1# CVS $Revision: $ $Author: $ -- Wed Feb 3 13:52:26 2016 -- reformated by PCGen PrettyLST v6.06.00 2SOURCELONG:Varisia, Birthplace of Legends SOURCESHORT:VBoL SOURCEWEB:http://paizo.com/products/btpy8tim?Pathfinder-Player-Companion-Varisia-Birthplace-of-Legends SOURCEDATE:2012-9 3# Original Entry by: John Mooney (SLoPPYALieN) 4 5#### RISE OF THE RUNELORDS CAMPAIGN TRAITS 6## 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. 7# Ability Name Unique Key Product Identity? 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 Ability Bonus Ability Pool Combat bonus Misc bonus Bonus to Situation Bonus to skill Modify VAR Bonus language Class Skill Apply Kit Source Page Aspects 8Sandpoint 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],[PREVAREQ:BypassTraitRestriction,1],[!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 9Thrill Seeker KEY:Trait ~ Thrill Seeker CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Thrill Seeker],[PREVAREQ:BypassTraitRestriction,1],[!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 10 11#### SHOANTI RACE TRAITS 12## Characters of the Shoanti ethnicity have access to the following two race traits. 13Shoanti Steed KEY:Trait ~ Shoanti Steed NAMEISPI:YES CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Shoanti PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Shoanti Steed],[PREVAREQ:BypassTraitRestriction,1],[!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 14Shoanti Tattoo KEY:Trait ~ Shoanti Tattoo NAMEISPI:YES CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Shoanti PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Shoanti Tattoo],[PREVAREQ:BypassTraitRestriction,1],[!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 15 16#### VARISIAN RACE TRAITS 17## Characters of the Varisian ethnicity have access to the following two race traits. 18Harrow 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],[PREVAREQ:BypassTraitRestriction,1],[!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 19Varisian Tattoo KEY:Trait ~ Varisian Tattoo NAMEISPI:YES CATEGORY:Special Ability TYPE:Trait.RaceTrait.HumanTrait PREABILITY:1,CATEGORY=Background,Varisian PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Varisian Tattoo],[PREVAREQ:BypassTraitRestriction,1],[!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 20 21#### KORVOSAN REGIONAL TRAITS 22## The following are regional traits for characters who hail from Korvosa. 23Roof Racer KEY:Trait ~ Roof Racer CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Roof Racer],[PREVAREQ:BypassTraitRestriction,1],[!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 24Savage Breaker KEY:Trait ~ Savage Breaker CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Savage Breaker],[PREVAREQ:BypassTraitRestriction,1],[!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 25 26#### MAGNIMAR REGIONAL TRAITS 27## The following are regional traits for Magnimar. 28Empyreal Cultist KEY:Trait ~ Empyreal Cultist NAMEISPI:YES CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREDEITY:1,PANTHEON.Empyreal Lords PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Empyreal Cultist],[PREVAREQ:BypassTraitRestriction,1],[!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 29Underbridge Dweller KEY:Trait ~ Underbridge Dweller CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Underbridge Dweller],[PREVAREQ:BypassTraitRestriction,1],[!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 30 31#### RIDDLEPORT REGIONAL TRAITS 32## The following are regional traits for Riddleport. 33Cypher Resistance KEY:Trait ~ Cypher Resistance CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Cypher Resistance],[PREVAREQ:BypassTraitRestriction,1],[!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 34Winner's Luck KEY:Trait ~ Winner's Luck CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Winner's Luck],[PREVAREQ:BypassTraitRestriction,1],[!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 35 36#### JANDERHOFF REGIONAL TRAIT 37## The following is a regional trait for Janderhoff. 38Coincunning KEY:Trait ~ Coincunning CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Coincunning],[PREVAREQ:BypassTraitRestriction,1],[!