23b-January-2015TER-05-Backgrounds.parthttp://personal.lightandlinedesign.com/charbuilder/TER-05-Backgrounds.parthttp://personal.lightandlinedesign.com/charbuilder/TER-05-Backgrounds.txt
Created 31-August-2011
Updated 01-August-2012 Partial fix for Versatile Individual background
Updated 23-February-2013 Added skill specializations to the builder and trait lists
Updated 17-January-2014 Completed the Talents as skills code so that they'll show up properly
Updated 06-February-2014 Added Local Info and (Traveller) as background skills, and appropriate specializations
Updated 06-February-2014 Added Cartographer talent
Updated 11-July-2014 Added first Perception knack
Updated 23-January-2015 Added Talented (Adventurer) to make Pat happy
Campaign You've learned to keep your balance, slip free from restraints, and perform acrobatics stunts. Perhaps you were a cat burglar, or a circus performer. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You have picked up knowledge about magic-related lore and magic effects. You might be a scholar, a caster, or even a mage-hunter. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You have trained in physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You might be an outdoorsman, or a special-op soldier. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You can make what's false appear to be true, what's outrageous seem plausible, and what's suspicious seem ordinary. You might be a con-artist, or perhaps a storyteller. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You can influence others with your tact, subtlety, and social grace. You could be the head of a large family, someone working in a service industry, or a diplomat. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You have picked up knowledge and skills related to dungeoneering - an ill-defined field of study that includes architecture and engineering, as well as small-group tactics and some small amount of monster lore. As a dungeoneer, you're possibly some sort of engineer or esoteric scholar. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You're good at gritting your teeth and slogging through things that would be too painful for others - often physical activities, but sometimes it just covers listening to an absolute boor. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You know how to help someone recover from wounds or debilitating conditions, including disease. You may be a doctor, an alchemist, or a poisoner. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You have picked up knowledge related to the history of a region and beyond, which covers such things as laws, strategy, customs and traditions, and the like. You may be a barrister, a general, or a scholar. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You can discern intent and decipher body language during social interactions. You might be a political demagogue, a common confidante, or a con-artist. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion. Perhaps you are a thug, a fire-and-brimstone evangelist, or just a cutthroat businessman. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You have picked up knowledge and skills related to nature. You might be a hunter or farmer, a druid, or a scout. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You have an eye that notices clues, detects secret doors, spots imminent dangers, finds traps, and more. You may be a spy, a detective - or even just a parent. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology. The obvious assumption is that you are a member of the clergy, but you could also be an interested individual, or a political figure who understands religion's role in society. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard. Being good at stealth suggests you may be a thief, hunter, or something similar. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You know how to find out what's going on, who the movers and shakers are, where to get what you need, and where not to go. You might be a guide, a bartender, or a local political figure. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign You can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. You might be a mechanic, a juggler, or a thief. You can select two options from a set of mix-and-match background bonuses. Skill User Campaign Backgrounds that grant defensive bonuses. You can select two options from a set of mix-and-match background bonuses. Miscellaneous Campaign You learned some tricks that will serve you well in combat. You can select two options from a set of mix-and-match background bonuses. Miscellaneous Campaign You're more capable than most of picking up various tricks. You can purchase a background that gives you the ability to pick up an additional multiclass. Miscellaneous ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0001 ID_TER_BACKGROUND_0001
You add Acrobatics to your class skill list, and you gain a +1 bonus to Acrobatics checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0001 ID_TER_BACKGROUND_0001
You gain a +2 bonus to Acrobatics checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0002 ID_TER_BACKGROUND_0002
You add Arcana to your class skill list, and you gain a +1 bonus to Arcana checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0002 ID_TER_BACKGROUND_0002
You gain a +2 bonus to Arcana checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0003 ID_TER_BACKGROUND_0003
You add Athletics to your class skill list, and you gain a +1 bonus to Athletics checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0003 ID_TER_BACKGROUND_0003
You gain a +2 bonus to Athletics checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0004 ID_TER_BACKGROUND_0004
You add Bluff to your class skill list, and you gain a +1 bonus to Bluff checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0004 ID_TER_BACKGROUND_0004
You gain a +2 bonus to Bluff checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0005 ID_TER_BACKGROUND_0005
You add Diplomacy to your class skill list, and you gain a +1 bonus to Diplomacy checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0005 ID_TER_BACKGROUND_0005
You gain a +2 bonus to Diplomacy checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0006 ID_TER_BACKGROUND_0006
You add Dungeoneering to your class skill list, and you gain a +1 bonus to Dungeoneering checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0006 ID_TER_BACKGROUND_0006
You gain a +2 bonus to Dungeoneering checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0007 ID_TER_BACKGROUND_0007
You add Endurance to your class skill list, and you gain a +1 bonus to Endurance checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0007 ID_TER_BACKGROUND_0007
