I'm planning a campaign using the modules set in Falcon's Hollow (D0, D1, D1.5, E1 & possibly D4 when it comes out), and I love the trait system from the APs! I'd like to include some campaign traits for the PCs to choose from. Has anyone done this or have any suggestions?
I haven't done this personally, as traits weren't out yet when I ran D0 for my PCs, but I'd suggest looking at the various plot hooks for D0 and basing traits off those.
Basically, come up with a list of ways your PCs could end up in Laurel's shop asking about the disease, pick the top 6 or so you like, and come up with a game mechanics boost that they might conceivably receive from it. Paizo guys have consistently referred to traits as being half as powerful as a feat, to give you an idea of how good to make them.
Beyond actually helping you come up with them though, thats all I can suggest, hopefully I haven't been wasting your time telling you stuff you already know.
Arazyr(Pathfinder Charter Superscriber; Pathfinder Battles Case Subscriber)
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So, has anybody actually come up with any Campaign Traits for this that you'd like to share? I'm supposed to be starting my wife and father-in-law into these modules tomorrow afternoon, and having some Campaign Traits to tie the characters in would be nice. I'm sure I can come up with something, but I'd like to see if anyone has already done it.
So, has anybody actually come up with any Campaign Traits for this that you'd like to share? I'm supposed to be starting my wife and father-in-law into these modules tomorrow afternoon, and having some Campaign Traits to tie the characters in would be nice. I'm sure I can come up with something, but I'd like to see if anyone has already done it.
Anybody? 8^)
I ended up coming up with a handful that I created specifically for the characters my players were running. They may or may not fit other PCs, many of them I stole from other Paizo traits, and I make no claim of them being balanced (I think they may be a bit more powerful than official traits -- but I only gave one, not two), but here they are:
for a half-orc fighter: Hard Hitter: Your one great talent it knowing how to hit someone in just the right way to cause the maximum amount of pain; the fact that others recognize this talent means you don't always have to use it. You gain a +1 trait bonus on Intimidate checks, and you deal additional damage equal to your weapon's critical hit modifier when you score a critical hit with a weapon; this extra damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
for a human sorceror (aberrant): Alien Mind: There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching life from an angle most do not expect. As a result, you are more difficult to trick or frighten than others. You gain a +1 trait bonus to saves against enchantment spells or effects, illusion spells or effects, and fear effects.
for a cleric of Iomedae: The Courage of Your Convictions: You are completely convinced of the righteousness of your cause and the purity of your motivations. You gain a +1 trait bonus to Will saves and do an additional 1 point of damage per die against undead when you channel positive energy.
for the son of an escaped halfling slave working at the Sitting Duck: The Walls Have Ears: You keep your mouth closed and your ears open. You gain a +1 trait bonus to Knowledge (local) checks, and Gather Information is always a class skill for you.
for a dwarf ranger investigating Drokar's Crucible: Secrets of Your Ancestors: You have a special interest in the history of your people. You gain a +1 trait bonus to Knowledge (history) as it pertains to dwarves, and Knowledge (history) is always a class skill for you.
Tom Qadim(RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 16)
Arazyr wrote:
casts raise thread
So, has anybody actually come up with any Campaign Traits for this that you'd like to share? I'm supposed to be starting my wife and father-in-law into these modules tomorrow afternoon, and having some Campaign Traits to tie the characters in would be nice. I'm sure I can come up with something, but I'd like to see if anyone has already done it.
Anybody? 8^)
I created a Character Traits PDF for my Darkmoon Vale campaign, and it has a list of campaign traits. I didn't create regional traits though, since none of the PCs will be from the Vale.
You may recognize many of the traits as borrowed and modified from some of the PF adventure paths. I've modified them heavily though, so the material might be a bit too "homebrewy" for you.
