The City of Lanterns
Balefire Regional Traits
Here are traits you may choose after living in Balefire for nearly a year. Also as of now (1-22-10 or 3rd Dancer of Scrolls 1102 GR) you are all on the MEDIUM XP track. So update your PC’s accordingly!!!
Learning the secrets of shadow and toiling beneath the Masters of the Shadowcrafters Guild has taught you the methods of binding magical energies into items. Knowing these secrets allows you to resist spells triggered from Magic Items. You gain a +1 trait bonus on all saves vs. spells or effects created by Magic Items.
You were born and raised near the Witchfire wastes or if you were born in Balefire, you often had to travel the dangerous trails with your family. Predators, goblins, and worse haunt the Wastes, and you’ve become something of an expert at evading them. You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
Lantern Lighter Cadet
You are training to become a member of the Lanterneers Guild and patrol the city lighting its many protective lanterns. Tales of veteran lantern lighters and practical training tips from instructors make sure that you know your way around a fight against undead foes. You gain a +1 trait bonus to weapon damage against undead.
One of your close relatives was a gifted merchant, and taught you early in life how to see the innate value in any object. You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you.
Shock and Awe
You grew up an orphan on the streets, and spent many years of childhood in the Darkflash District. The strange and often horrific sights you saw forced you to grow up fast—there’s little that can shock or unsettle you. You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls and all skill checks for the next minute.
Magic is Life
Your connection to your magical bloodline allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
You spent a portion of your childhood working for the Shadowcrafters, the guild responsible for policing and watching over all trade that takes place in the notorious Shadow Emporium. You have quite a bit more spending cash than most others of your age as a result, and start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Emporium, and any transactions you make there are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.
You are training to join the City Watch of Blaefire. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.
You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.
You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.