Campaign Traits

All player characters must select one of the following Campaign traits.

Child of Jzadirune

One of your ancestors lived in the gnomish enclave of Jzaridune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
Benefit:
+2 bonus to disease save
Drawback:
Suffer -2 morale penalty on save vs fear while in the ruins of Jzadirune or when fighting any creatures that are diseased or can inflict disease

Demonscarred

One of your ancestors was a half-fiend. As a result, you carry some of the taint with you
Benefit:
Regardless of you actual alignment, spells and spell-like abilities with the evil descriptor will treat you as if you are evil. Magic items are similarly fooled.
Drawback:
Regardless of your actual alignment, spells and spell-like abilities with the good descriptor will treat you as if you were evil.

Dream Haunted

Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of the dreams, YOU are the deformed monster.
Benefit:
You are used to fatigue and suffer no penalties when you become fatigued. If you are exhausted, treat it as fatigued.
Drawback:
-2 vs saves against madness, insanity, or sleep effects

Long Shadowed

You are descended from a tribe of indiginous people who died out as a seperate tribe many centuries ago. Still, this tribe’s penchant for necromatic magic runs in your blood.
Benefit:
You automatically stabilize if reduced to less then0 hitpoints. Reduce all negative energy damage by 5hp
Drawbacks:
Healing magic works poorly on you. You gain -1 hp per character level, to a minimum of -1 per healing die rolled.

Mark of the Beast

One of your ancestors was a Lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you.
Benefit:
Animals of the chose type feel a strange reticence to attack you suffering -2 to all attack rolls. If you have wild empathy, gain +1 to all wild empathy checks with that animal type.
Drawback:
-4 vs save vs lycanthropy. Take +1 dmg from silver weapons

Nobility

You were born into a noble family
Benefit:
Start play with +200gp. +1 to all Diplomacy and intimidate checks in Cauldron and surrounding villages. Certain NPCs may treat you differently. I will work with you to pick a family.
Drawback:
You suffer -4 penalty to all disguise checks in Cauldron and surrounding villages. Certian NPCs may treat you differently

Scarred Soul

You’ve led a particularly tough life. Perhaps you’re an orphan or maybe you suffered a traumatic experience as a kid. Whatever the cause, your childhood experiences have left you jumpy and haunted
Benefit:
+2 Initiative checks
Drawback:
Your mind is less able to deal with traumatic experiences -1 will saves

Scion of Surabar

You are a descendant of the man who discovered Cauldron and helped settle the region, and aided in the defeat of an ancient demonic army.
Benefit:
Pride in your lineage helps gird your mind and soul. +2 vs fear, death, insanity, and confusion.
Drawback:
Demons you encounter in the Cauldron region can instinctively sense your lineage and connection to their old enemy and gain +1 bonus to attack rolls and damage against you.

Wyrm Blooded

One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature. Be it reptillian eyes, scales on the backs of your hands, or tiny vestigial horns.
Benefits:
You gain +4 save vs acid, +2 bonus to swim, +1 bonus to listen/spot
Drawbacks:
Your body isn’t as limber as it could be, take -1 reflex save.

Campaign Traits

Shackled City - Golarian Play by Post ENWorld ahayford