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 39 40#### KAER MAGA REGIONAL TRAIT 41## The following is a regional trait for Kaer Maga. 42Emissary KEY:Trait ~ Emissary CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Emissary],[PREVAREQ:BypassTraitRestriction,1],[!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 43 44#### REGIONAL VARISIA TRAITS 45## The following are regional traits for characters who start their careers in Varisia's smaller settlements. 46Humble Beginnings KEY:Trait ~ Humble Beginnings CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Humble Beginnings],[PREVAREQ:BypassTraitRestriction,1],[!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 ABILITY:FEAT|VIRTUAL|Catch Off-Guard|PREEQUIP:1,%LIST SOURCEPAGE:p.27 47Local 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],[PREVAREQ:BypassTraitRestriction,1],[!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 48 49#Regional Influence Block 50Regional Influence KEY:Trait ~ Regional Influence CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence],[PREVAREQ:BypassTraitRestriction,1],[!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 51Regional Influence / Korvosa KEY:Trait ~ Regional Influence ~ Korvosa NAMEISPI:YES 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 52Regional Influence / Magnimar KEY:Trait ~ Regional Influence ~ Magnimar NAMEISPI:YES 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) 53Regional Influence / Riddleport KEY:Trait ~ Regional Influence ~ Riddleport NAMEISPI:YES 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 54 55CATEGORY=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 56CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain one random Varisian idol (see page 15).|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Magnimar 57CATEGORY=Special Ability|Trait ~ Regional Influence.MOD DESC:Gain a +1 trait bonus on Swim checks.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Influence ~ Riddleport 58 59#Regional Recluse Block 60Regional Recluse KEY:Trait ~ Regional Recluse CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse],[PREVAREQ:BypassTraitRestriction,1],[!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 61Regional Recluse / Arsmeril KEY:Trait ~ Regional Recluse ~ Arsmeril NAMEISPI:YES 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 62Regional Recluse / Crying Leaf KEY:Trait ~ Regional Recluse ~ Crying Leaf NAMEISPI:YES 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 63Regional Recluse / Ilsurian KEY:Trait ~ Regional Recluse ~ Ilsurian NAMEISPI:YES CATEGORY:Special Ability TYPE:TraitRegionalChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse DESC:Gain proficiency with light shields. AUTO:SHIELDPROF|SHIELDTYPE=Light 64Regional Recluse / Sanos Forest KEY:Trait ~ Regional Recluse ~ Sanos Forest NAMEISPI:YES 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 65Regional Recluse / Whistledown KEY:Trait ~ Regional Recluse ~ Whistledown NAMEISPI:YES 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 66Regional Recluse / Turtleback Ferry KEY:Trait ~ Regional Recluse ~ Turtleback Ferry NAMEISPI:YES 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. 67Regional Recluse / Urglin KEY:Trait ~ Regional Recluse ~ Urglin NAMEISPI:YES 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 68 69CATEGORY=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 70CATEGORY=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 71CATEGORY=Special Ability|Trait ~ Regional Recluse.MOD DESC:Gain proficiency with light shields.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Regional Recluse ~ Ilsurian 72CATEGORY=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 73CATEGORY=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 74CATEGORY=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 75CATEGORY=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 76 77Town Gossip KEY:Trait ~ Town Gossip CATEGORY:Special Ability TYPE:Trait.RegionalTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Town Gossip],[PREVAREQ:BypassTraitRestriction,1],[!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 Diplomacy checks while in that community. