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From: <ama...@us...> - 2014-10-20 23:00:44
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Revision: 25320
http://sourceforge.net/p/pcgen/code/25320
Author: amaitland
Date: 2014-10-20 23:00:28 +0000 (Mon, 20 Oct 2014)
Log Message:
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Merge pull request #118 from sloppyalien/Update_VBoL
VBoL Update - 10/20/2014
Modified Paths:
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Trunk/content/notfordistribution/pathfinder/paizo/player_companion/varisia_birthplace_of_legend/vbol_abilities.lst
Modified: Trunk/content/notfordistribution/pathfinder/paizo/player_companion/varisia_birthplace_of_legend/vbol_abilities.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/paizo/player_companion/varisia_birthplace_of_legend/vbol_abilities.lst 2014-10-20 22:57:37 UTC (rev 25319)
+++ Trunk/content/notfordistribution/pathfinder/paizo/player_companion/varisia_birthplace_of_legend/vbol_abilities.lst 2014-10-20 23:00:28 UTC (rev 25320)
@@ -1,125 +1,129 @@
-# CVS $Revision: $ $Author: $ -- Mon Oct 13 21:33:18 2014 -- reformated by prettylst.pl v1.51 (build 23662)
+# CVS $Revision: $ $Author: $ -- Mon Oct 20 15:41:30 2014 -- reformated by prettylst.pl v1.51 (build 23662)
SOURCELONG:Varisia, Birthplace of Legend SOURCESHORT:VBoL SOURCEWEB:http://paizo.com/products/btpy8tim?Pathfinder-Player-Companion-Varisia-Birthplace-of-Legends SOURCEDATE:2012-9
# Original Entry by: John Mooney (SLoPPYALieN)
#### RISE OF THE RUNELORDS CAMPAIGN TRAITS
## Characters made for this campaign should have reasons for being in the town of Sandpoint, and all the better if they have a vested interest in defending it.
-# Ability Name Unique Key Category of Ability Type Required Ability Required Deity Multiple Requirements Required Race Special ABility Define Description Stackable? Multiple? Choose Selections Auto Equip Auto Language Auto Shield Prof Auto Weapon Prof Virtual Feat Bonus Ability Pool Combat bonus Misc bonus Bonus to Situation Bonus to skill Modify VAR Class Skill Apply Kit Source Page Aspects Bonus language
-Sandpoint Faithful KEY:Trait ~ Sandpoint Faithful CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREDEITY:1,Abadar,Desna,Erastil,Gozreh,Sarenrae,Shelyn PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Sandpoint Faithful],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC: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. AUTO:EQUIP|Holy Symbol (Silver) SOURCEPAGE:p. 28
-Thrill Seeker KEY:Trait ~ Thrill Seeker CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Thrill Seeker],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC: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. KIT:1|Thrill Seeker SOURCEPAGE:p. 28 ASPECT:CombatBonus|+%1ft movement during the first round of any combat|5
+# Ability Name Unique Key Category of Ability Type Required Ability Required Deity Multiple Requirements Required Race Define Description Stackable? Multiple? Choose Selections Auto Equip Auto Language Auto Shield Prof Auto Weapon Prof Virtual Feat Ability Bonus Ability Pool Combat bonus Misc bonus Bonus to Situation Bonus to skill Modify VAR Class Skill Apply Kit Source Page Aspects Bonus language
+Sandpoint Faithful KEY:Trait ~ Sandpoint Faithful CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREDEITY:1,Abadar,Desna,Erastil,Gozreh,Sarenrae,Shelyn PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Sandpoint Faithful],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC: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. AUTO:EQUIP|Holy Symbol (Silver) SOURCEPAGE:p. 28
+Thrill Seeker KEY:Trait ~ Thrill Seeker CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Thrill Seeker],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC: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. KIT:1|Thrill Seeker SOURCEPAGE:p. 28 ASPECT:CombatBonus|+%1ft movement during the first round of any combat|5
