Campaign Trait

Campaign Traits: You can select any of these or come up with your own that can explain why you’re a pathfinder and why you get the TLDR bonuses.

Alabaster Outcast:
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.
TLDR:
· +1 trait bonus on Diplomacy and Intimidate checks made within Magniamar
· Start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp

Ex-Sczarni:
Though you were raised as a member of one of Magnimar’s various Sczarni gangs, you never f it 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 +1 trait bonus on Bluff checks. Also, anytime you deliver a coup de grace, you deal an additional 1d6 points of damage.
TLDR:
· +1 trait bonus on Bluff checks
· Anytime you deliver a coup de grace, you deal an additional 1d6 points of damage.

Exchange Agent:
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 Pathfinder Campaign Setting: 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.
TLDR:
· Choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language
· 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.

Monument Scholar:
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.
TLDR:
· +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.

Nontraditional Native:
You are a member of the Shoanti or Varisian ethnicity who left your people to learn more about the mysteries of your strange homeland. 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.
If you are a Varisian, 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.
If you are a Shoanti, 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.
TLDR: Choose one
· +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.
· +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.

Ruin Raider:
While the mercantile industries of Magnimar appeal to your keen eye for monetary gain, you know that the boldest route to true fortune lies 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 statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.
TLDR:
· +1 trait bonus on Appraise checks
· +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.

Serpent Runner:
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: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +1 trait bonus on Intimidate checks.
TLDR: Choose one of the first two
· Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower
· When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1
· You gain a +1 trait bonus on Intimidate checks

Campaign Trait

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