Regional Traits

Character Sketch

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Like normal traits, these regional traits tie your character to a specific geographic area. It is assumed that to gain the trait that character grew up in, or spent at least one year in, that particular settlement. Unlike normal regional traits, these have prerequisites. This means that they should probably be selected during the feat selection point of character-building.


Ferrule

Prerequisite: 1 rank in Knowledge(Local) or Sense Motive OR Charisma 15+.

You work or grew up in Ferrule, the aristocratic nexus of Umbra. You've seen the sights and sampled all this land has to offer.

Benefit: You gain a +5 to any Knowledge(Local) or Knowledge(Geography) check that specifically applies to Ferrule. Also you, unlike the many tourists of Ferrule, automatically pass any check to obtain the regular market price for an item you are selling (typically half its purchase price) as long as the buyer is "Indifferent" or better. This does not allow the character to sell inappropriate items to vendors (e.g. selling bloody goblin leather armor to a cheese monger) or allow the character to exceed gold caps for a particular store or area.


The Breaks

Prerequisite: Dwarf or Gnome OR Strength 15+ OR 1 rank in Knowledge(Engineering) or Profession(Miner).

You grew up or worked in the camps of The Breaks and are no stranger to getting your hands dirty. You know the difference between a cross-peen and straight-peen hammer and definitely know how to swing either.

Benefit: You gain a +5 to any Knowledge(Local) or Knowledge(Geography) check that specifically applies to The Breaks. Being a part of this brotherhood of laborers allows you access to any set of masterwork artisan's tools or any workshop that a craft check would be required for as long as necessary. Additional help from the camps' workers also changes a craft check's "week of work" check into a 5-day check. These benefits only apply while in The Breaks.


Highmill

Prerequisite: Arcane spellcasting ability OR 1 rank in Profession(Scribe) OR Intelligence 15+.

You studied or worked in Highmill, the seat of magic and knowledge in Umbra. You wear the cloth of your station as a LowWizard, an Adept, or a Scribe. You are automatically respected and sometimes feared by the commonfolk of Umbra. However, you have also glimpsed onto the other side and carry a deep fear of what lays beyond the protective magical veils of Umbra.

Benefit: You gain a +5 to any Knowledge(Local) or Knowledge(Geography) check that specifically applies to Highmill. You also gain a +2 to any Spellcraft or Knowledge(Arcana) check that applies to the magic of the Leys. You also gain a +2 to any Knowledge(History) check specifically about Umbra.


Breeze

Prerequisite: Elf, Half-elf, Ranger, or Druid OR 1 rank in Knowledge(Nature).

You grew up or frequently hunted in the forest village of Breeze. You know what it is to sleep under the moon, to live off the land, and to survive on your own. The haughty citizens of Ferrule would call the people of Breeze xenophobic...you merely understand that the connections between this earth do not revolve around coins or words.

Benefit: You gain a +5 to any Knowledge(Local) or Knowledge(Geography) check that specifically applies to Breeze. You also automatically pass any check to identify common flora or fauna that are native to Umbra. Although this does not allow you to automatically identify alchemical properties of flora, you do know if the flora is safe to consume. You also gain a +2 to Survival checks to "get along in the wild" and to avoid natural hazards while in Umbra.


Canter

Prerequisite: 1 rank Handle Animal, Profession(Farmer),or Profession(Stable Master) OR Constitution 15+.

You grew up and worked in the farmlands of Canter. You are no stranger to toil or waking up early. The smell of pig manure doesn't phase you and you know how to sew a ripped shirt, shoe a horse, and fix an axle. The highfalutin folks of Ferrule might call you a hick. You rest assured in the peace that your calloused fist would settle that argument.

Benefit: You gain a +5 to any Knowledge(Local) or Knowledge(Geography) check that specifically applies to Canter. You also gain a +1 inherent bonus to Fortitude.


Prow

Prerequisite: 1 rank in Profession(Fisherman), Profession(Sailor), or Craft(Ships).

You hail from Prow. You are a child of the river. You know a dozen ways to cook mudminnow and another two dozen dirty jokes. You can bend and set a hook with one hand. You are the classic seafaring mix of superstitious and skilled.

Benefit: You gain a +5 to any Knowledge(Local) or Knowledge(Geography) check that specifically applies to Prow. You gain a +2 inherent bonus to Swim checks. From your dealings with the merfolk, you may add Aquan to your list of available languages.


Traverse

Prerequisite: Martial Weapon Proficiency.

You have served a tour of duty in the fort of Traverse. Although the skirmishing with the goblins has never been up-close-and-personal, you've definitely shot a bolt or two at goblins too close to the mithril wall. You carry your regimented duties out with marekd discipline because, even though it doesn't seem important now, the goblins are always out there...along with other, more terrible things.

Benefit: You gain a +5 to any Knowledge(Local) or Knowledge(Geography) check that specifically applies to Traverse. You gain a +5 Knowledge(Local) that pertains the the shamanistic goblin tribe that dwells in the swamps southeast of Traverse. Also, the feat Combat Expertise no longer carries a prerequisite for you.