Korvosan Imperialist: You grew up in Korvosa, former colony to the empire of Cheliax. You've been brought up to believe that it is Korvosa's mandate to rule Varisia, and do not tolerate anyone to question that right. You decided to see for yourself the backwards cultures of western Varisia by visiting the Swallowtail Festival in Sandpoint. Your breeding has prepared you for giving orders and having them obeyed. You gain a +1 trait bonus on Intimidate, and Intimidate is always a class skill for you.
  • Riddleport Fast Talker: You spent your early life in Riddleport, City of Cyphers, a former pirate port and still home to more than its fair share of dangerous criminals. You learned that in order to survive, you need a quick tongue, but found other uses for it. You decided to visit the Swallowtail Festival in Sandpoint, whether because you want to celebrate without watching your back all the time for once, or because those hillbillies are easy pickings. You gain a +1 trait bonus on Bluff and Bluff is always a class skill for you.

  • Sovereign Court

    Pathfinder Adventure, Lost Omens, Rulebook Subscriber
    KaeYoss wrote:

    Just whipped those up. I'd welcome some feedback.

    They're also available in slightly prettier form on My Page

    RISE OF THE RUNELORDS CAMPAIGN TRAITS
    The following traits are tailored to the Curse Rise of the Runelords Adventure Path. They have in common that they give you cause to visit the Swallowtail Festival in Sandpoint.

  • Hunter of Legends: You have a passion for fighting the gigantic creatures that stalk Varisia's landscape. You heard stories about the Sandpoint Devil, a legendary creature that stalks the Sandpoint area, and decided to learn more. You figured that going to the Swallowtail Festival, with most locals busy getting their tongues loosened by alcohol, is your best chance to find out if the creature's real. Your experience in fighting big creatures grants you a +2 trait bonus to damage rolls against creatures of size large or larger.
  • Country born: You come from the rural region around Sandpoint, where you were raised in an environment of rustic tradition, honest, hard work. The Swallowtail Festival is about the only thing even remotely interesting (and not at the same time life-threatening), so there is no force in the world that would keep you from getting there. Your toil-filled childhood has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot “save” it to apply it to a specific effect.
  • Lone Wolf: You let a lonely childhood and were forced to fend for yourself. You were found and rescued by a Desnan pilgrim on his way to the Swallowtail Festival. Ever since, you visit the festival every year to show your respect. Your past has made you resilient. Whenever you are dying, your chance of stabilizing is 50%.
  • Totem Spirit: Your tribal totem spirit favours you. Your tribal shaman has decided that...
  • You know, I was actually just about to ask for input on how I would go about using the trait system in RotRL, but you've done all the work for me. I've looked this over and I really like what you've done. I like that you used the feats presented in the player's guide as a basis for your feats and the backgrounds are very nice as well. Thanks, KaeYoss!


    Ahhh. Someone else has done my work for me. It's an experience almost as nice as watching other people work.


    Glad you liked it.

    Scarab Sages

    Any suggestions on changes for the Spell Focus-y ones (that let you cast cantrips multiple times) if in a Pathfinder RPG game (where all the cantrips are infinite anyhow)? :D

    Otherwise though, great work on these!

    Scarab Sages

    Here's my take on changes for Pathfinder RPG (Beta) play.

    Spoiler:

    RISE OF THE RUNELORDS CAMPAIGN TRAITS
    The following traits are tailored to the Rise of the Runelords Adventure Path. They have in common that they give you cause to visit the Swallowtail Festival in Sandpoint.

    · Hunter of Legends: You have a passion for fighting the gigantic creatures that stalk Varisia's landscape. You heard stories about the Sandpoint Devil, a legendary creature that stalks the Sandpoint area, and decided to learn more. You figured that going to the Swallowtail Festival, with most locals busy getting their tongues loosened by alcohol, is your best chance to find out if the creature's real. Your experience in fighting big creatures grants you a +2 trait bonus to damage rolls against creatures of size large or larger.

    · Country born: You come from the rural region around Sandpoint, where you were raised in an environment of rustic tradition, honest, hard work. The Swallowtail Festival is about the only thing even remotely interesting (and not at the same time life-threatening), so there is no force in the world that would keep you from getting there. Your toil-filled childhood has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day (you cannot save it to apply it to a specific effect).

    · Lone Wolf: You led a lonely childhood and were forced to fend for yourself. You were found and rescued by a Desnan pilgrim on his way to the Swallowtail Festival. Ever since, you visit the festival every year to show your respect. Your past has made you resilient. Whenever you are dying, your chance of stabilizing is 20%.

