Traits

Adopted

  • You were adopted by someone in Allieua. Your parents may have been killed in a tragic way or you may have been a lone babe found in the woods. No matter, you are treated as one of their own in Allieua.
  • Benefit Choose one of the following:
    • Darrun
      • The Darrun family adopted you, encouraging you in lessons of crafting or studies of the world. Choose any Craft or Knowledge skill. You gain a +2 trait bonus to that skill and it is always a class skill for you.
    • Terring
      • The Terring family adopted you, putting you through the rigors of a professional apprenticeship most likely to be a Caravaner. Choose either a Profession skill or Survival. You gain a +2 trait bonus to that skill and it is always a class skill for you.
    • The Elves
      • The elves of the southern peninsula took you in where you learned the finer points of speaking or how others speak to you. Choose either Bluff or Sense Motive. You gain a +2 trait bonus to that skill and it is always a class skill for you.
  • Additionally, no matter what your racial make-up, the people of Allieua have at least an indifferent starting attitude toward you, unless you do something to otherwise cause a change.
  • Note: The people of Allieua know that you are adopted.

A Good Eye

  • You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants to have a feel for where the most valuable plunder is hidden.
  • Benefit 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 over the last few years.

Ancient Explorer

  • You are a student of the ancient history of Prymis, and you desire to explore the crumbling and nature-reclaimed ruins of the world.
  • Benefit 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 any bonus language (aside from restricted languages like Druidic).

Barroom Talespinner

  • You grew up listening to tales of adventure and exploration whether with local elders, on the docks, or whispered campfire stories. You’ve learned a bit of what it’s like dealing with varied people and keeping them on your good side.
  • Benefit 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 hear of a new traveler’s tale, the telling of which in a settlement grants you a +1 traits bonus on checks to influence local NPCs.

Good Hands

  • You are especially good with your hands, proving an expert craftsman. You may have trained with Elven bowmakers, Dwarven metalsmiths, or a gnomish herbalist. Your artistic ability has become well known.
  • Benefit You gain a +2 trait bonus with one Craft skill. Additionally, you can craft with that craft skill in half the normal time.
  • Note: You will be known for this talent.

Touched by the Sea

  • You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents is a sailor or fisherman, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land.
  • Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. You can swim your full speed on a successful Swim check and full-round action or half as a move action. In addition, penalties on attack rolls made underwater are lessened by 1.

Traits

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