Mummy's Mask Campaign Traits (Apath)
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Campaign Traits
These campaign traits supersede those of the Player's Guide. In addition to these campaign-specific traits, characters with ties to the Pathfinder Society can also choose a faction to be able to choose faction traits. Faction traits is a separate category of traits and are not considered campaign traits.
Archaeologist
You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of Ancient Osirion. Hearing that the famed necropolis of Wati has finally been opened for exploration, you've come to that city to get firsthand experience with the lost secrets of Ancient Osirion's master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you can use this skill instead of Perception to find concealed or secret doors and traps.
Blackros Agent
The Blackros family is an influential bloodline that counts descent only on the female line. Many of their agents are men, but the family itself is only human and part-human women. After earlier events, there exists a cautious alliance between the Blackros family and the Pathfinder Society. As a Blackros agent, you have your own separate network of agents and safe houses. Any attempt to gather information about you or those you protect suffer a -20 penalty on the Diplomacy check and you are protected by misdirection at a caster level equal to your class level when in such a safe house. You also gain a +1 trait bonus on Bluff, Intimidate, Knowledge (nobility), and Sense Motive, and one of these skills is a class skill for you. You can expect friendly reactions from desert nomads, and learn Suel as a bonus language.
Blood of Pharaohs
Long ago, one of your ancestors ruled over the lands ofOsirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati's necropolis. You gain a +1 trait bonus on Fortitude saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, gain Ancient Osiriani as a bonus language.
Desert Born (Campaign)
You have lived all your life in the desert, and prospered from it. You gain a +4 trait bonus on any Con checks and saving throws made to resist the effects of being in hot conditions, +4 trait bonus on Survival checks in desert terrain, and a +1 trait bonus on all Fortitude saves. One of Handle Animal, Ride, or Survival becomes a class skill for you.
Devotee of the Old Gods
Osirion has a history stretching back over 8,ooo years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion's heyday—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion's past alive—a past that still lingers on in the untouched necropolis of Wati.
Chose one of Knowledge (history) and Knowledge (religion) as an additional class skill. When you make a Knowledge (religion) check about the ancient religion and roll less than 10, treat the die roll as if it was 10. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on Will saves.
Foreign Opportunist
You're not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion-and "liberate" the treasures they hold-is too good to pass up. Whether or not you're interested in the history of this land, you're definitely interested in the wealth that's lain hidden in dusty crypts for millenniasuch as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets and Pathfinder Society allows you to gain 5% more wealth when you reequip (see Financial Backing).
Mummy-Cursed
One of your ancestors ran afoul of a mummy's curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You've come to Wati to explore its untouched necropolis, and while you hope you won't have to face a real undead mummy, at least you have some defense if you do. When affected by curses, curse effects, and the spell-like and supernatural effects of undead that allows a saving throw, you gain an additional saving throw at the end of your next turn. If you succeed at this additional saving throw, the curse or effect ends, but any damage taken remains.
Pathfinder Guard
You are a guard hired by the Pathfinder Society, either a local or one brought from Greyhawk City. You take your job of providing security very seriously. You gain a +1 bonus on Perception and Sense Motive checks, and one of these skills become a class skill for you. In addition, you reduce the armor check penalty of any armor worn by 1, to a minimum of zero. This is considered a trait bonus, and does not stack with similar bonuses from other traits.
Pathfinder Scholar
You are one of the scholars sponsored by the Pathfinder Society to undertake the expedition to Wati, and you have an academic background in the society. All Knowledge skills are class skills for you. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Resurrected
At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn't your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati's famous necropolis. You are immune to death effects and negative levels.
Research Assistant
You are a handyman and assistant on the Pathfinder expedition. You are used to dealing with locals and archaeological sites. You can communicate basic concepts to other humanoids, such as trading or requesting food and shelter, even without a common language. You gain a +1 trait bonus on Diplomacy, Heal and Survival checks and one of these skills becomes a class skill for you. Finally, you gain a +1 trait bonus on Reflex saves.
Sphinx Riddler
You've always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas. Like so many others, you've come to Wati to explore its ancient necropolis, but you've also heard that sphinxes occasionally visit a sphinx-shaped ruin called Ubet's Folly in the city-perhaps you'll have the chance to meet and talk with a sphinx yourself! You gain a +4 trait bonus on Linguistics checks and Linguistics is a class skill for you. In addition, you gain Sphinx as a bonus language and can hope for preferential treatment from sphinxes. This also helps you solve riddles. You can use your Linguistic bonus instead of Knowledge checks and half your Linguistics bonus instead of Intelligence bonus to gain clues to riddles.
Trap Finder
Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +2 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Undead Crusader
You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You can always ignore the damage reduction of undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
Wati Native
You were born and raised in the city of Wati, and you know its streets and secrets well. Although it's frowned upon by the city's authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you've never actually entered one of the necropolis's silent tombs, but you have no fear of what might lie inside. Fear affects you less than others. The shaken condition affects you not at all. The frightened conditions have the normal effect of being shaken. The covering and panicked conditions have the normal effect of being frightened. In addition, you gain you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you. You can always take 20 on Knowledge (local) checks relating to the modern city of Wati, without consuming additional time.
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