    · Totem Spirit (Shoanti only): Your tribal totem spirit favours you. Your tribal shaman has decided that because of this favour, you are best suited to serve as an observer for the interlopers in lower Varisia, and sent you to the Swallowtail Festival in Sandpoint to learn about their traditions. The totemic favour grants you a benefit depending on your clan:
    - Lyrune-Quah (Moon Clan): You gain a +1 trait bonus to Perception checks, and Perception is a class skill for you.
    - Shadde-Quah (Axe Clan): If you have the rage ability, you receive one additional rage point.
    - Shriikirri-Quah (Hawk Clan): You gain a +2 trait bonus on Initiative checks.
    - Shundar-Quah (Spire Clan): You gain a +1 trait bonus on Fortitude saves.
    - Sklar-Quah (Sun Clan): You gain a +1 trait bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
    - Skoan-Quah (Skull Clan): You gain a +2 trait bonus on weapon damage against undead.
    - Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. This counts as a trait bonus.

    · Magic Legacy: The magic of your homeland is in your blood. You were told by a Varisian soothsayer that this magic is linked to the ancient monuments that dot the landscape, including the Old Light near Sandpoint. Select a school of magic (except divination). If you take the Spell Focus feat for that school, you cast spells of this school at +1 caster level. In addition, a single cantrip from that school is enhanced as shown below.
    - Abjuration: Resistance – Duration increased from 1 minute to 2 minutes.
    - Conjuration: Acid splash – Damage increased from 1d3 to 1d4.
    - Enchantment: Daze – Able to affect targets with 5 HD or less instead of 4 HD or less.
    - Evocation: Dancing lights – Able to summon up to five lights instead of four that can move within a 20-foot radius instead of a 10-foot radius.
    - Illusion: Ghost sound – Duration increase from 1 round/level to 2 rounds/level.
    - Necromancy: Touch of fatigue – Save DC for the touch is increased by 1.
    - Transmutation: Mage hand – Able to lift a nonmagical, unattended object up to 10 lbs. instead of 5 lbs.

    · Magnimaran Diplomat: You hail from Magnimar, City of Monuments, which is known for its open-mindedness and acceptance of a variety of races and cultures. You decided to visit Sandpoint during the Swallowtail Festival to see some more of these cultures, or maybe just in order to celebrate. Because of your tolerant upbringing, you gain a +1 trait bonus on Diplomacy, and Diplomacy is a class skill for you.

    · Korvosan Imperialist: You grew up in Korvosa, former colony to the empire of Cheliax. You've been brought up to believe that it is Korvosa's mandate to rule Varisia, and do not tolerate anyone to question that right. You decided to see for yourself the backwards cultures of western Varisia by visiting the Swallowtail Festival in Sandpoint. Your breeding has prepared you for giving orders and having them obeyed. You gain a +1 trait bonus on Intimidate, and Intimidate is always a class skill for you.

    · Riddleport Fast Talker: You spent your early life in Riddleport, City of Cyphers, a former pirate port and still home to more than its fair share of dangerous criminals. You learned that in order to survive, you need a quick tongue, but found other uses for it. You decided to visit the Swallowtail Festival in Sandpoint, whether because you want to celebrate without watching your back all the time for once, or because those hillbillies are easy pickings. You gain a +1 trait bonus on Bluff and Bluff is always a class skill for you.


    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    This is great stuff! As a way of saying thank you, might I add a couple campaign traits of my own?

    Thassilonian Scholar: You have always been fascinated by the magnificent ruins that dot the landscape of Varisia, and sought to know all you could about the lost civilization that built such wonders. Information is scarce, but your scholarly determination has ferreted out some facts. You came to Sandpoint to study the great Lighthouse, and to consult with the local sage, Brodert Quink, a noted, if controversial, expert on Thassilonian matters. You gain a +1 trait bonus to Linguistics, and the ability to read and speak Thassilonian. You also gain a +1 Trait bonus to Knowledge: History for questions related to Thassilon. Both skills are always considered class skills for you.

    Servant of Desna: You are a devout follower of Desna, goddess of dreams, travel, and the stars. Recently, you had a troubling dream of fire and death spilling out of Varisia to consume the world. Though prophecy is an unreliable business since the death of the god Aroden, you are certain that the dream is a warning from Desna of a catastrophe that you must help avert—a catastrophe that will begin at the Swallowtail Festival in Sandpoint. Your devotion and certainty of purpose give you a +1 trait bonus to your Will save and to Knowledge: Religion, which is always considered a class skill for you.


    Kae Yoss, you're really good at this. Mind giving me a hand with the Achievement feats in this thread?