You gain a +2 bonus to Endurance checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0008 ID_TER_BACKGROUND_0008
You add Heal to your class skill list, and you gain a +1 bonus to Heal checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0008 ID_TER_BACKGROUND_0008
You gain a +2 bonus to Heal checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0009 ID_TER_BACKGROUND_0009
You add History to your class skill list, and you gain a +1 bonus to History checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0009 ID_TER_BACKGROUND_0009
You gain a +2 bonus to History checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0010 ID_TER_BACKGROUND_0010
You add Insight to your class skill list, and you gain a +1 bonus to Insight checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0010 ID_TER_BACKGROUND_0010
You gain a +2 bonus to Insight checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0011 ID_TER_BACKGROUND_0011
You add Intimidate to your class skill list, and you gain a +1 bonus to Intimidate checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0011 ID_TER_BACKGROUND_0011
You gain a +2 bonus to Intimidate checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0012 ID_TER_BACKGROUND_0012
You add Nature to your class skill list, and you gain a +1 bonus to Nature checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0012 ID_TER_BACKGROUND_0012
You gain a +2 bonus to Nature checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0013 ID_TER_BACKGROUND_0013
You add Perception to your class skill list, and you gain a +1 bonus to Perception checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0013 ID_TER_BACKGROUND_0013
You gain a +2 bonus to Perception checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0014 ID_TER_BACKGROUND_0014
You add Religion to your class skill list, and you gain a +1 bonus to Religion checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0014 ID_TER_BACKGROUND_0014
You gain a +2 bonus to Religion checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0015 ID_TER_BACKGROUND_0015
You add Stealth to your class skill list, and you gain a +1 bonus to Stealth checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0015 ID_TER_BACKGROUND_0015
You gain a +2 bonus to Stealth checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0016 ID_TER_BACKGROUND_0016
You add Streetwise to your class skill list, and you gain a +1 bonus to Streetwise checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0016 ID_TER_BACKGROUND_0016
You gain a +2 bonus to Streetwise checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0017 ID_TER_BACKGROUND_0017
You add Thievery to your class skill list, and you gain a +1 bonus to Thievery checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0017 ID_TER_BACKGROUND_0017
You gain a +2 bonus to Thievery checks.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You substitute your highest ability score for Constitution to determine your initial hit points. This counts as two choices; after choosing this, choose Concentrated Health II, now available, to receive the benefit.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018,ID_TER_BACKGROUND_0135 ID_TER_BACKGROUND_0018
You substitute your highest ability score for Constitution to determine your initial hit points. This required you to take Concentrated Health I.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0001 ID_TER_BACKGROUND_0001
You can reroll any Acrobatics check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0002 ID_TER_BACKGROUND_0002
You can reroll any Arcana check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0003 ID_TER_BACKGROUND_0003
You can reroll any Athletics check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0004 ID_TER_BACKGROUND_0004
You can reroll any Bluff check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0005 ID_TER_BACKGROUND_0005
You can reroll any Diplomacy check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0006 ID_TER_BACKGROUND_0006
You can reroll any Dungeoneering check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0007 ID_TER_BACKGROUND_0007
You can reroll any Endurance check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0008 ID_TER_BACKGROUND_0008
You can reroll any Heal check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0009 ID_TER_BACKGROUND_0009
You can reroll any History check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0010 ID_TER_BACKGROUND_0010
You can reroll any Insight check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0011 ID_TER_BACKGROUND_0011
You can reroll any Intimidate check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0012 ID_TER_BACKGROUND_0012
You can reroll any Nature check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0013 ID_TER_BACKGROUND_0013
You can reroll any Perception check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0014 ID_TER_BACKGROUND_0014
You can reroll any Religion check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0015 ID_TER_BACKGROUND_0015
You can reroll any Stealth check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0016 ID_TER_BACKGROUND_0016
You can reroll any Streetwise check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0017 ID_TER_BACKGROUND_0017
You can reroll any Thievery check, but you must keep the second result, even if it is worse.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0019 ID_TER_BACKGROUND_0019
You gain training in one simple or martial weapon of your choice.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0019 ID_TER_BACKGROUND_0019
You gain a +1 bonus to Intiative.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 acid (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to acid by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 cold (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to cold by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 fire (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to fire by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 lightning (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to lightning by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 necrotic (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to necrotic by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 poison (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to poison by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 psychic (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to psychic by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0018 ID_TER_BACKGROUND_0018
You gain resist 2 thunder (or your existing resistance to that damage type increases by 2.)