#### SHOANTI RACE TRAITS
## Characters of the Shoanti ethnicity have access to the following two race traits.
-Shoanti Steed KEY:Trait ~ Shoanti Steed CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Shoanti PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Shoanti Steed],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC:Your nomadic culture gives you a profound knowledge of and respect for the horses that roam your homelands. You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense). AUTO:EQUIP|Horse (Light/Combat Trained) SOURCEPAGE:p. 6
-Shoanti Tattoo KEY:Trait ~ Shoanti Tattoo CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Shoanti PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Shoanti Tattoo],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC: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. AUTO:WEAPONPROF|Klar|Shoanti Bola|Earth Breaker SOURCEPAGE:p. 6 ASPECT:SaveBonus|+1 trait bonus on saving throws against fear effects
+Shoanti Steed KEY:Trait ~ Shoanti Steed CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Shoanti PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Shoanti Steed],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC:Your nomadic culture gives you a profound knowledge of and respect for the horses that roam your homelands. You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense). AUTO:EQUIP|Horse (Light/Combat Trained) SOURCEPAGE:p. 6
+Shoanti Tattoo KEY:Trait ~ Shoanti Tattoo CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Shoanti PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Shoanti Tattoo],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC: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. AUTO:WEAPONPROF|Klar|Shoanti Bola|Earth Breaker SOURCEPAGE:p. 6 ASPECT:SaveBonus|+1 trait bonus on saving throws against fear effects
#### VARISIAN RACE TRAITS
## Characters of the Varisian ethnicity have access to the following two race traits.
-Harrow Chosen KEY:Trait ~ Harrow Chosen CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Varisian PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Harrow Chosen],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC: All your life you've been drawn to the mysteries surrounding your family's harrow deck. You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. AUTO:EQUIP|Harrow Deck SOURCEPAGE:p.8
-Varisian Tattoo KEY:Trait ~ Varisian Tattoo CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Varisian PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Varisian Tattoo],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC: 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. AUTO:WEAPONPROF|Scarf (Bladed)|Starknife SOURCEPAGE:p.8 ASPECT:SaveBonus|+1 trait bonus on saving throws against charm and compulsion effects
+Harrow Chosen KEY:Trait ~ Harrow Chosen CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Varisian PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Harrow Chosen],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC: All your life you've been drawn to the mysteries surrounding your family's harrow deck. You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. AUTO:EQUIP|Harrow Deck SOURCEPAGE:p.8
+Varisian Tattoo KEY:Trait ~ Varisian Tattoo CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Varisian PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Varisian Tattoo],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RaceTrait] DESC: 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. AUTO:WEAPONPROF|Scarf (Bladed)|Starknife SOURCEPAGE:p.8 ASPECT:SaveBonus|+1 trait bonus on saving throws against charm and compulsion effects
#### KORVOSAN REGIONAL TRAITS
## The following are regional traits for characters who hail from Korvosa.
-Roof Racer KEY:Trait ~ Roof Racer CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Roof Racer],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC: You've spent more than your fair share of time among the strange sloping slums that cover the rooftops of much of Old Korvosa. When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is. SOURCEPAGE:p. 19
-Savage Breaker KEY:Trait ~ Savage Breaker CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Savage Breaker],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC: You openly despise the crude Shoanti and their backward ways. You gain a +2 trait bonus on combat maneuver checks made to sunder clubs, earth breakers, klars, hide armor, primitive armor and weapons (see Ultimate Combat), and any other equipment the GM deems "barbarian-made." SOURCEPAGE:p. 19 ASPECT:CombatBonus|+2 trait bonus on combat maneuver checks made to sunder "barbarian-made" equipment
+Roof Racer KEY:Trait ~ Roof Racer CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Roof Racer],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC: You've spent more than your fair share of time among the strange sloping slums that cover the rooftops of much of Old Korvosa. When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is. SOURCEPAGE:p. 19
+Savage Breaker KEY:Trait ~ Savage Breaker CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Savage Breaker],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC: You openly despise the crude Shoanti and their backward ways. You gain a +2 trait bonus on combat maneuver checks made to sunder clubs, earth breakers, klars, hide armor, primitive armor and weapons (see Ultimate Combat), and any other equipment the GM deems "barbarian-made." SOURCEPAGE:p. 19 ASPECT:CombatBonus|+2 trait bonus on combat maneuver checks made to sunder "barbarian-made" equipment