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|USERINPUT|TITLE=Town Gossip Community SELECT:1 SOURCEPAGE:p.27 78 79#### CURSE OF THE CRIMSON THRONE CAMPAIGN TRAITS 80##Characters created for this campaign begin play in the city of Korvosa and should have a reason to hate the criminal Gaedren Lamm. 81Dockside Avenger KEY:Trait ~ Dockside Avenger CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Dockside Avenger],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:No crime is too despicable for Gaedren Lamm and his thugs-a gang of lowlife murderers, kidnappers, and drug dealers that operate in Korvosa's Midland district. You've lost someone to Lamm and now you're out for revenge. While Lamm remains alive and free, you are not slain until your hit point total reaches a negative number equal to your Constitution score + 3. Once Lamm is imprisoned or killed, you lose the former benefit but gain 3 permanent hit points. SOURCEPAGE:p.28 82 83# Varisian Immunity Block 84Varisian Immunity KEY:Trait ~ Varisian Immunity CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Varisian Immunity],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:Your family is particularly hearty, and has even passed down tales of a Varisian ancestor who sought to cure (or, some loose-lipped relatives say, create) diseases. You gain a +1 trait bonus on saving throws made to resist diseases. Additionally, you are immune to the diseases Vorel's Phage and Blood Veil. You DO NOT need to be of the Varisian ethnicity to take this campaign trait, but if you're not, your background should explain how you have a Varisian ancestor. ABILITY:Special Ability|AUTOMATIC|Immunity to Disease (Blood Veil)|Immunity to Disease (Vorel's Phage) SOURCEPAGE:p.28 ASPECT:SaveBonus|+1 trait bonus on saving throws made to resist diseases 85Immunity to Disease (Vorel's Phage) NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Immunity DESC:You are immune to the Vorel's Phage disease. SOURCEPAGE:p.28 ASPECT:Immunity|Disease 86Immunity to Disease (Blood Veil) CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Immunity DESC:You can immune to the Blood Veil disease. SOURCEPAGE:p.28 ASPECT:Immunity|Disease 87 88#### SECOND DARKNESS CAMPAIGN TRAITS 89## Characters created for this campaign begin play in the city of Riddleport and should be interested in the upcoming "Cheat the Devil and Take His Gold" gambling tournament. 90Daring Doomsayer KEY:Trait ~ Daring Doomsayer CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Daring Doomsayer],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:The end times are coming, and the shadow in the sky over Riddleport is just the first piece of proof. Convinced that the end of the world is nigh, you've decided to take part in the Golden Goblin's gambling tournament-after all, what do you have to lose? Whenever you roll a "1" on an attack roll, you gain a +1 trait bonus on your next attack roll so long as it is made within 1 minute. You also begin play with a placard bearing an apocalyptic slogan of your choice-this wooden sign can be used as a club. AUTO:EQUIP|Daring Doomsayer's Placard SOURCEPAGE:p.29 ASPECT:CombatBonus|Whenever you roll a "1" on an attack roll, you gain a +1 trait bonus on your next attack roll so long as it is made within 1 minute 91Fixer of Odds KEY:Trait ~ Fixer of Odds CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Fixer of Odds],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:You're going to win the Golden Goblin's upcoming "Cheat the Devil and Take His Gold" tournament one way or the other. You gain a +1 trait bonus on Profession (gambling) checks, and creatures searching you for objects hidden on your body don't gain the usual +4 bonus on their Perception checks. Additionally, you begin play with a "fixed" six-sided die (it has two "6s" and no "1") and a dagger. BONUS:SKILL|Profession (Gambler)|1|Type=TRAIT KIT:1|Fixer of Odds SOURCEPAGE:p.29 92Portentous Perception KEY:Trait ~ Portentous Perception CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Portentous Perception],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:You've come (or been sent) to Riddleport to observe the strange Blot that has appeared in the city's sky. You've decided to