    Revan wrote:

    This is great stuff! As a way of saying thank you, might I add a couple campaign traits of my own?

    Of course. In fact, everyone should add to this. We can turn it into a big, nice library of stuff. And then we should put it onto one of those fan content sites. PF Wiki maybe?

    toyrobots wrote:
    Kae Yoss, you're really good at this. Mind giving me a hand with the Achievement feats in this thread?

    Can do!

    Liberty's Edge

    will need to check them in detail
    but they sound interesting syoure-worked them


    here are some rough ideas...need a lil help to finish them.

    Pilgrimage: You travelled far to see the opening of this new Cathedral, your faith has brought you here to see the dedication of the Cathedral, and you have a worthy sacrifice for the dedication. (need an appropriate ability for this one)

    Expatriate: Your family was from Sand Point, they left when you were a youth, before "The Recent Unpleasantness." You were hoping to revisit some childhood memories in seeing the bird carvings, and it was with great sadness you learned of their destruction. (need an appropriate ability for this one)

    Architectural Interest: You've come to Sand Point to admire the new Cathedral, you've always been interested in architecture, and this building is no different. While no architect yourself, you have a basic understanding of architecture and engineering. You gain a +1 trait bonus to Knowledge (Architecture/Engineering) and it is a class skill for you.


    Some modified traits:

    Sandpoint Militia man: Your job is serving in Sandpoint militia. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

    Survivor of the recent unpleasantness: The terror of the murder of loved ones and being hunted by chopper has made you twitchy. Your senses have sharpened and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.

    Turandarok Prodigy: Ilsoari Gandethus saw your potential before you were considered old enough to began your formal training as a spellcaster. Ilsoari allowed you to spend a great deal of time studying cantrips and simple spells on your own. Because of this, you developed some innate magical abilities without any outside guidance. Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.

    Sandpoint River Rat: You learned to swim right after you learned to walk. As a youth, you worked for the loggers guiding the logs down river to the Sandpoint sawmills. You gain a +1 trait bonus to acrobatics and a +1 trait bonus to Swim checks. Swim is always a class skill for you.

    Vagabond Child: You grew up among the Scarzni of Sandpoint, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Open Lock, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

    Wealthy Dabbler: You study magic at Turandarok Acadamae, wowing your friends with your recent discoveries and showing off your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.


    I'm not sure that the Servant of Desna is a good trait, because the reluctance of Desna to send foresights of ill omens. But technically it is a good trait.


    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Mmm, I'd forgotten that detail...but considering how closely the events of Burnt Offerings strike at her interests (attack at one of her holiest festivals, masterminded by a fallen worshiper), and indeed the fact that she's one of the few deities who was actually around during the era of Thassilon, this seems like a time she might overcome that reluctance.

    Dark Archive

    Revon, your "Thassilonian Scholar" is perfect ! It ensures that at least one person in the group is familiar with the Thassilonian language and history and can therefor be used to place some inside knowledge.

    We are just preparing our first adventure in Golarion and I have chosen the RotRL Adventure Path to start exploring the new world.

    If there is GameMasters out there that feel like there is something about these adventures that I must know (because you experienced it during your sessions), I would be happy to receive a note!


    So I've been working on traits for Rise of the Rune Lords and here is one that I've come up with which I really like. If choosen it will help out this character a lot during the campaign.

    Encounter With the Devil
    Surviving an encounter with the Sandpoint Devil, with the scars to prove it, has left you with little fear for anything but the most terrifying subjects.
    Benefit: You gain a +2 trait bonus on saves versus fear effects.

    Lantern Lodge

    Lone Wolf: You let a lonely childhood and were forced to fend for yourself. You were found and rescued by a Desnan pilgrim on his way to the Swallowtail Festival. Ever since, you visit the festival every year to show your respect. Your past has made you resilient. Whenever you are dying, your chance of stabilizing is 50%.

    Could someone explain the mechanics of this trait? I'm not sure how it works, and could someone provide an example?

    Dark Archive

    Pathfinder Adventure Path Subscriber

    It's a holdover from 3.X. Under that ruleset, if you were bleeding out, you had a 10% chance of stabilizing every round. The feat increased that to 50%.

    It should be updated to be a trait bonus to Con checks to stabilize. I'd say +2 or +3.

    Sczarni RPG Superstar 2015 Top 32

    I think instead of starting my own thread about community created campaign traits I'll just toss mine in here.

