The Rise of the Runelords
Additional Campaign Traits
You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you.
In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
Ameiko’s inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Belor, Sandpoint’s no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from time to time. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
You were born and raised in the town of Sandpoint. You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
Aliver “Pillbug” Podiker
Everyone suspects sweaty, shifty-eyed Pillbug sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and Pillbug will continue to sell you poison as long as you don’t spread the word.
Scarnetti Manor was hit hard recently, and the revelation of Scarnetti’s ties to Sczarni criminals damaged his reputation as well. He’s eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent. Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for Scarnetti gives you a +1 trait bonus on that skill, and it is always a class skill for you.
You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.
The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You’ve come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities — meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia — what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
As a faithful adherent of Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn, you’ve come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.
You’ve grown up in or around Sandpoint and are the heir to your family’s modest farm, shop, or fishing boat, but you’ve always dreamed of more. Searching for a taste of excitement, you’ve come into town to participate in this year’s Swallowtail festival. The thrill of danger grants you an additional +5 feet of movement during the first round of any combat. Additionally, you begin play with three star candle fireworks (see Ultimate Equipment).
Shoanti Tattoo (Must Be Shoanti)
Upon reaching adulthood, you received a tribal tattoo, marking you with the symbols of your quah and totem spirits. You gain a +1 trait bonus on saving throws against fear effects.
Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.
Shoanti Tribesman (Must Be Shoanti)
You were born or adopted into a Shoanti tribe. Choose one of the following skills: Climb, Survival, or Swim. You gain a +1 trait bonus on this skill, and it is always a class skill for you.
Varisian Wanderer (Must Be Varisian)
You were raised among or have spent time with a group of Varisian nomads, whether travelers, Sczarni criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you.
Varisian Tattoo (Must Be Varisian)
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
You didn’t have any intention of becoming an adventurer, but a single, unexpected confrontation changed everything. Choose one of the following: boot, bucket, frying pan, mug, rolling pin, spade, or stool. You are treated as having the Catch Off-Guard feat when wielding the chosen item. (These items should all be considered improvised melee weapons that deal 1d4 points of bludgeoning damage.)