put your keen senses to the test at the Golden Goblin's upcoming gambling competition while you're here. Your sharp eyesight makes it easier for you to notice things at a distance. For you, Perception checks only start increasing in difficulty at a range of 20 feet or farther, as opposed to the normal 10. This has no effect on checks made to perceive things within 10 feet. SOURCEPAGE:p.29 93 94#### JADE REGENT CAMPAIGN TRAITS 95## These campaign traits encourage characters to begin play in the town of Sandpoint as an acquaintance of one of four noteworthy residents: 96## Ameiko Kaijitsu, proprietor of the Rusty Dragon tavern; Koya Mvashti, Varisian fortune-teller; Sandru Vhiski, adventurous caravan master; or Shalelu Andosana, elven scout. 97Best Customer KEY:Trait ~ Best Customer CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Best Customer],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:You've sat on your favorite barstool at the Rusty Dragon every night for as long as you can remember- and some nights you can't remember thanks to a few too many drinks. In your various hazes, you've gotten to know the tap house's proprietor, Ameiko, or one of her regulars, Sandru, quite well. Additionally, you're well acquainted with a variety of uses for strong drink. Any time you have an alcoholic beverage on hand, you can expend one use of it to grant you a +2 trait bonus on a Heal check. This bonus increases to +4 if you're treating your favorite drinking buddy (your NPC of choice). NPC Choices: Ameiko, Sandru. BONUS:ABILITYPOOL|Campaign Trait Choice|1 SOURCEPAGE:p.29 98Best Customer / Ameiko KEY:Trait ~ Best Customer ~ Ameiko NAMEISPI:YES CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Best Customer BONUS:SITUATION|Heal=Alcoholic Beverage|2|TYPE=Trait BONUS:SITUATION|Heal=Alcoholic Beverage/Ameiko|4|TYPE=Trait 99Best Customer / Sandru KEY:Trait ~ Best Customer ~ Sandru NAMEISPI:YES CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Best Customer BONUS:SITUATION|Heal=Alcoholic Beverage|2|TYPE=Trait BONUS:SITUATION|Heal=Alcoholic Beverage/Sandru|4|TYPE=Trait 100 101Foreign-Tongued KEY:Trait ~ Foreign-Tongued CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Foreign-Tongued],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:Intrigued by the travels of one of your long-time acquaintances, you've convinced her to teach you one of the exotic languages she picked up in her journeys. Choose one of the following characters. You may select one of that character's languages as a bonus language. Additionally, you gain a +2 trait bonus on Bluff checks made to pass secret messages to the chosen character (see the description of the Bluff skill). NPC Choices: Ameiko, Koya, Sandru, Shalelu. BONUS:ABILITYPOOL|Campaign Trait Choice|1 SOURCEPAGE:p.29 102Foreign-Tongued / Ameiko KEY:Trait ~ Foreign-Tongued ~ Ameiko NAMEISPI:YES CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Foreign-Tongued MULT:YES CHOOSE:LANG|Tien|Varisian SELECT:1 AUTO:LANG|%LIST BONUS:SITUATION|Bluff=Pass Hidden Message/Ameiko|2|TYPE=Trait 103Foreign-Tongued / Koya KEY:Trait ~ Foreign-Tongued ~ Koya NAMEISPI:YES CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Foreign-Tongued AUTO:LANG|Varisian BONUS:SITUATION|Bluff=Pass Hidden Message/Koya|2|TYPE=Trait 104Foreign-Tongued / Sandru KEY:Trait ~ Foreign-Tongued ~ Sandru NAMEISPI:YES CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Foreign-Tongued AUTO:LANG|Varisian BONUS:SITUATION|Bluff=Pass Hidden Message/Sandru|2|TYPE=Trait 105Foreign-Tongued / Shalelu KEY:Trait ~ Foreign-Tongued ~ Shalelu NAMEISPI:YES CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Foreign-Tongued MULT:YES CHOOSE:LANG|Elven|Goblin SELECT:1 AUTO:LANG|%LIST BONUS:SITUATION|Bluff=Pass Hidden Message/Shalelu|2|TYPE=Trait 106 107#### SHATTERED STAR CAMPAIGN TRAITS 108## The following campaign traits tie characters to the Shattered Star Adventure Path. Characters designed for this campaign should plan to be residents or new arrivals to the city of Magnimar. They should also either be members of the Pathfinder Society or nonmembers who have an interest in joining up at the local Pathfinder lodge. 