Campaign Traits

Halls of the Infinite Moment Campaign Traits

Character traits are essentially half-feats that help customize a PC’s background and tie her to the themes
and events of a particular adventure. Each character should begin play with two traits, one of which may be selected from the campaign traits
below. For general traits, see the Advanced Player’s Guide or the Character Traits Web Enhancement, a free PDF download available at paizo.com/traits. Additionally, most Pathfinder Player Companion supplements contain racial, regional, and faith traits unique to Golarion and
suitable for use by Infinite Moment PCs.

Campaign traits are tailored to a specific Adventure Path and give your character a built-in reason to begin
the first adventure in a new campaign. Campaign traits assume a lot more about your character’s backstory than
do normal traits, and they are meant to help serve as inspiration for a player working to create a detailed and
interesting history for her character. You have a certain amount of leeway in adjusting a campaign trait’s expected
backstory once you’ve selected the trait that’s right for you; just be sure to get your GM’s approval before you run
with a modified history.

All of the following traits revolve around characters that have a reason to be in Sandpoint—the focal area of recent world-changing events—and the circumstances that brought
them to the notorious inn known as the
Rusty Dragon. You can take a look at
these traits to get a general, spoiler-free idea of the types of foes and challenges your character might encounter over the course of the adventure. Knowing that there are going to be elements of dungeon exploration, political intrigue,
ancient tombs of undead, and fluctuations of time should help you build a character that fits more organically into the campaign you’re about to join.

Ancient Explorer: You are a student of the ancient history of Golarion, and you’ve come to the Lost Coast to explore the crumbling ruins of the
Bakrakhan empire, starting with Old Light, which has gone mostly unexplored for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Giant or
Thassilonian as a bonus language.

You went to an inn called the Rusty Dragon in Sandpoint last night to meet a contact who supposedly had an old map of lost Thassilonian ruins to sell, but the drink was stronger than you had expected and you passed out
before making the deal.

Barroom Talespinner: You grew up listening to tales of adventure and exploration of the deepest dungeons and the legends of old fortune hunters in seedy taverns. You learned all about what it’s like to be a spelunker by talking with the explorers fresh from their latest crawl, and learned how to tell a tale (or perform some other  entertainment) yourself. You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary dungeon tale, the
telling of which grants you a +1 trait bonus on checks made to influence NPCs of Cusp.

You went to a tavern called the Rusty Dragon in Sandpoint to earn a few coins with your tales of hero's and monsters. The patrons seemed pleased with your performance and bought you a few drinks. You had just remembered a tale of an unfortunate hero who found himself press-ganged into a duergar mining operation after his drink was drugged when suddenly everything went black.

Groetus’s Blessing: You were born inside a dungeon complex or deep in a mine during a full moon. Old adventurers and dungeon delvers nod knowingly and say that Groetus God of the End Times, god of empty places, oblivion, and ruins, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home underground than under the sun, and your keen eyes can easily pick out precious gems in the dirt. You gain a +1 trait bonus on Perception and Profession (miner) checks. In addition, once per week you can reroll a Profession (miner) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

You came to a tavern in Sandpoint called the Rusty Dragon in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Adventurer's Blood: One of your ancestors was an infamous Korvosan soldier whose very name struck fear in the hearts of those who sought to interfere with the founding of Magnimar. Adventuring is in your blood, and you've always longed to follow in your forebear's footsteps and found a city. You gain a +1 trait bonus on Intimidate and Diplomacy checks.

You went to a tavern called the Rusty Dragon, a notorious adventurer hangout in Sandpoint, eager to start your career as a diplomat. While you were there, however, a dashing and flirtatious maiden caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried
off to who knows where.

Tavern Brawler: You grew up in the slums of one of the Lost Coast's numerous slums, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You’ve always preferred action to talk, anyway. You gain a +1 trait bonus on damage rolls with brass knuckles (Advanced Player’s Guide 176) and improvised weapons.

While drinking at a tavern called the Rusty Dragon in Sandpoint last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking  you unconscious. Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances.

Eye for Treasure: You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants and raided enough caravans to have a feel for where the most valuable loot is hidden. You gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection of mundane trade goods worth 50 gp that you were able to
scrounge together during your first day with the Sczarni.

You found yourself relatively well off when you got your share of your last caravan raid, and decided to spend
a few of your hard-won coins at the Rusty Dragon, a popular tavern in Sandpoint. Maybe the shine of
your new wealth distracted you, however, because you never saw the miscreants who slipped something into
your drink, knocking you out cold.

Cusp Native: You grew up in the city of Cusp, a city infamous for both the time distortions that affect it and the feared Survivors Council who run it. You’ve been around treachery all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Council spy. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with politics allows you to make untrained Knowledge (local) checks regarding citizens or the city of Cusp.

Looking to make your fortune, you set out for Magnimar, and decided to celebrate your escape to Sandpoint with a few drinks at a tavern called the Rusty Dragon. There were some suspicious-looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.

Caravan’s Surgeon: In a caravan, a member often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first overland expedition you quickly found out that a carpenter is often a caravan’s doctor
as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those members who have enjoyed your
services are either happy to be alive or dead, and there’s old timers who swear the wooden stumps you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and
Heal is a class skill for you.

You were between caravans in Sandpoint, and after stopping for a drink at a tavern called the Rusty Dragon, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been in enough port cities to know a press
gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon.
Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

Comments

Popular posts from this blog

Halls of The Infinite Moment Player Intro