At 11th level, increase your resistance to thunder by 2, and at 21st, by another 2.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0019 ID_TER_BACKGROUND_0019
When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0020 ID_TER_BACKGROUND_0020
You can multiclass to an additional class. This counts as two choices; after choosing this, choose Versatile II, now available, to receive the benefit.
ID_INTERNAL_INTERNAL_BACKGROUND_BENEFIT ID_TER_BACKGROUND_0020,ID_TER_BACKGROUND_0167 ID_TER_BACKGROUND_0020
You can multiclass to an additional class. This required you to take Versatile I.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITSELECT ID_INTERNAL_LEVEL1RULES_TRAITSELECT
Traits are character abilities and natures that cannot be put into numbers.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have very good relations with a race other than your own, to the point that you are considered a member of this race for social purposes. You are considered to be as honorable as any other member of this race, accepted as one of their own. Among humans, this only applies to one human culture; humans are too diverse for any one nonhuman to become accepted among all of humanity.
4th level ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have an agent who will act on your behalf and represent you. While unwilling to risk his or her life, the agent will carry out instructions to the best of his ability, and look out for your interests when you are otherwise occupied. He will also travel to represent you in other places and can be sent on missions on his own. In return, the agent expects advice, patronage, and that you use your contacts on his behalf.
An agent is an NPC two levels lower than yours of a class and race agreed upon with the DM. If your agent is killed, you will want to retrain this talent.
Trained in Intimidate ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are very good at projecting your image, be it scary or dazzling. This is great for becoming the center of attention. You can make an Intimidate roll as a free action when someone first spots you, on a success they take note of you. They do not become friendly or hostile; they merely focus some of their attention on you.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Your family is old and recognized for its nobility, one of the most prestigious in the land. In a campaign where most everyone is a noble (a chivalry campaign, for example) you may even be of royal blood.
Those who care about such things will see you as a born leader, and your career often benefits. It is easy for you to be invited to parties and social functions, and you have relatives in high places. Your word is given due consideration, you are a valuable and reliable witness, and you will mostly be assumed to have a good reason to be wherever you are doing whatever it is you are doing, even if it might seem fishy. Even those who don't respect nobility find it hard to ignore your manners and bearing, it is clear that you are a person not to be trifled with.
You're not automatically wealthy, some nobles are dirt poor. If you get caught with your hands dirty, Blue Blood may backfire; everyone loves a good scandal.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are a champion for a certain cause, and know among others dedicated to and against this cause. This gives you a set of friends and enemies depending on the exact cause you choose when taking this talent. Causes can be religious, political, or focused on some kind of activity, such as charities. They always have an element of idealism about them; a thieves guild is not a cause.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Contacts are persons you know and who are friendly to you and sympathetic to the same cause as you, but not your direct servants or allies. They will gladly supply information, acting as your eyes and ears. They also willingly perform services for you at normal cost, which can be a boon if they deal in something that is outlawed, rare, or otherwise hard to come by. Over time, your network of contacts grows, you gain new ones while some of your old contacts become obsolete.
This talent gives you a number of contacts equal to half your level, with a minimum of one contact. You generally acquire a new contact once per level, replacing an old one at odd levels and gaining a new one at even levels. Sometimes, your contacts change slower or quicker than this, but can never have more contacts than your level indicates.
