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Old Mar 8th, 2014, 10:03 PM
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Traits and Feats

Once you pick your race, first pick a Heritage trait. The Heritage trait will determine how many and which other traits to pick: generally this will be a campaign trait, another trait, and a flaw, but there are a few exceptions, so read carefully.

Heritage TraitsProud Wiscrani: (any human from Westcrown) like almost all humans in Westcrown, you have memories of a proud heritage. Unfortunately, the memories of this past are greater than the realities of the present. Still, you know how things work in this town, and your noble heritage has to count for something. You receive a +1 on intimidate checks against halflings or tieflings if you invoke an authority figure, and a bonus on bluff checks to convince an authority figure that a halfling (+2 bonus) or tiefling (+4 bonus) is guilty of something. Because of the decline of Westcrown relative to other cosmopolitan cities, you pick a skill that would normally be a class skill for you: if you pick craft, profession, or perform, you lose all such skills: you can’t, for example, lose profession(cook) but still have profession(blacksmith) as a class skillit is no longer a class skill. You may regain this skill as a class skill through another trait. Also pick a campaign trait from the Player's Guide, another trait, and a flaw.

Wiscrani Minority: (nonhuman, non-Halfling Core Race from Westcrown) You are still a minority in a city that is almost 90% human, but its not that much different than being a minority anywhere else. The brunt of any racism is borne by the Halflings and Tieflings, so unless you are suspected of being a Tiefling in disguise, you don't suffer any consequences for this. Pick a relevant campaign trait from the Player's Guide, another trait, and a flaw.

Servile Halfling: (Halfling from Westcrown) In a city filled with slaves, escaped slaves, and former slaves of your race, you tend to get a bad rap. You might even be one of these yourself. But you've learned to adapt, realizing that you have to be better than your human peers just to be considered equal. as detailed in the Proud Wiscrani heritage trait aboveMost humans will have a +1 on intimidate checks against you and a +2 on bluff checks to convince an authority figure that you are guilty of something. You may pick two of your class skills: you get a +1 trait bonus to each of these. Also pick a campaign trait from the Player's Guide (or the obsequious trait), another trait, and a flaw.

Tiefling scum: (Tiefling from Westcrown) Being part devil might make you powerful, but it sure doesn't make you popular. as detailed in the Proud Wiscrani heritage trait aboveMost humans will have a +1 on intimidate checks against you and a +4 on bluff checks to convince an authority figure that you are guilty of something If that weren't enough, sometimes you feel like you've been cursed: you receive a -2 penalty on saves against mind affecting effects that would influence you to make an evil choice. This penalty drops to -1 at 3rd level, andthough see the Devil Inside feat below goes away at 6th level. Pick any two traits and a flaw. NOTE: We will not be using the Infernal Bastard Campaign Trait in this game.

Not from around here:
(Any Core Race from elsewhere) You think the Wiscrani are set in their ways and not welcoming of the progress that has been occurring throughout Golarion. It seems it doesn't matter how long you stay here, they will continue to view you as an outsider, still you find yourself drawn to helping this city for some reason. You may take a Base class instead of a Core class. If you do, you receive a -1 to diplomacy and bluff checks, as your progressive ways are distrusted by outsiders. In cases where the character class matters for a diplomacy check, this penalty could be even greater. Take a trait and a flaw. You may also either take the Pathfinder's Exile trait or have one item valued at 350 gp or less that is somehow related to your travel to Westcrown.


Campaign TraitsMake sure to get the free download of the Player's Guide: it has detailed information on the campaign traits as well as other useful information that your character would know about the setting. I'm including a breakdown of the campaign traits here for clarity because I've added one and taken one away.

Child of Infamy: +1 on perform(act) and it is always a class skill for you. Extra 300 gp.
Conspiracy Hunter: choose on of the following, you get a +1 trait bonus on the skill and it is always a class skill for you: bluff, diplomacy, k(local), perception, sense motive, or stealth.
Diabolist Raised: +1 bonus on bluff, diplomacy, intimidate, and sense motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mind-affecting attacks from devils.
Infernal bastard: We will not be using this campaign trait
Shadow Child: you do not suffer the standard 20% miss chance on attack rolls for being in poorly lit areas.
The Pathfinder’s Exile: you start play with a Wayfinder.
Westcrown Firebrand: +1 trait bonus on initiative checks, and +1 trait bonus on attack rolls if you get to act during the surprise round.
Obsequious: (Halfling only) you've learned how to play to the arrogance of humans by acting as if they are superiors. If you act obsequiously while making a bluff or diplomacy check against a human of Westcrown, you receive a +2 bonus.

Campaign Feats
Obsequious (feat): (Halfling) as the trait, but you also may make a Sense Motive check whenever you succeed on a diplomacy check using the obsequious feat. If you succeed on this check, the NPC reveals some sensitive information that they would not normally share. This feat might not apply if there are others present (such as the rest of the PCs) and the target also gets to add their class level to their bluff check. The obsequious feat does not stack with the obsequious trait, however if you already have the obsequious trait, you get an extra +2 feat bonus to either bluff or diplomacy.

Fiendish Heritage: (Tiefling, must be taken at first level) as describe here but in addition, you may use one of your traits to roll on the table 5 times instead of 3. You may select the Heritage Variant after you roll, but you have to select this feat once you have rolled for your choices.

Fiendish Facade: (Tiefling, must be taken at first level) as described here.

Monstrous Mask: (Tiefling, must be taken at first level) as described here

Devil Inside: (Tiefling, level 6) you have gotten more in touch with your infernal heritage and it has increased your power. Your cold, electricity, and fire resistance have each increased by 5 (typically to 10). But great power comes at a price: you regain the -2 penalty against mind-affecting effects that would influence you to make an evil action.
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Last edited by goatmeal; Mar 27th, 2014 at 10:25 PM.
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