I ended up coming up with a handful that I created specifically for the characters my players were running. They may or may not fit other PCs, many of them I stole from other Paizo traits, and I make no claim of them being balanced (I think they may be a bit more powerful than official traits -- but I only gave one, not two), but here they are:
for a half-orc fighter: Hard Hitter: Your one great talent it knowing how to hit someone in just the right way to cause the maximum amount of pain; the fact that others recognize this talent means you don't always have to use it. You gain a +1 trait bonus on Intimidate checks, and you deal additional damage equal to your weapon's critical hit modifier when you score a critical hit with a weapon; this extra damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
for a human sorceror (aberrant): Alien Mind: There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching life from an angle most do not expect. As a result, you are more difficult to trick or frighten than others. You gain a +1 trait bonus to saves against enchantment spells or effects, illusion spells or effects, and fear effects.
for a cleric of Iomedae: The Courage of Your Convictions: You are completely convinced of the righteousness of your cause and the purity of your motivations. You gain a +1 trait bonus to Will saves and do an additional 1 point of damage per die against undead when you channel positive energy.
for the son...
really cool Joanna :)
I will have to take them for my personal use...s pecially the oen for Iomedian Cleric is pretty cool :)
Arazyr(Pathfinder Charter Superscriber; Pathfinder Battles Case Subscriber)
Joana, Tom: Thanks for your posts! Interesting stuff. I didn't actually use any of your traits, but I did use some of them for inspiration... (I've been meaning to come back and post mine here for some time, but kept forgetting.)
Here are the ones I came up with:
Company Lumberjack: You've been logging in the Darkmoon Wood for a few years now and, whether you were born there or not, Falcon's Hollow has become as close to "home" as any place you could name. You frequently come into town for supplies, but this time there's something different. The town has never been what you'd describe as friendly, but people are even less outgoing than normal. You've heard some rumors about people getting sick lately, but the coughing is more widespread than you would have expected. Your years as a lumberjack may not help with what's going around, but it has given you a great deal of experience with an axe. You deal an extra 1 point of damage when you hit a target with any sort of axe.
Infected Family Member: You've always been very hardy, but one or more members of your family have recently fallen ill. You've seen -- and heard -- a number of other people around town with similar symptoms; hacking coughs that eventually cough up blood if not treated. No real cure has been found, but most of the people in town have been turning to Laurel, proprietor of Roots and Remedies, for poultices and spiced teas that they say seem to help. Fortunately, you have always been very healthy; you get a +1 trait bonus to Fortitude saving throws.
Ancestral Homeland: (Dwarf only) You have traced your ancestry along a winding path across Avistan to one of the ancient dwarven kingdoms of the Five Kings Mountains, just north of Darkmoon Wood. You have arrived in Falcon's Hollow, the closest settlement to the mountains, just as some sort of outbreak has taken hold. The journey has been long, but it has taught you a great deal about the past, and how to research. You get a +1 trait bonus to Knowledge (history) and that skill is always considered a class skill for you.
Pathfinder Recruit: You were discovered at an early age by an agent of the Pathfinder Society due to your natural talent with a critical adventuring skill. You have been sent by the local Pathfinder Venture Captain to investigate rumors of a disease outbreak in Falcon's Hollow. Pick one of the following skills: Disable Device, Diplomacy, Handle Animal, Heal, Intimidate, Perception, Spellcraft, or Stealth. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Werewolf Hunter: You have spent a great deal of your life hunting lycanthropes. You may have lost a loved one to a werewolf attack, or you may have survived an attack by one yourself, and you have sworn to prevent this from happening to anyone else. To that end, you have procured a silvered weapon. You have come to Falcon's Hollow to pick up this weapon from a local armorer, just as the town seems to be coming down with some sort of plague. Choose one weapon (not a double weapon) with which you are proficient; you start play with a free masterwork, alchemically silvered version of this weapon.
Bad Day in Town: You live somewhere in Darkmoon Vale, and had to come in to Falcon's Hollow recently to purchase supplies, sell goods, hire some help, or some other mundane reason. You'd been in town for a couple of days before you heard about the sickness going around, and have found yourself beginning to cough. Catching this disease has steeled your resolve. You begin play infected with blackscour taint; assume you have only had to make one saving throw so far and failed, thus beginning with 1 point of Constitution damage. You gain a +1 trait bonus to Will saving throws, which rises to +3 as long as you are infected by blackscour taint.
Like many here I have a plan to run at least a small campaign in Falcon's Hollow. The PC's are point buying, and three of the five are really newbs, so they are on the fence with character ideas. I made a list of what I am calling "hooks" for the adventures I plan to run for them. Originally, I was going to give them a free feat for choosing a hook, but the game has been delayed due to busy adult lives...SO...