A contact should ideally be someone you met and befriended during play. In this way, you can gain influential contacts; kings, courtiers, important heroes and other famous individuals. You can flesh out your stable of contacts with NPCs of your own invention, but these are generally not as important or influential as the ones you meet during play; typical examples are city guardsmen, traders, shopkeepers, local clergy, or minor mystics.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Being cute makes it easy for you to get into social events, make acquaintances, and generally be very popular in a non-domineering sort of way. There is something about you that makes others care for you if you succeed on a Charisma roll against Will defense. People would ordinarily be hostile might kidnap you instead of kill you.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Once per day when you are speculating as to the best course of action or about the motivations of a given character, you can have the GM tell straight out you whether your speculation is correct or incorrect.
Trained in Bluff ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
With a few minutes of work you can disguise yourself as another person of your approximate size and same basic body shape. Imitating a specific individual is also possible, but takes a day of preparation and you need to find appropriate clothes, wigs etc which can be costly, especially if impersonating someone rich. Make a Bluff check opposed by passive Insight to pass inspection.
Normal: Anyone with Bluff can maintain a disguise, but it takes longer to don one and they will need more special materials.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You spend a lot of time on the road, and have a tendency to just happen to be there when it happens. Any time another character is alone and needs help, you can show up if it's at all plausible. Even in non-dangerous scenes you have a tendency to just be there.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
There is something odd and unusual about you, that makes others leave you alone. This might be a mannerism, such as talking to yourself or staring vacantly into space, or an indefinable aura. The end result is that people expect odd tings from you and around you, and will pay no heed to such occurrences unless they cause some kind of direct harm. They might think you a harmless eccentric or leave you alone out of fear. If there is a witch-hunt in the area, this can backfire; people too cowardly or reserved to do something themselves might still report on you.
Talented (Celebrity) Trained in the Celebrity talent ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a group of followers who look up to you, but who do not work for you. On many occasions, they will turn up and offer to help, fawn over you, or just hang around. This is often helpful, but sometimes annoying. They will not generally accompany you on adventures and never enter dungeons.
At any time, you have a number of fans equal to your Charisma score hanging around. All your followers are NPC minions no higher than two levels lower than you. All details are determined by the DM. Rarely, a powerful person or even a monster might turn out to be a fan, in which case he or she is likely to be extra pushy and demanding.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have knowledge of fashions of your time and understanding of what can be worn when and to provoke which reaction. This lets you dress for every occasion, and also gives you the know-how to dress unusually without causing a scandal.
Fashion sense most commonly applies to dress and toilette, but it can apply to art, architecture, cuisine and other cultural traits as well.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have market connections, and can sell or bye almost anything, even contraband, illegal items, loot that needs to be fenced, and other goods that are normally hard to trade in. You still pay market prices; this is mainly useful if you want to keep a very low profile.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a group of followers who work for you. They serve in some capacity; for example as a garrison, police force, ship's crew, caravan drivers, or guild thieves. They report to you, and you can give them orders slightly outside the scope of their normal activity, but they will not generally accompany you on adventures and never enter dungeons.
You have a number of followers equal to your Charisma score, and it they take losses they return to this number as soon as plausible - either because you get new followers, or because defeated ones return to action.
All your followers are identical NPC minions two levels lower than you of a class and race agreed upon with the DM.
Special: You can take this talent several times, each time getting a separate group of followers.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are good at ingraining yourself with rich and powerful people. Having you around and spending money on you makes people feel rich and successful. This makes it easy for you to live off others and join parties and social occasions as a hanger-on. Actually gaining riches or influence will require more effort.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are a member of an established guild; a conservative organization that exists to further the professional interests of its members. A guild provides little direct help, but has facilities you can use with skills and rituals and can provide access to markets. Typical guilds for heroes are mages' and thieves' guilds. Guilds are a great source of trainers, aides, and expertise. They also have medical resources, act as insurers and advocates, and have a pension fund, but such services are generally of little interest to adventurers.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
It is well known that Something Marvelous is coming your way. Typically, you pick a paragon perk you are about to inherit (or an epic perk if you are of paragon level). People will know you are the heir apparent and fawn over you accordingly, tough there are no direct benefits whatsoever.
11th level 11th level ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
It is well known that Something Marvelous is coming your way. Typically, you pick a paragon perk you are about to inherit (or an epic perk if you are of paragon level). People will know you are the heir apparent and fawn over you accordingly, tough there are no direct benefits whatsoever.
