SILVER BLADES CAMPAIGN TRAITS
Abandoned: You were abandoned by your mother at such a young age that you can't remember anything about her. At least when she left you, she had the decency of dropping you off at the Open Door Orphanage, where you spent a significant portion of your childhood. Your time there allowed you to develop a relationship with Miss Judy, the orphanage caretaker, and develop a few worthwhile skills. Choose One:
► Aloof Upbringing. You kept to yourself. You spent your time reading or learning some sort of creative skill. Choose either one knowledge, one performance, or one profession. This skill gains a +1 trait bonus and is always a class skill for you.
► Little Gang. You connected with one or two other kids, and they had a habit of being trouble makers by playing tricks and breaking the rules. Choose either stealth, sleight of hand, or bluff. This skill gains a +1 trait bonus and is always a class skill for you.
► Natural Leader. You connected with most kids there, and they often came to you for advice, pushing you toward a more responsible lifestyle. Choose Diplomacy, Heal, or Sense Motive. This skill gains a +1 trait bonus and is always a class skill for you.
Famous: Recently, you took part in an event that saved the lives of multiple people. Your reputation in Aria has skyrocketed. Choose One:
► Gratitude: The people of Aria show how thankful they are with the occasional gift. So far, you've collected 155 gold worth of gifts.
► Discounts: The person you saved is the owner of a nearby shop of some sort. At this shop, you get a 50% discount. The DM will roll between these: 1) tavern, 2) clothing, 3) bakery, 5) book store, 6) general store.
Guild Trainee: You've only recently joined the Silver Blades Guild, but you're excited to join a squad and go on a real quest. Right now, the Guild has you running errands and focusing on training. Unfortunately, some recent mistakes within the Guild have citizens questioning their abilities, so some of the higher-ups are being harder on people of your level. You gain the perks of being a Silver Blades member. Choose your training method:
► Technique: You're focusing more on your form, becoming more accurate with your weapon. Pick one specific weapon, such as the longsword or the shortbow. You gain a +1 trait bonus to attack rolls with the chosen weapon.
► Brute Force: You're focusing on getting power into your strikes. Pick one specific weapon, such as a longsword or the shortbow. You gain a +1 trait bonus to damage rolls with the chosen weapon.
Magical Prodigy: Certain elements of magic have come very easily to you. You've only beegun using magic recently, and those around you are already impressed with your work. You've even caught the attention of some higher-ups as a possible apprentice, but you're not at that level yet. Choose One:
► Elementalist: Pick a level one spell. When you do damage with this spell, you add your casting modifier to the result.
► Healer: Any time you cast a spell with "cure" in its name, you may add your casting modifier to the result.
► Specialist: You gain the read magic and detect magic spells. These spells do not count toward your spells known.
Marked: At some point in your life, you received some sort of mark. It is either burned or inked onto your skin. Choose One:
► Freed: (Halfling Only) You used to be a slave, but through a tremendous feat, your previous owner(s) granted you your freedom. This mark was placed somewhere easily seen, but can be hidden by clothing. You gain all the rights of a Lotherian citizen. You gain a +2 trait bonus to diplomacy and sense motive checks when dealing with Halfling.
► Branded: At some point, you did something that angered a group of people enough to burn the mark of a traitor into your skin. This mark is somewhere easily seen, such as the face or neck area. You may still be hiding from this group of people. You gain a +2 to diplomacy, knowledge, and perception checks regarding that group of people.
► Emblem: You are a member of some sort of guild, club, or organization that requires a mark for identification. This mark can be anywhere you like. You gain the perks of being part of that group, along with a +2 bonus on diplomacy checks against those who fear, respect, or are members of the same group.
Wanderer: Ever since you were young, you've been on the road. You're not even from Aria, and you don't come here often. Your travels have allowed you to gain a friend in just about every other settlement. When in one of these places, you can call on these contacts for help. You also choose one:
► Well-Traveled: You enjoy going from place to place, meeting new people, and seeing new things. You gain a +1 trait bonus to diplomacy outside of Aria and knowledge: geography. One of these skills is always a class skill for you.
► Survivalist: You've been trying to survive on your own. You're getting the hang of hunting for your own resources, but still have some trouble. You gain a +1 trait bonus to survival, and it is always a class skill for you.
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