109# COMMENT: Need means to restrict the EQUIPMENT chooser to items with COST < 200 GP to complete the Alabaster Outcast Trait below. 110Alabaster Outcast KEY:Trait ~ Alabaster Outcast CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Alabaster Outcast],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:You are a member of one of Magnimar's wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk-goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble's outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing; see Magnimar, City of Monuments). MULT:YES CHOOSE:NUMCHOICES=1|EQUIPMENT|% SELECT:1 BONUS:SITUATION|Diplomacy=In Magnimar,Intimidate=In Magnimar|1|TYPE=Trait KIT:1|Alabaster Outcast SOURCEPAGE:p.30 111Ex-Sczarni KEY:Trait ~ Ex-Sczarni NAMEISPI:YES CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Ex-Sczarni],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:Though you were raised as a member of one of Magnimar's various Sczarni gangs, you never fit in with the rest of your settled, metropolitan brethren. The Pathfinder Society in particular recognized your wanderlust and potential as an agent, and on more than one occasion you impressed or bamboozled their agents with your street smarts and finesse. Over the years, you fell out of favor with the Sczarni, and eventually left to pursue interests outside of simple banditry, though you still remember the lessons your criminal relations taught you. You gain a +2 trait bonus on Bluff checks to pass hidden messages. Also, anytime you deliver a coup de grace, you deal an additional 1d6 points of damage. BONUS:SITUATION|Bluff=Pass Hidden Message|2|TYPE=Trait SOURCEPAGE:p.30 ASPECT:CombatBonus|+1d6 dmg when you deliver a coup de grace 112Exchange Agent KEY:Trait ~ Exchange Agent CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Exchange Agent],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:Although you're a relative newcomer to Magnimar, you're not some naive stranger. You've been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain's disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you. MULT:YES CHOOSE:NUMCHOICES=1|SKILL|Handle Animal|Knowledge (Geography)|Linguistics|Survival BONUS:SKILL|LIST|1|TYPE=Trait BONUS:LANGUAGES|NUMBER|1 CSKILL:LIST SOURCEPAGE:p.31 113Monument Scholar KEY:Trait ~ Monument Scholar CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Monument Scholar],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:As a child in Magnimar, the city's ancient monuments inspired you with wonder. Your fascination with these relics has only grown in the years since, encouraging you to join the ranks of the Pathfinder Society so you can further quench your thirst for knowledge. Though you know little about the actual lore of the monuments, you've studied these colossal works extensively, developing an in-depth knowledge of some of the city's most famous landmarks. You gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar's magically imbued monuments (see Magnimar, City of Monuments for more details). BONUS:SITUATION|Knowledge (History)=Varisia|1|TYPE=Trait BONUS:SITUATION|Knowledge (History)=Magnimar|2|TYPE=Trait SOURCEPAGE:p.31 114Nontraditional Native KEY:Trait ~ Nontraditional Native CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Nontraditional Native],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] PRERACE:1,RACESUBTYPE=Shoanti,RACESUBTYPE=Varisian DESC:You are a member of the Varisian ethnicity who left your people to learn more about the mysteries of your strange homeland.|PRERACE:1,RACESUBTYPE=Varisian DESC:You are a member of the Shoanti ethnicity who left your people to learn more about the mysteries of your strange homeland.|PRERACE:1,RACESUBTYPE=Shoanti DESC:Your travels have recently brought you to the Pathfinder lodge in Magnimar. Although none of your family members are present, you carry them and your family traditions with you. DESC:You gain a +1 trait bonus on Knowledge (geography) checks made relating to Varisia and gain a +1 trait bonus on damage rolls made during the surprise round when you're wielding a bladed scarf or starknife.|PRERACE:1,RACESUBTYPE=Varisian DESC:You gain a +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.