#### MAGNIMAR REGIONAL TRAITS
## The following are regional traits for Magnimar.
-Empyreal Cultist KEY:Trait ~ Empyreal Cultist CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREDEITY:1,PANTHEON.Empyreal Lords PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Empyreal Cultist],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Your faith in the empyreal lords-a host of good demigods-and your fascination with the legendary Angel of the Arvensoar have you constantly on the hopeful lookout for celestial messengers. Choose an empyreal lord as your patron deity. You gain Celestial as a bonus language and a +1 trait bonus on Diplomacy checks when dealing with good-aligned humanoids. AUTO:LANG|Celestial BONUS:SITUATION|Diplomacy=vs. Good-aligned humanoids|1|TYPE=Trait SOURCEPAGE:p. 21
-Underbridge Dweller KEY:Trait ~ Underbridge Dweller CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Underbridge Dweller],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you. BONUS:SITUATION|Perception=In dim light|2|TYPE=Trait CSKILL:Perception SOURCEPAGE:p. 21
+Empyreal Cultist KEY:Trait ~ Empyreal Cultist CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREDEITY:1,PANTHEON.Empyreal Lords PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Empyreal Cultist],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Your faith in the empyreal lords-a host of good demigods-and your fascination with the legendary Angel of the Arvensoar have you constantly on the hopeful lookout for celestial messengers. Choose an empyreal lord as your patron deity. You gain Celestial as a bonus language and a +1 trait bonus on Diplomacy checks when dealing with good-aligned humanoids. AUTO:LANG|Celestial BONUS:SITUATION|Diplomacy=vs. Good-aligned humanoids|1|TYPE=Trait SOURCEPAGE:p. 21
+Underbridge Dweller KEY:Trait ~ Underbridge Dweller CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Underbridge Dweller],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you. BONUS:SITUATION|Perception=In dim light|2|TYPE=Trait CSKILL:Perception SOURCEPAGE:p. 21
#### RIDDLEPORT REGIONAL TRAITS
## The following are regional traits for Riddleport.
-Cypher Resistance KEY:Trait ~ Cypher Resistance CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Cypher Resistance],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:You have grown up near the Cyphergate, passing under its arch countless times in your lifetime. You can recount the runes from memory, and repeated exposure has imbued you with a faint resistance to runic magic. You gain a +2 trait bonus on saving throws against spells with the word "glyph" or "symbol" in their name. SOURCEPAGE:p. 23 ASPECT:SaveBonus|+2 trait vs spells with the word "glyph" or "symbol" in their name
-Winner's Luck KEY:Trait ~ Winner's Luck CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Winner's Luck],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Winning at the tables in Riddleport's gambling houses can be as devastating as losing. Years of dodging the jealous blows of card table patrons have given you a sixth sense for when your luck is about to run out. Whenever you succeed at a Reflex saving throw, you may draw a weapon as an immediate action, or a hidden weapon as a move action. SOURCEPAGE:p. 23
+Cypher Resistance KEY:Trait ~ Cypher Resistance CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Cypher Resistance],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:You have grown up near the Cyphergate, passing under its arch countless times in your lifetime. You can recount the runes from memory, and repeated exposure has imbued you with a faint resistance to runic magic. You gain a +2 trait bonus on saving throws against spells with the word "glyph" or "symbol" in their name. SOURCEPAGE:p. 23 ASPECT:SaveBonus|+2 trait vs spells with the word "glyph" or "symbol" in their name
+Winner's Luck KEY:Trait ~ Winner's Luck CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Winner's Luck],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Winning at the tables in Riddleport's gambling houses can be as devastating as losing. Years of dodging the jealous blows of card table patrons have given you a sixth sense for when your luck is about to run out. Whenever you succeed at a Reflex saving throw, you may draw a weapon as an immediate action, or a hidden weapon as a move action. SOURCEPAGE:p. 23
#### JANDERHOFF REGIONAL TRAIT
## The following is a regional trait for Janderhoff.
-Coincunning KEY:Trait ~ Coincunning CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Coincunning],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Whether from working with dwarven merchants or being one yourself, you've developed a distinctly dwarven business sense. You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking. BONUS:SITUATION|Perception=Notice valuable trade goods|2|TYPE=Trait SOURCEPAGE:p. 24
+Coincunning KEY:Trait ~ Coincunning CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Coincunning],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Whether from working with dwarven merchants or being one yourself, you've developed a distinctly dwarven business sense. You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking. BONUS:SITUATION|Perception=Notice valuable trade goods|2|TYPE=Trait SOURCEPAGE:p. 24
