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
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