|PRERACE:1,RACESUBTYPE=Shoanti BONUS:SITUATION|Knowledge (Geography)=Varisia|1|TYPE=Trait|PRERACE:1,RACESUBTYPE=Varisian BONUS:SITUATION|Survival=Varisia|1|TYPE=Trait|PRERACE:1,RACESUBTYPE=Shoanti SOURCEPAGE:p.31 ASPECT:CombatBonus|+1 trait bonus on damage rolls during surprise round when wielding Bladed Scarf or Starknife|PRERACE:1,RACESUBTYPE=Varisian ASPECT:CombatBonus|+1 trait bonus to confirm critical hits made using an Earth Breaker or a Klar|PRERACE:1,RACESUBTYPE=Shoanti 115Ruin Raider KEY:Trait ~ Ruin Raider CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Ruin Raider],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:While the mercantile industries of Magnimar appeal to your keen eye for monetary gain, you know that the boldest route to true fortune lays in hunting down rare relics and selling them to the highest bidder. Becoming a Pathfinder seemed like an obvious decision, allowing you to travel throughout Varisia in your search for wealth, so you signed up right away. You brought with you a sharp eye and keen ability to distinguish fakes from the genuine article. You gain a +1 trait bonus on Appraise checks. Additionally, you gain a +4 bonus on Perception checks made to distinguish statuelike creatures (like caryatid columns and gargoyles) from actual sculptures. BONUS:SITUATION|Perception=Distinguish statue-like creatures|4 BONUS:SKILL|Appraise|1|TYPE=Trait SOURCEPAGE:p.31 116 117#Serpent Runner Block 118Serpent Runner KEY:Trait ~ Serpent Runner CATEGORY:Special Ability TYPE:Trait.CampaignTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner],[PREVAREQ:BypassTraitRestriction,1],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] DESC:You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: BONUS:ABILITYPOOL|Campaign Trait Choice|1 SOURCEPAGE:p.31 119Serpent Runner / Armor (Light) KEY:Trait ~ Serpent Runner ~ Armor Light CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner DESC:When wearing Light armor, you treat its armor check penalty as if it were -1 lower. BONUS:MISC|ACCHECK|1|PREEQUIP:1,TYPE=Armor.Light 120Serpent Runner / Armor (Medium) KEY:Trait ~ Serpent Runner ~ Armor Medium CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner DESC:When wearing Medium armor, you treat its armor check penalty as if it were -1 lower. BONUS:MISC|ACCHECK|1|PREEQUIP:1,TYPE=Armor.Medium 121Serpent Runner / Armor (Heavy) KEY:Trait ~ Serpent Runner ~ Armor Heavy CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner DESC:When wearing Heavy armor, you treat its armor check penalty as if it were -1 lower. BONUS:MISC|ACCHECK|1|PREEQUIP:1,TYPE=Armor.Heavy 122Serpent Runner / Two Weapon KEY:Trait ~ Serpent Runner ~ Two Weapon CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner DESC:When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. BONUS:COMBAT|TOHIT-PRIMARY|1|PREMULT:2,[PREEQUIPPRIMARY:1,TYPE=Melee],[PREEQUIPSECONDARY:1,TYPE=Melee] 123Serpent Runner / Intimidate KEY:Trait ~ Serpent Runner ~ Intimidate CATEGORY:Special Ability TYPE:TraitCampaignChoice PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner DESC:You gain a +2 trait bonus on Intimidate checks to demoralize opponents. BONUS:SITUATION|Intimidate=To demoralize|2|TYPE=TRAIT 124 125CATEGORY=Special Ability|Trait ~ Serpent Runner.MOD DESC:When wearing Light armor, you treat its armor check penalty as if it were -1 lower.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner ~ Armor Light 126CATEGORY=Special Ability|Trait ~ Serpent Runner.MOD DESC:When wearing Medium armor, you treat its armor check penalty as if it were -1 lower.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner ~ Armor Medium 127CATEGORY=Special Ability|Trait ~ Serpent Runner.MOD DESC:When wearing Heavy armor, you treat its armor check penalty as if it were -1 lower.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner ~ Armor Heavy 128CATEGORY=Special Ability|Trait ~ Serpent Runner.MOD DESC:When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner ~ Two Weapon 129CATEGORY=Special Ability|Trait ~ Serpent Runner.MOD DESC:You gain a +2 trait bonus on Intimidate checks to demoralize opponents.|PREABILITY:1,CATEGORY=Special Ability,Trait ~ Serpent Runner ~ Intimidate 130