Traits

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All PCs should choose two Traits at start. One should be a Campaign Trait from the list below. The other can be chosen from any of the Basic, Race, Regional, and Religion Traits from the Advanced Players Guide. (See above link for a listing.)

If none of the Campaign traits work with your character concept, let the GM know. The point of the campaign traits is for your character to have a tie to the city of Korvosa in general, and the district of Old Korvosa in particular.

Traits from additional sources will be considered on a case-by-case basis (check with the GM for approval first.)

Campaign Traits

Barkeep Ally: You’re an old friend of Vasaro Cazynsic the Varisian owner of the popular Stirge and Hammer Inn in Old Korvosa. You have become well-versed in his stories, granting you a +1 Trait bonus on Knowledge (local) checks and this is considered a class skill for you. You’ve also done him a quite a few favors over the years. In return, he lets you stay at the inn for free and gives you dinner and drinks on the house. He’s got lots of contacts in the local merchant community as well, and he’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.

Busker: You honed your skill at performing on the streets of Korvosa. You gain a +1 Trait bonus on one Perform skill of your choice. Additionaly, if you are a spellcaster, choose any one spell of the Enchantment school; its save DC increases by 1.

Ex-Sczarni: You were raised as a member of one of Korvosa’s Sczarni gangs, but you never fit in. Over the years, you fell out of favor with the Sczarni and eventually left to pursue interests other than thievery and con artistry, though you still remember the lessons of your criminal past. You gain +2 Trait bonus on Bluff checks to pass hidden messages. Also, whenever you deliver a coup de grace, you deal an additional 1d6 points of damage.

Friend on the Force: Portia Jeggare, captain of the Korvosan Guard regiment stationed in Old Korvosa, is like the aunt you never had. When you were younger, she sometimes let you tag along on patrol, granting you a +1 Trait bonus on Knowledge (local) checks, and this is considered a class skill for you. The benefits of being close friends with a captain of the guard are extensive, and you can call in favors from her once per game session, if you’re in the city. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any person in Korvosa. Of course, you’ll need to contact her first, and it usually takes an hour to find her.

Man About Town: You make friends easily and have many throughout Korvosa. You gain a +1 Trait bonus on Diplomacy checks, and Diplomacy is a class skill. While in the city of Korvosa or one of its holdings, your network of friends increases your Trait bonus to +2 on attempts to Gather Information, and the time it takes is one hour less than usual.

Missionary: You have come to Old Korvosa to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the the poorest district of the city—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.

Nobleman’s Agent: Rumors are cuirculating that the Akona family, whose mansion sits atop Garrison Hill in Old Korvosa, has deep connections to Korvosa’s criminal underworld. While these rumors are true, Lord Glorio Akona is looking to improve the family’s image, and he’s chosen you as one of his local agents to help spread the good word. Choose one skill of Bluff, Sleight of Hand, or Stealth. Your work with the Akonas grants you a +1 Trait bonus with this skill, and it is considered a class skill for you.

On the Run: You ran into trouble elsewhere, and left to escape the consequences. Chance or fate brought you to Korvosa, and it’s here that your money ran out, leaving you stranded in the poorest district of the city. You are convinced that 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.

Quixotic Pathfinder: Growing up in Korvosa, you spent your youth enthralled by the adventure tales of the Pathfinder Chronicles,. You even fancied yourself an agent of the Pathfinder Society, at least in spirit.. Of course, you limited your own “expeditions” to exploration of abandoned buildings and the Vaults. While you never actually attempted to join the Pathfinder Society (and don’t really know how to do so), on one such “expedition” to the Vaults, you found an old and battered, but fully functional wayfinder: the signature device of a Pathfinder agent! You begin play with a wayfinder: a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

Roof Racer: You spent more than your fair share of time among The Shingles, the strange sloping slums that cover the rooftops of Old Korvosa. You receive a +1 Trait bonus on Acrobatics checks. When broad jumping, you also treat the distance as if it were 5 feet closer than it really is. You consider Acrobatics a class skill.

Sczarni Connections: You have worked for a Sczarni gang in Korvosa off-and-on over the years, and the Sczarni (mostly) trust you. These ties have taught you much about the people of the city, including those in power (and their shadier dealings). You gain a +1 Trait bonus on Knowledge (local) and Knowledge (nobility) checks, and one of these skills (your choice) is a class skill. You also gain Varisian as a bonus language.

Scholar of the Ancients: You have great interest in past cultures and ancient history. Growing up in Varisia, you know the monuments dotting the landscape were built by an ancient civilization called Thassilon. From your life of study and research, you have pieced gotether the language and some of the history of this long-lost empire. You gain a +1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks, and you begin play with Thassilonian as a bonus language.

Sewer Rat: You have spent a lot of time exploring the Vaults below Korvosa. You understand how the sewer system functions, and know dangers that lurk below the city streets. You receive a +1 Trait bonus on Knowledge (dungeoneering) and Knowledge (engineering) checks, and consider one of those skills (your choice) to be a class skill.

Student of Fatih: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. You are particularly attracted to the Pantheon of Many in Korvosa, and see that effort as a way to bridge the various major faiths of the Inner Sea. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever your channel energy, you gain a +1 trait bonus to the DC of your channeled energy.

Basic Traits

The following are additional traits in play that aren’t specifically tied to the campaign.

Social Traits

Trained Chirurgeon: You have studied medicine formally, particularly the art of chirurgery. This could be at a college or medical school, or under the tutelage of a skilled healer. You gain a +1 Trait bonus on Heal and Profession (physician) checks. Heal is considered a class skill for you.

Traits

Champions of Old Korvosa Haladir