Good or lawful good alignment ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a great deal of integrity, and it shows. People find you to be a fair arbiter, an impartial witness, and a trustworthy leader; even if you never strive for positions of responsibility people tend to put their trust in you and turn to you when they need someone to assume responsibility.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a friend in a high position, corresponding to a perk talent one tier above your own. This can be a childhood friend, an accidental acquaintance, a lover, or otherwise someone in an official capacity who you know privately. For example, at the heroic tier, you might have an influential friend with an Army or who is a Minister, while at the paragon level your influential friend can even be a King. At the epic level, you can potentially have divine beings as your influential friend.
Inclined to act in your favor, an influential friend has many other obligations and is unreliable. An influential friends likes you and wants to correspond with you or sped time with you, but is aware that showing you preferential treatment is somewhat irresponsible and thus does not provide the full support of a Mentor. Pressuring an influential friend can produce grand results in the short term, but can easily backlash.
Trained in Diplomacy ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are quick to learn the codes and behaviors that make you an accepted member of a social circle. Once in a group, you are quick to integrate yourself and get treated as an insider; a member rather than an associate, family rather than a friend. You are good at understanding the unwritten rules that holds a group together and exploit them. However, if you break the tenets of the group, people might suddenly realize you were never really a member at all.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are an acknowledged member of a warrior caste with a code to uphold. This is not nobility, but close to it. In many cultures, knighthood is a martial archetype, but it need not be; Chinese knights were martial artists and a fantasy world can easily have supernatural guardians with a similar creed. As a knight (or local equivalent) you are known to follow a code, which makes you trusted and respected. Your word is held in high regard. You can expect free room and board almost anywhere you go. People turn to you with their troubles and expect you to help.
4th level ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a lackey who will provide for and serve you as long as it involves little personal risk. The lackey will travel with you, take care of your mounts or carriage, arrange for food and lodging, set up camp, stand guard, and do other domestic duties. A lackey avoids combat and only fights if sorely pressed. Sometimes, a lackey might provide more exiting services, such as opening a locked chest you bring back to camp, scouting, or acting as a foil, but never in competition with another player character. A lackey can have an interesting background or personal relationship with you.
The lackey is an NPC two levels lower than you, of a class and race agreed upon with the DM, and designed by the DM.
Special: You can take this talent several times, each time gaining a separate lackey. If your lackey is killed, you will want to retrain this talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist I ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist II ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist III ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist IV ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist V ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist VI ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist VII ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Linguist XIII ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Choose a language. You can now speak, read, and write this language fluently.
Trained in Insight ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have the ability to decipher what people are saying merely from looking at their lips moving, as long as you can get a reasonably good view of a speaker's lips and know the language. Certain parts may be obscure or missing or require an Insight roll to understand correctly. If they have reason to be careful, an Insight roll against their Bluff is required.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are sensitive to psychic impressions, and can often catch the mood of a place and get glimpses of important events that happened there in the past. You are aligned with a particular type of spirits, who sometime give you visions. You can use a relevant skill to seek answers from spirits, which is much the same as asking around or doing research in a library, only the answers are colored by the nature of the spirits you commune with. The origin of the spirits is mostly for flavor; they can be encountered everywhere, but are more knowledgeable about their area of origin.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have mentor or employer that sees you as a trusted agent. The mentor is a constant source of information, employment opportunities, and often useless advice.
The DM is encouraged to use the mentor as an adventure hook and patron, and might tailor benefits and rewards to the mentor's outlook on you. You can also turn to the mentor for help and advice, but a mentor will not accept being used and will avoid becoming directly involved in the action. The mentor is a powerful figure, which might or might not mean that he is a high-level character. A rich merchant, influential queen, or behind-the-scenes monster can function as a mentor just as well as the classic warrior lord or wizard sage.