In the meantime, I thought I would start making these "hooks" into traits for the game and see how far I got before the fellas are done getting their characters together.
What you will find behind the spoiler tag aren't traits yet. I have looked at some of the other traits here and wanted to see if any of YOU have ideas for turning these into neato, nearly-balanced, traits...since I have never done this before as a GM.
All suggestions welcome.
Behind a CUT for space...:
Area/Region Hooks:
Andoren Military Grunt:
You are/were associated with the Andoren Military in some way.
Andoren's elite, military fighting force the Eagle Knights
employs/enlists specialists of all stripes, and has a few training
outposts in the Darkmoon Vale area. Maybe its going great, maybe not.
Either way, it makes life interesting.
Highlander:
In the Darkmoon Vale, and the surrounding area there are still some
commoners who don't bend knee to the lumber consortium. These clannish
folk live as one with the land, and are very rarely seen in the area's
lumber camps, towns, or cities. They are strong, straight of limb, and
full of life. Though deeply tied to the land they live on, their
independent spirit often leads them afield and into greater
adventures. (Being a Highlander does not preclude you from being
non-human...it just makes it more interesting.
Lumber Consortium Goon:
The Lumber Consortium that dominates the Darkmoon Vale area has deep
pockets, and pays well for general mercenaries, monster hunters,
bounty-hunters, body (and) caravan guards. One quick way to make some
gold is to sell your services to the 'Company' by the individual, or
by the group. Its dangerous work a lot of times, and the employer is
sketchy in its treatment of its people...but its a living.
Character Hooks:
Fated: (good for any character class esp. Sorcerer)
Once, long ago, a Varisian Gypsy laid out the cards for you. You will
live in interesting times. Your deeds will be known far and wide...the
rest is mystery.
Mission from God: (good for Cleric, Paladin, Druid)
As a devoted member of your faith, signs and portents have a special
significance for you. Your dreams have brought you to this lonely
wilderness...the question is why?
Pathfinder Hopeful: (good for any)
You hope to work as a Pathfinder, and that means finding them and
proving you have what it takes. One way to find a Pathfinder is to
throw yourself headlong into danger in the uncharted wilds. Exploring
ruins, and saving the day is a great way to boost your rep, and you've
heard they always come sniffing around after tales, treasure, and
maps...
Plot Related Hooks:
Bodyguard: (good for all, best for Dwarves)
You are the bodyguard of an important Female Dwarf. This might not
seem exciting, except when you realize that if ANYTHING happens to
her, then your life is over.
(Dwarves are mostly a Matriarchal society in MY Golarion, and female
Dwarves have a much lower birth rate than males....making them the
movers and shakers of Dwarven society. Yes really. They have harems of
male husbands and stuff. Its wacky, but true.)
Chasing Down A Dream: (good for all, best for Dwarves)
An old song, legend, tome, or map indicates that the Darkmoon Vale is
where your ancestor most likely disappeared. Family lore indicates
that your relative, a great adventurer, left behind some
sign that would point to the secret treasure horde they MUST have left
behind.
Enemy: (good for any class)
Someone has done you wrong, or is actively seeking retribution for
something you've done to them. Either way, life is more interesting
now that you are back in this Enemy's home turf and are seeking (or)
hiding from vengeance. Enemy may be known or unknown.
Friend/Mentor/Contact: (good for any class)
You have an old Army buddy/Mentor/Contact living in the Darkmoon Vale
area. This is a friendly relationship. See Bryan for more details.
"Kobolds Ate My Baby": (good for any class)
Some mania, code of honor, ancient family curse, or unbreakable pact
compels you to study, track, and seek to destroy some type of
monster.
Good monsters for this run: Kobolds, Undead, Mockeries of
Nature, Wolves and Were-beasts.
Lost Love: (good for any class)
Someone near and dear to you has died. Your spouse, your child, your
parents...etc.
~OR~
It is very recent and now you must find a reason to continue...after
all they would want it that way.
You are back after some time away, only to find that time can't heal
some wounds.
Mentor: (good for all)
You seek guidance and training. Following rumors/advice/legends you
have come to the Darkmoon Vale to apprentice yourself to a worthy
master.
There are some great ideas in this thread. I love the 'Falcon's Hollow' series of modules and it's great to see other folks coming up with some support for them.