Adventures in Stormreach
Shackled City Traits
The following are Campaign traits specific to the Shackled City campaign. Characters from the Shackled City campaign converted to Pathfinder may select one of the following Campaign traits and one additional trait of a different type.
Child of Jzadirune: One of your ancestors lived in Jzadirune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying. You gain a +2 trait bonus on all saving throws made to resist the effects of disease.
Roleplaying Ideas: Your parents told you harrowing stories about the Vanishing, and your dreams are haunted by visions in which you catch the disease and slowly fade away.
Demonscarred: One of your ancestors was a half-fiend. As a result, you carry some of that taint with you. Regardless of your actual alignment, spells and spell-like abilities with the evil descriptor treat you as if your alignment were evil. Magic items are similarly fooled. An unholy blight spell, for example, won’t damage you, no matter what your actual alignment is.
Roleplaying Ideas: You are moody, gloomy, and have a short temper.
Dream Haunted: Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster! You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued.
Roleplaying Ideas: You are always tired, though not to the point of fatigue. You tend to nod off when bored, and sometimes find it difficult to remember minor, relatively unimportant bits of information.
Long Shadowed: You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago. Still, this tribe’s penchant for necromantic magic runs in your blood. You automatically stabilize if reduced to negative hit points. When you take damage from negative energy, you reduce the actual damage you take by 5 points.
Roleplaying Ideas: You are somewhat morbid and intrigued by death and undeath, even if these interests are purely to learn more of your enemies.
Mark of the Beast: One of your ancestors was a lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you and you gain a +1 trait bonus on Handle Animal checks against that type of animal. Animals have a strange reticence when they attack you, and suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy ability, you gain a +1 trait bonus on wild empathy checks.
Roleplaying Ideas: You have a curious animal magnetism that is at once intriguing and disturbing. Your manners might be a bit crude, but you’re loyal to your friends.
Nobility: You were born into a noble family and are well-known and recognizable. You start play with an additional 200 gp, and gain a +1 trait bonus on all Diplomacy and Intimidate checks made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more favorably to your presence.
Roleplaying Ideas: You might be haughty, impatient, or condescending to others. You might spend money frivolously, believing that there’ll always be more income to be had.
Scarred Soul: You’ve led a particularly tough life. Perhaps you’re an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy and haunted. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Perception checks.
Roleplaying Ideas: You are quick to anger, jumpy, and possibly even a bit hyperactive. You’re prone to feelings of paranoia and unfounded fear.
Scion of Surabar: You are a descendant of the man who discovered Cauldron, helped settle the region, and aided in the defeat of an ancient demonic army. Pride for your lineage girds your mind and soul. You gain a +2 morale bonus on saving throws against fear, death effects, and insanity or confusion.
Roleplaying Ideas: You are proud of your heritage, and quick to anger if another mocks it. You find demons intolerable, and some might see you as haughty or imperious.
Touched in the Head: You’re a little crazy. Your mind is disorganized and chaotic. You gain a +2 trait bonus on all saving throws against mind-affecting effects and a +1 trait bonus on all Diplomacy checks made against chaotic aligned, insane, or confused creatures.
Roleplaying Ideas: You have a number of strange quirks (whistling off-key, eating raw meat, a nervous tic, a tendency to scream at odd moments, and so on) that can make you difficult to get along with.
Wyrm Blooded: One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, or tiny vestigial horns on your head. You gain a +4 trait bonus on all saving throws against acid effects, a +1 trait bonus on Perception checks, a +2 trait bonus on Swim checks, and Swim is always a class skill for you.
Roleplaying Ideas: You have an intensity about everything you do, and your emotions are powerful and often difficult for you to control.