#### KAER MAGA REGIONAL TRAIT
## The following is a regional trait for Kaer Maga.
-Emissary KEY:Trait ~ Emissary CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Emissary],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Accustomed to the strange residents of Kaer Maga, you have few prejudices. You gain a +2 trait bonus on Diplomacy checks when dealing with aberrations, monstrous humanoids, undead, and creatures with the giant subtype. BONUS:SITUATION|Diplomacy=Aberrations|2|TYPE=Trait BONUS:SITUATION|Diplomacy=Monstrous Humanoids|2|TYPE=Trait BONUS:SITUATION|Diplomacy=Undead|2|TYPE=Trait BONUS:SITUATION|Diplomacy=Giant subtype|2|TYPE=Trait SOURCEPAGE:p. 25
+Emissary KEY:Trait ~ Emissary CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Emissary],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Accustomed to the strange residents of Kaer Maga, you have few prejudices. You gain a +2 trait bonus on Diplomacy checks when dealing with aberrations, monstrous humanoids, undead, and creatures with the giant subtype. BONUS:SITUATION|Diplomacy=Aberrations|2|TYPE=Trait BONUS:SITUATION|Diplomacy=Monstrous Humanoids|2|TYPE=Trait BONUS:SITUATION|Diplomacy=Undead|2|TYPE=Trait BONUS:SITUATION|Diplomacy=Giant subtype|2|TYPE=Trait SOURCEPAGE:p. 25
#### REGIONAL VARISIA TRAITS
## The following are regional traits for characters who start their careers in Varisia's smaller settlements.
-Humble Beginnings KEY:Trait ~ Humble Beginnings CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Humble Beginnings],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC: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.) MULT:YES CHOOSE:NUMCHOICES=1|EQUIPMENT|Boot|Bucket|Frying Pan|Mug|Rolling Pin|Spade|Stool AUTO:EQUIP|%LIST VFEAT:Catch Off-Guard|PREEQUIP:1,%LIST SOURCEPAGE:p. 27
-Local Know-It-All KEY:Trait ~ Local Know-It-All CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Local Know-It-All],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Choose a community that you've lived in for at least 5 years. You gain a +2 trait bonus on Knowledge (local) checks related to that community. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|USERINPUT|TITLE=Local Know-It-All Community SELECT:1 BONUS:SITUATION|Knowledge (Local)=Local Know-It-All|2|TYPE=Trait SOURCEPAGE:p. 27
+Humble Beginnings KEY:Trait ~ Humble Beginnings CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Humble Beginnings],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC: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.) MULT:YES CHOOSE:NUMCHOICES=1|EQUIPMENT|Boot|Bucket|Frying Pan|Mug|Rolling Pin|Spade|Stool AUTO:EQUIP|%LIST VFEAT:Catch Off-Guard|PREEQUIP:1,%LIST SOURCEPAGE:p. 27
+Local Know-It-All KEY:Trait ~ Local Know-It-All CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Local Know-It-All],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Choose a community that you've lived in for at least 5 years. You gain a +2 trait bonus on Knowledge (local) checks related to that community. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|USERINPUT|TITLE=Local Know-It-All Community SELECT:1 BONUS:SITUATION|Knowledge (Local)=Local Know-It-All|2|TYPE=Trait SOURCEPAGE:p. 27
#Regional Influence Block
-Regional Influence KEY:Trait ~ Regional Influence CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Although you live some distance from the city-state your community owes fealty to, you've been influenced by its sophisticated urban ways. Determine the city-state of which your home is a holding. You gain a +1 trait bonus on checks with one Profession skill and one of the following benefits. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|SKILL|Profession% BONUS:ABILITYPOOL|Regional Trait Choice|1 BONUS:SKILL|LIST|1|Type=Trait SOURCEPAGE:p. 27
-Regional Influence / Korvosa KEY:Trait ~ Regional Influence ~ Korvosa CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence DEFINE:KorvosaHasInfernal|0 DESC:Gain Infernal as a bonus language. If you already have this language, gain a +1 trait bonus on Diplomacy checks. AUTO:LANG|Infernal|PREMULT:2,[!PRELANG:1,Infernal],[PREVAREQ:KorvosaHasInfernal,0] BONUS:SKILL|Diplomacy|1|Type=Trait|PREMULT:2,[PRELANG:1,Infernal],[PREVAREQ:KorvosaHasInfernal,1] BONUS:VAR|KorvosaHasInfernal|1|PRELANG:1,Infernal
-Regional Influence / Magnimar KEY:Trait ~ Regional Influence ~ Magnimar CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence DESC:Gain one random Varisian idol (see page 15). KIT:1|Regional Influence - Magnimar (Random)
-Regional Influence / Riddleport KEY:Trait ~ Regional Influence ~ Riddleport CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence DESC:Gain a +1 trait bonus on Swim checks. BONUS:SKILL|Swim|1|Type=Trait
