The Shackled City
Shackled City Campaign Traits
In order to select a trait from this list, a character must count Cauldron or one of the surrounding villages or towns as their home. You may choose ONE of the following traits during character creation, along with ONE trait from the Advanced Players Guide.
Child of Jzadirune: One of your ancestors lived in Jzadirune at the time the Vanishing (which I will explain to you if you choose this trait) struck. You are especially resistant to diseases, and gain a +2 bonus on all saving throws made to resist the effects of disease.
Demonscarred: One of your ancestors was a half-fiend. As a result, you carry some of the taint with you. 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. You also gain a +1 bonus to Fort saves vs. poison.
Dream Haunted: Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster! Whenever you would become fatigued, you become winded instead. There are no benefits or penalties to being winded, but if you should become winded a second time while already having the winded condition, you then become fatigued.
Long Shadowed: You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago. Still, this tribe’s penchant for necromantic magic runs in your blood. You automatically stabilize if reduced to negative hit points. You gain 1 point of negative energy resistance.
Mark of the Beast: One of your ancestors was a lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you. Animals have a strange reticence when they attack you, and suffer a -2 penalty to attack rolls made against you. If you have the wild empathy ability, you gain a +1 bonus on wild empathy checks.
Nobility: You were born into a noble family. You start play with an additional 200 gp, and gain +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.
Scarred Soul: You’ve led 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. You gain a +2 bonus on Initiative checks.
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. 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.
Touched in the Head: You’re a little crazy. Your mind is disorganized and chaotic. You gain a +2 bonus on all saving throws against mind-affecting effects, save for those effects that cause confusion or insanity.
Wyrm Blooded: One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, or tiny vestigial horns on your head. You gain 1 point of acid resistance, and +1 bonus on either Swim or Perception checks; the chosen skill is always a class skill for you.