    NEW TRAITS
    Dungsweeper: Life hasn't really been what you have wanted it to be and after finding you haven't the talent or aptitude for a traditional craft you ended up working as one of Sandpoint's dungsweepers. Each morning you help pull one of Gorvi's large red carts to collect trash, waste, and refuse, and each afternoon you go through and sort it out. While Gorvi has wanted to toss nearly all of the town's waste over Junker's Edge, you and other dungsweepers have been allowed to keep some of the stuff you find. Patiently you have sold off your finds and saved up, hoping for an opportunity to make something of yourself. In the meantime, you are learning a great deal about everyone in the town by the trash you see thrown out. You start with you maximum amount of starting wealth to purchase gear, and a +1 bonus to Knowledge (local). Knowledge (local) is always a class skill for you.

    Feedbag Fighter: You are a regular at the infamous tavern, The Fatman's Feedbag, and have been a participant in more than a few of the brawls that have broken out there. You take no penalty for using barroom items, such as chairs, bottles, and tankards, as improvised weapons, and gain a +1 bonus to attacks with these weapons. 

    The Pixie's Kitten Bouncer: Hailing from the Shoanti and in need of work, a family member suggested you join him as a bouncer at The Pixie's Kitten. You were uncomfortable at first with working in a brothel, but eventually developed a good friendship with Kaye Teserani and her Kittens. You haven't been comfortable enough to use the brothel yourself, but you have benefited from listening to conversations you have overheard standing guard outside rooms, and the Kittens have been comfortable enough around you to talk about their clients openly. You gain a +1 trait bonus to Diplomacy and Knowledge (local) checks to gather information. One of those skills is considered a class skill for you.

    A Pixie's Kitten: You are one of the kittens that work at Sandpoint's brothel, The Pixie's Kitten, and the career you found yourself in has been a good one for you. You have learned how to talk and smile in such a way as to put others at ease and make them a little friendlier to you, allowing you to be one of Kaye Tesarani's best employees and a favorite of several clients. Kaye has given you one of the better rooms of the brothel, and  often discreetly gives you a bonus with your regular pay. When making a check to see how much you earn in a week from a profession check or business, double the results. Additionally, you gain a +1 trait bonus to Diplomacy and Diplomacy is always a class skill for you. 

    Sandpoint Guard: You grew up in Sandpoint and have always had a great desire to protect those who live there. You were not quite old enough to be a gaurd during the Late Unpleasantness, and unfortunately lost someone close to the Chopper, but you joined up as soon as you could to prevent such events from happening ever again. The veteran guards consider you still too green to know any better, but your vigilance and determination has earned their respect. You start with a free chainshirt, longbow with 30 arrows, and a longsword. Additionally, you gain a +1 trait bonus to attacks while fighting in Sandpoint to protect it or its citizens. 

    Shipyard Worker: With Sandpoint's shipyard growing in reputation and popularity in recent years, the need for your talents as a craftsman have as well. Fortuneatly your reputation as a hard worker and strong back have caught the eye of Belvin Valdemar, the current overseer of the busy shipyard, and he has been allowing you a bit more freedom and responsibility. What you haven't told him is that you have had a growing desire to go out and explore and see the world. You view the work as just a way to earn enough money for the gear and transportation needed to see the world, and you want to do it sooner than later. You gain a +1 trait bonus to one craft skill related to ship building, such as Craft (ships) or Craft (carpentry), and Craft is always class skill for you. You also have experience moving around heavy loads, and as such your Strength score is considered to be one higher for the purposes of carrying capacity. This does not apply to anything else your Strength score is used for.

    Turandarok Orphan: You grew up in the Turnandarok Academy, raised by the retired adventurer Ilsoari Gandethus along with a handful of other Sandpoint orphans. Your life hasn't been all that bad considering, but you have always felt as if something was missing and you are never satisfied with what you have. You curiosity and hunger for more knowledge, coin, and attention has impressed the old Ilsoari and he has taught you a little of what he knows, as well as given you a little something now that you are too old for the orphanage. You gain a +1 trait bonus on either Spellcraft or Knowledge (arcana), your choice. You also are given one free scroll with a 1st level spell of your choice. 


    Only one that I don't like is Shipyard Worker, mostly because I don't think there's any class that doesn't get craft as a class skill. Str bonus is nice though. Maybe +1 dip to gather info (lots of coming and going if you pay attention)/ but that duplicates Pixie bouncer or +1 intimidate (shipworkers are usually portrayed as a boisterous lot).

    or maybe just +1 to a craft skill and remove the bit about it becoming a class skill...

    Sczarni RPG Superstar 2015 Top 32

    Good suggestions.

    I was going to give a discount for traveling expenses, because maybe the PC made some contacts with ship owners, but there aren't many places that the party travels to that relies on sea travel. I think I am going to revisit that trait.

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