Adventures on the Lost Coast
These traits are taken from this thread on the Paizo messageboard.
Hunter of Legends: You have a passion for fighting the gigantic creatures that stalk Varisia’s landscape. You heard stories about the Sandpoint Devil, a legendary creature that stalks the Sandpoint area, and decided to learn more. You figured that going to the Swallowtail Festival, with most locals busy getting their tongues loosened by alcohol, is your best chance to find out if the creature’s real. Your experience in fighting big creatures grants you a +2 trait bonus to damage rolls against creatures of size large or larger.
Country born: You come from the rural region around Sandpoint, where you were raised in an environment of rustic tradition, honest, hard work. The Swallowtail Festival is about the only thing even remotely interesting (and not at the same time life-threatening), so there is no force in the world that would keep you from getting there. Your toil-filled childhood has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot “save” it to apply it to a specific effect.
Lone Wolf: You led a lonely childhood and were forced to fend for yourself. You were found and rescued by a Desnan pilgrim on his way to the Swallowtail Festival. Ever since, you visit the festival every year to show your respect. Your past has made you resilient. Whenever you are dying, your chance of stabilizing is 50%.
Totem Spirit: Your tribal totem spirit favours you. Your tribal shaman has decided that because of this favour, you are best suited to serve as an observer for the interlopers in lower Varisia, and sent you to the Swallowtail Festival in Sandpoint to learn about their traditions. The totemic favour grants you a benefit depending on your clan:
- Lyrune-Quah (Moon Clan): You gain a +1 trait bonus to Perception and Perception is a class skill for you.
- Shadde-Quah (Axe Clan): If you have the rage ability, it lasts for one additional round.
- Shriikirri-Quah (Hawk Clan): You gain a +2 trait bonus on Initiative checks.
- Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves.
- Sklar-Quah (Sun Clan): You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
- Skoan-Quah (Skull Clan): You gain a +2 trait bonus on weapon damage against undead.
- Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. This counts as a trait bonus.
Magic Legacy: The magic of your homeland is in your blood. You were told by a Varisian soothsayer that this magic is linked to the ancient monuments that dot the landscape, and that if you want to learn more, you should visit the Swallowtail Festival in Sandpoint. Select a school of magic except divination. If you take the Spell Focus feat for that school, you cast spells of this school at +1 caster level. In addition, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma- based).
- Abjuration: Resistance.
- Conjuration: Acid splash.
- Enchantment: Daze.
- Evocation: Dancing lights.
- Illusion: Ghost sound.
- Necromancy: Touch of fatigue.
- Transmutation: Mage hand.
Magnimaran Diplomat: You hail from Magnimar, City of Monuments, which is known for its open-mindedness and acceptance of a variety of races and cultures. You decided to visit Sandpoint during the Swallowtail Festival to see some more of these cultures, or maybe just in order to celebrate. Because of your tolerant upbringing, you gain a +1 trait bonus on Diplomacy, and Diplomacy is a class skill for you.
Korvosan Imperialist: You grew up in Korvosa, former colony to the empire of Cheliax. You’ve been brought up to believe that it is Korvosa’s mandate to rule Varisia, and do not tolerate anyone to question that right. You decided to see for yourself the backwards cultures of western Varisia by visiting the Swallowtail Festival in Sandpoint. Your breeding has prepared you for giving orders and having them obeyed. You gain a +1 trait bonus on Intimidate, and Intimidate is always a class skill for you.
Riddleport Fast Talker: You spent your early life in Riddleport, City of Cyphers, a former pirate port and still home to more than its fair share of dangerous criminals. You learned that in order to survive, you need a quick tongue, but found other uses for it. You decided to visit the Swallowtail Festival in Sandpoint, whether because you want to celebrate without watching your back all the time for once, or because those hillbillies are easy pickings. You gain a +1 trait bonus on Bluff and Bluff is always a class skill for you.
Thassilonian Scholar: You have always been fascinated by the magnificent ruins that dot the landscape of Varisia, and sought to know all you could about the lost civilization that built such wonders. Information is scarce, but your scholarly determination has ferreted out some facts. You came to Sandpoint to study the great Lighthouse, and to consult with the local sage, Brodert Quink, a noted, if controversial, expert on Thassilonian matters. You gain a +1 trait bonus to Linguistics, and the ability to read and speak Thassilonian. You also gain a +1 Trait bonus to Knowledge: History for questions related to Thassilon. Both skills are always considered class skills for you.
Servant of Desna: You are a devout follower of Desna, goddess of dreams, travel, and the stars. Recently, you had a troubling dream of fire and death spilling out of Varisia to consume the world. Though prophecy is an unreliable business since the death of the god Aroden, you are certain that the dream is a warning from Desna of a catastrophe that you must help avert—a catastrophe that will begin at the Swallowtail Festival in Sandpoint. Your devotion and certainty of purpose give you a +1 trait bonus to your Will save and to Knowledge: Religion, which is always considered a class skill for you.
Sandpoint Militia: Your job is serving in Sandpoint militia. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.
Survivor of The Late Unpleasantness: The terror of the murder of loved ones and being hunted by Chopper has made you twitchy. Your senses have sharpened and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Turandarok Prodigy: Ilsoari Gandethus saw your potential before you were considered old enough to began your formal training as a spellcaster. Ilsoari allowed you to spend a great deal of time studying cantrips and simple spells on your own. Because of this, you developed some innate magical abilities without any outside guidance. Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Sandpoint River Rat: You learned to swim right after you learned to walk. As a youth, you worked for the loggers guiding the logs down river to the Sandpoint sawmills. You gain a +1 trait bonus to Acrobatics and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
Vagabond Child: You grew up among the Scarzni of Sandpoint, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Open Lock, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Wealthy Dabbler: You study magic at Turandarok Academy, wowing your friends with your recent discoveries and showing off your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
Encounter With the Devil: Surviving an encounter with the Sandpoint Devil, with the scars to prove it, has left you with little fear for anything but the most terrifying subjects. You gain a +2 trait bonus on saves versus fear effects.
Back to Home.