+Regional Influence KEY:Trait ~ Regional Influence CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Although you live some distance from the city-state your community owes fealty to, you've been influenced by its sophisticated urban ways. Determine the city-state of which your home is a holding. You gain a +1 trait bonus on checks with one Profession skill and one of the following benefits. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|SKILL|Profession% BONUS:ABILITYPOOL|Regional Trait Choice|1 BONUS:SKILL|LIST|1|Type=Trait SOURCEPAGE:p. 27
+Regional Influence / Korvosa KEY:Trait ~ Regional Influence ~ Korvosa CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence DEFINE:KorvosaHasInfernal|0 DESC:Gain Infernal as a bonus language. If you already have this language, gain a +1 trait bonus on Diplomacy checks. AUTO:LANG|Infernal|PREMULT:2,[!PRELANG:1,Infernal],[PREVAREQ:KorvosaHasInfernal,0] BONUS:SKILL|Diplomacy|1|Type=Trait|PREMULT:2,[PRELANG:1,Infernal],[PREVAREQ:KorvosaHasInfernal,1] BONUS:VAR|KorvosaHasInfernal|1|PRELANG:1,Infernal
+Regional Influence / Magnimar KEY:Trait ~ Regional Influence ~ Magnimar CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence DESC:Gain one random Varisian idol (see page 15). KIT:1|Regional Influence - Magnimar (Random)
+Regional Influence / Riddleport KEY:Trait ~ Regional Influence ~ Riddleport CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence DESC:Gain a +1 trait bonus on Swim checks. BONUS:SKILL|Swim|1|Type=Trait
-CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain Infernal as a bonus language. If you already have this language, gain a +1 trait bonus on Diplomacy checks.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Korvosa
-CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain one random Varisian idol (see page 15).|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Magnimar
-CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain a +1 trait bonus on Swim checks.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Riddleport
+CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain Infernal as a bonus language. If you already have this language, gain a +1 trait bonus on Diplomacy checks.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Korvosa
+CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain one random Varisian idol (see page 15).|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Magnimar
+CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain a +1 trait bonus on Swim checks.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Riddleport
#Regional Recluse Block
-Regional Recluse KEY:Trait ~ Regional Recluse CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Your home community prides itself on remaining independent from Varisia's city-states. Choose one of Varisia's unaffiliated settlements from this list below. You gain a +1 trait bonus on Survival checks and one of the following benefits. BONUS:ABILITYPOOL|Regional Trait Choice|1 BONUS:SKILL|Survival|1|Type=Trait SOURCEPAGE:p. 27
-Regional Recluse / Arsmeril KEY:Trait ~ Regional Recluse ~ Arsmeril CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain a +1 trait bonus on Perception checks made at night. BONUS:SITUATION|Perception=At night|1|TYPE=Trait
-Regional Recluse / Crying Leaf KEY:Trait ~ Regional Recluse ~ Crying Leaf CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain a +1 trait bonus on Perception checks made at night. BONUS:SITUATION|Perception=At night|1|TYPE=Trait
-Regional Recluse / Ilsurian KEY:Trait ~ Regional Recluse ~ Ilsurian CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain proficiency with light shields. AUTO:SHIELDPROF|SHIELDTYPE=Light
-Regional Recluse / Sanos Forest KEY:Trait ~ Regional Recluse ~ Sanos Forest CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DEFINE:RegionalRecluseHasGnome|0 DESC:Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas. AUTO:LANG|Gnome|PREMULT:2,[!PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,0] BONUS:SITUATION|Stealth=In forests|1|TYPE=Trait|PREMULT:2,[PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,1] BONUS:VAR|RegionalRecluseHasGnome|1|PRELANG:1,Gnome
-Regional Recluse / Whistledown KEY:Trait ~ Regional Recluse ~ Whistledown CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DEFINE:RegionalRecluseHasGnome|0 DESC:Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas. AUTO:LANG|Gnome|PREMULT:2,[!PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,0] BONUS:SITUATION|Stealth=In forests|1|TYPE=Trait|PREMULT:2,[PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,1] BONUS:VAR|RegionalRecluseHasGnome|1|PRELANG:1,Gnome
-Regional Recluse / Turtleback Ferry KEY:Trait ~ Regional Recluse ~ Turtleback Ferry CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain a +1 bonus to damage on all attacks against creatures of the giant type. ASPECT:CombatBonus|+1 trait bonus against creatures of the giant type.
