Character Traits

Standard Pathfinder Character Traits

  • Kobold’s Neighbor (Andoran):

    You grew up in wilderness where kobolds make their homes. You learned early on how to find traps before they find you, how to disable them, and when you should just walk away. You gain a +2 trait bonus to Perception checks to discover traps and a +1 trait bonus to Disable Device checks. (Andoran Spirit of Liberty – p.9)

  • Prismati Player (Andoran):

    You’ve grown up playing the confusing game of prismati and throw stones with accuracy and ease. You gain a +1 trait bonus on attack rolls with fistsized rocks or similarly shaped objects, and a +1 trait bonus on concentration checks. (Andoran Spirit of Liberty – p.7)

River Kingdoms/Brevoy specific Traits:

  • Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
  • Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
  • Issian: You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
  • Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name,your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Choose one of the following noble families and associated benefits.
    1. Garess: Your family’s long association with the dwarves of the Golushkin Mountains has left its mark. You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”
    2. Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”
    3. Lodovka: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family motto is “The Waters, Our Fields.”
    4. Medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
    5. Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
    6. Surtova: Your family is well known for their political agility and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”
  • Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
  • Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
  • Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Achievement Feats / Regional

  • Chainbreaker (Achievement – Andoran) – Nothing rouses your fury and makes you more deadly in battle than the sight of slaves cowering before their masters.
    1. Requirement: Over the course of at least five different occasions, free a cumulative total of 50+ sentient beings held in unjust captivity.
    2. Benefit: When in combat with an opponent that you know owns or trades in slaves, once per round you may add a bonus to damage rolls for a melee attack, ranged attack, or targeted spell against that opponent. This bonus damage is +1 for every four Hit Dice you have.
  • Devil’s Foe (Achievement – Andoran) – Once you were just another helpless victim, but now even the deepest pits of Hell ring with the lamentations of your adversaries.
    1. Requirement: Face 10 different devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each one without falling unconscious, fleeing, or otherwise becoming unable to strike back at them.
    2. Benefit: Your attacks count as good-aligned for the purposes of bypassing the damage reduction of devils.
  • Eagle Knight Candidate (Achievement – Andoran) – You have proven your courage and skill to both the Eagle Knights and the leaders of Andoran.
    1. Requirement: Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town mayor to write letters of commendation on your behalf.
    2. Benefit: Choose one branch of the Eagle Knights you hope to join. You gain a specific benefit based on this choice.
    • Golden Legion: Each round as a move action, you may issue commands to all allies within 30 feet who can see and hear you. Each affected ally that obeys your orders gains a +1 bonus on attack rolls, Armor Class, and saving throws during that round. Steel Falcons: You deal +1 damage with weapon attacks directed at any creature against which you have concealment. If you have total concealment against the creature, this bonus increases to +2.
    • Twilight Talons: During the surprise round, the threat range of your weapons doubles for any attack made against unaware targets. This does not stack with any other effect that expands the threat range of a weapon.
  • Talmandor’s Lifting (Achievement – Andoran) – You felt the powerful wings of Talmandor surround you when you risked death from a fall, and somehow a tiny spark of his essence remains connected to your soul.
    1. Requirement: Take at least 10d6 falling damage on three different occasions and survive.
    2. Benefit: When you cast a healing spell on an unharmed creature, it briefly manifests as a pair of wings made of golden light. The spell’s duration becomes “1 hour or until discharged.” For the next hour, the spell remains on the target, triggering automatically as a swift action if the creature takes damage or experiences an effect that the spell could cure, mitigate, or remove (which causes the wings of light to appear briefly).
    • For example, if you cast lesser restoration on an ally who had no ability damage, the spell would trigger immediately if the target became fatigued, exhausted, or took ability damage, but not if the target suffered ability drain, energy drain, or hit point damage (none of which are affected by lesser restoration).
  • Touvette Defender (Regional Feat – Touvette – The River Kingdoms) – For your kingdom and the General, you may strike down enemies who threaten your homeland.
    1. Prerequisite: Touvette affinity (Born and raised in Touvette)
    2. Benefit: Once per day, you may attempt to smite an enemy of Touvette with one normal melee attack. You gain a +4 morale bonus on your attack roll and deal 1 extra point of damage per level. For the purpose of this feat, an enemy of Touvette is any person or creature that is not a citizen of Touvette. You can only use this ability within the borders of Touvette.

Character Traits

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