Any PCs who are from the local area may use the Dice Roller to receive as a DM Bonus one of the Traits listed below.
OR
If you want to directly choose one yourself, you can do so at a cost of 2 Point-Buy Points (obviously this is only available if you are using the Point Buy System for Character Creation.
(Most of the names and places will make more sense after I have posted the "Common Campaign Knowledge" Thread.)
d% Local Trait
01 - 10 Child of Jzadirune
11 - 20 Demonscarred
21 - 30 Dream Haunted
31 - 40 Long Shadowed
41 - 50 Scales of the Naga
51 - 60 Nobility
61 - 70 Scarred Soul
71 - 80 Scion of Surabar
81 - 90 Touched in the Head
91 - 100 Lung-Blooded
The local traits your character gains as a native of the Cauldron area are detailed below:
Child of Jzadirune
One of your ancestors lived in Jzadirune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
Benefit: You gain a +2 bonus on all saving throws to resist the effects of disease.
Drawback: You suffer a -2 morale penalty on saving throws against fear while in the ruins of Jzadirune, or when fighting creatures that are diseased or can inflict disease with a spell, supernatural ability, or extraordinary ability.
Roleplaying Ideas: Your parents told you harrowing stories about the Vanishing, and your dreams are haunted by visions in which you catch the disease and slowly fade away.
Demonscarred
One of your far ancestors was a half-fiend. As a result, you carry some of that taint with you.
Benefit: Regardless of your actual alignment, spells and spell-like abilities with the evil descriptor treat you as if your alignment were evil. Magic items are similarly fooled. An unholy blight spell, for example, won't damage you, no matter what your actual alignment is.
Drawback: Regardless of your actual alignment, spells and spell-like abilities with the good descriptor treat you as if your alignment were evil. Magic items are similarly fooled. A holy word spell, for example, will harm you, even if you are good aligned.
Roleplaying Ideas: Perhaps you are moody, gloomy, and/or have a short temper.
Dream Haunted
Your dreams are haunted by strange visions to tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster!
Benefit: You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued.
Drawback: You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effect. If you are normally immune to sleep effects, you lose that immunity.
Roleplaying Ideas: You are always feel sleepy, though not to the point of fatigue. You tend to nod off when bored, and sometimes find it difficult to remember minor, relatively unimportant bits of information.
Long Shadowed
You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago. However, the tribe's penchant for necromantic magic runs in your blood.
Benefit: You automatically stabilize if reduced to negative hit points. When you take damage from negative energy, you reduce the actual damage you take by 5 points.
Drawback: Healing magic works poorly on you. Whenever you regain hit points from magical healing, you gain one (1) less point of healing per character level you possess to a minimum of one point per die rolled.
Roleplaying Ideas: You are somewhat morbid and intrigued by death and undeath, even if these interests are purely to learn more of your enemies.
Scales of the Naga
One of your ancestors served the Naga. Select a reptilian animal of your choice; that animal feels a mystic bond with you.
Benefit: Reptiles have a strange reticence when they attack you, and suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy ability, you gain a +1 bonus on wild empathy checks with such creatures.
Drawback: You suffer a -4 penalty on saving throws to resist poisons, and take +1 point of damage from such attacks.
Roleplaying Ideas: You have a curious, charming quality that is at once intriguing and disturbing. Some people immediately distrust you, but you're loyal to your friends.
Nobility
You were born into a noble family.
Benefit: You start play with an additional 200gp, and gain a +1 bonus on all Diplomacy and Intimidate checks made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more favorably to your presence.
Drawback: You are well-known and recognizable, and suffer a -4 penalty on Disguise rolls made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more poorly to your presence.
Roleplaying Ideas: You might be haughty, impatient, or condescending to others. You might spend money frivolously, believing that there'll always be more income to be had.
Scarred Soul
You've lead a particularly tough life. Perhaps you're an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy and haunted.
Benefit: You gain a +2 bonus on initiative checks.
Drawback: Your experiences have left your mind less able to deal with trauma, and as a result you suffer a -1 penalty on all Will saves.
Roleplaying Ideas: You are quick to anger, jumpy, and possibly even a bit hyperactive. You're prone to feeling of paranoia and unfounded fear.
Scion of Surabar
You are a descendant of the man who discovered Cauldron, helped settle the region, and aided in the defeat of an ancient demonic army.
Benefit: Pride for your lineage girds your mind and soul. You gain a +2 morale bonus on saving throws against fear, death effects, and insanity or confusion.
Drawback: Demons that encounter you in this region (not those that you might fight on other planes) can instinctively sense your lineage and connection to their old enemy, and gain a +1 morale bonus on attack rolls and weapon damage rolls when fighting you.
Roleplaying Ideas: You are proud of your heritage, and quick to anger if another mocks it. You find demons intolerable, and some might see you as haughty or imperious.
Touched in the Head
You're a little crazy.
Benefit: Your mind is disorganized and chaotic. You gain a +1 bonus on saving throws against mind-affecting effects, save for those effects that cause confusion or insanity.
Drawback: Your inability to concentrate for long makes you suffer a -1 penalty on all Wisdom-based skill checks.
Roleplaying Ideas: Obviously you have a Chaotic/Individualistic view on life. In addition, you have a number of strange quirks (whistling off-key, eating raw meat, a nervous tic, a tendency to scream at odd moments, and so on) that can make you difficult to get along with.
Lung-Blooded (Dragon Spirit)
On of your far ancestors was the offspring of a Tun Mi Lung and a mortal. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, very small ears, or ever-so-slightly pointed teeth.
Benefit: You gain a +4 bonus on all saving throws against electric energies, a +2 bonus on Swim checks, and a +1 bonus on Listen and Spot checks.
Drawback: Your body isn't quite as limber as it should be. You take a -2 penalty on Reflex saves.
Roleplaying Ideas: Your emotions are powerful and often difficult for you to control. You have an "iron stomach" and can (often will) eat almost any edible thing.
This message was last edited by the GM at 05:16, Thu 02 Dec 2010.