-Regional Recluse / Urglin KEY:Trait ~ Regional Recluse ~ Urglin CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DEFINE:RegionalRecluseHasOrc|0 DESC:Gain Orc as a bonus language. If you already know this language, gain a +1 trait bonus on Intimidate checks. AUTO:LANG|Orc|PREMULT:2,[!PRELANG:1,Orc],[PREVAREQ:RegionalRecluseHasOrc,0] BONUS:SKILL|Intimidate|1|TYPE=Trait|PREMULT:2,[PRELANG:1,Orc],[PREVAREQ:RegionalRecluseHasOrc,1] BONUS:VAR|RegionalRecluseHasOrc|1|PRELANG:1,Orc
+Regional Recluse KEY:Trait ~ Regional Recluse CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] DESC:Your home community prides itself on remaining independent from Varisia's city-states. Choose one of Varisia's unaffiliated settlements from this list below. You gain a +1 trait bonus on Survival checks and one of the following benefits. BONUS:ABILITYPOOL|Regional Trait Choice|1 BONUS:SKILL|Survival|1|Type=Trait SOURCEPAGE:p. 27
+Regional Recluse / Arsmeril KEY:Trait ~ Regional Recluse ~ Arsmeril CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain a +1 trait bonus on Perception checks made at night. BONUS:SITUATION|Perception=At night|1|TYPE=Trait
+Regional Recluse / Crying Leaf KEY:Trait ~ Regional Recluse ~ Crying Leaf CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain a +1 trait bonus on Perception checks made at night. BONUS:SITUATION|Perception=At night|1|TYPE=Trait
+Regional Recluse / Ilsurian KEY:Trait ~ Regional Recluse ~ Ilsurian CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain proficiency with light shields. AUTO:SHIELDPROF|SHIELDTYPE=Light
+Regional Recluse / Sanos Forest KEY:Trait ~ Regional Recluse ~ Sanos Forest CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DEFINE:RegionalRecluseHasGnome|0 DESC:Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas. AUTO:LANG|Gnome|PREMULT:2,[!PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,0] BONUS:SITUATION|Stealth=In forests|1|TYPE=Trait|PREMULT:2,[PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,1] BONUS:VAR|RegionalRecluseHasGnome|1|PRELANG:1,Gnome
+Regional Recluse / Whistledown KEY:Trait ~ Regional Recluse ~ Whistledown CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DEFINE:RegionalRecluseHasGnome|0 DESC:Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas. AUTO:LANG|Gnome|PREMULT:2,[!PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,0] BONUS:SITUATION|Stealth=In forests|1|TYPE=Trait|PREMULT:2,[PRELANG:1,Gnome],[PREVAREQ:RegionalRecluseHasGnome,1] BONUS:VAR|RegionalRecluseHasGnome|1|PRELANG:1,Gnome
+Regional Recluse / Turtleback Ferry KEY:Trait ~ Regional Recluse ~ Turtleback Ferry CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain a +1 bonus to damage on all attacks against creatures of the giant type. ASPECT:CombatBonus|+1 trait bonus against creatures of the giant type.
+Regional Recluse / Urglin KEY:Trait ~ Regional Recluse ~ Urglin CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DEFINE:RegionalRecluseHasOrc|0 DESC:Gain Orc as a bonus language. If you already know this language, gain a +1 trait bonus on Intimidate checks. AUTO:LANG|Orc|PREMULT:2,[!PRELANG:1,Orc],[PREVAREQ:RegionalRecluseHasOrc,0] BONUS:SKILL|Intimidate|1|TYPE=Trait|PREMULT:2,[PRELANG:1,Orc],[PREVAREQ:RegionalRecluseHasOrc,1] BONUS:VAR|RegionalRecluseHasOrc|1|PRELANG:1,Orc
-CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain a +1 trait bonus on Perception checks made at night.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Arsmeril
-CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain a +1 trait bonus on Perception checks made at night.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Crying Leaf
-CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain proficiency with light shields.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Ilsurian
-CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Sanos Forest
-CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Whistledown
-CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain a +1 bonus to damage on all attacks against creatures of the giant type.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Turtleback Ferry
-CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain Orc as a bonus language. If you already know this language, gain a +1 trait bonus on Intimidate checks.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Urglin
+CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain a +1 trait bonus on Perception checks made at night.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Arsmeril
+CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain a +1 trait bonus on Perception checks made at night.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Crying Leaf
+CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain proficiency with light shields.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Ilsurian
+CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Sanos Forest
+CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD ...
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