The exact details of your mentor are up to the DM and unknown to you. A mentor might have a secret agenda and use you as a pawn in it, but is rarely hostile to your ideals.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Your identity are commonly mistaken; either for a specific person or for a role other than your own. You are known for traits and abilities you do not possess, based on misinterpretation, rumors, or just plain lies. A commoner fighter could be known as a magical prince, a holy man, or a demon summoner. People influenced by your Celebrity status will have heard of this false repute, and react accordingly.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
Your fate and purpose is linked to a particular enemy. You and this enemy are bound to run across each other again and again, and you have a mysterious way of ending up in one-on-one encounters with this enemy. In addition, your nemesis advances in power as you do, and has an amazing ability to survive and return to fight another day. And should he die, there is always someone else on the sidelines, ready to step in.
The DM has to approve your choice of nemesis; it is generally best to pick a nemesis you've met during play and that proved particularly interesting, memorable, and loathsome.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are an ordained and recognized member of the official clergy of an important religious order. You can officiate at ceremonies and perform religious functions; this makes you a trusted individual and makes sure you are aware of the local gossip. People will naturally turn to you with spiritual and supernatural problems.
Note that not all divine characters need to have this talent. Many clerics have internal duties within their churches and almost never meet lay people, others are free wanderers with no official sanction or responsibilities. Many churches do not have the formal structure this feat implies at all.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have perfect recall; years afterward, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there. You can retroactively use the Perception skill to notice things you didn't think of looking for when you were actually there, which in turn might give more information from knowledge skills.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are never seen in social circles without a beautiful companion on your arm and is known as a man or woman of the world. You are well known at night spots and get VIP treatment in most establishments. Depending on your style, your companions might be lovers, friends, artists you patronize, or just about anything else you can come up with. Your relationship with these people is congenial and warm, but never very serious; you neither expect nor give exclusive attention to any one of them.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
There is something special about the way you use powers. This is a purely visual effect and does not change what the powers actually do, but it makes your power-use distinctive and noticeable. Choose one visual effect for your powers; this can be something like flaming skulls, psychic shock waves, or celestial light. A martial character would usually have a more mundane power signature, such as carving your initials or leaving a signature item behind, tough some actually leave traces of ephemeral energy when they perform their amazing moves.
A power signature generally makes it easier for others to recognize your handiwork. If you succeed at a Celebrity roll, people will recognize your power signature even from a distance and react accordingly. It can serve as an alibi (I could never have done that; everyone knows I leave a rose behind) or as a lead for an investigator. It is possible to fake your power signature, so it is not enough to count as evidence against you.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a complex and troubled romance that enhances your role in the campaign. This is not just any relationship, but one involving someone you cannot easily get together with; your king and sovereign or the daughter of an arch enemy, perhaps even a nemesis. There are usually other complications as well; unrequited love, duty, racial differences, and other hindrances. Alternatively your romance is trouble-prone, and needs constant help and attention.
Having a quiet relationship does not need this trait; this is for a romance that takes up some actual screen time. Still, you might want to pick it for a normal relationship, just to pin it down and make it a more definite part of the game world.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You constantly tend to get romantically entangled, but these romances rarely last.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a tendency to pick stuff up and keep it around for no clear reason, and an ability to find uses all this junk. This lets you improvise and scrounge for food and gear in trash bins and ruins. Use your Dungeoneering, Nature, or Streetwise for this, depending on the environment. You can come up with improvised weapons like staves, clubs and daggers, as well as makeshift tools that negate the penalty for lack of a toolkit. You do not need to exactly specify your equipment list. You can specify items that are in your pack, without specifying them ahead of time. Such an item must be reasonably common in the area, the DM can veto items he considers outrageous. It can neither weight more than 1 lb per point of Strength you have nor cost more than 5% of a magic item of your level. When you specify an item like this, you immediately pay its normal cost.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are the member of a secret society, a fanatic group with a specific agenda. As long as you obey all orders with enthusiasm and devote yourself to the organization, you can expect their support. Fail them even a little and things can turn sour. In general, a player character secret agent will not be given suicidal orders, but of you don't live up to the expectations of the organization, you can expect very stern reprisals indeed. You can expect the full support of the organization; this can range from payment for special missions, information, fencing your loot and other trivial services to a suicide assault against your enemies by fanatic brothers in the cult. Typical secret societies are cults, spy rings, cabals, mystic orders, and the most close-knit of criminal gangs.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You know how to keep a low profile. Your personal life is your own, and people in general do not know who you are or what you can do. This might be because you have a secret identity or simply stand back and let your companions take the limelight. Streetwise rolls to find out things about you suffer a +10 difficulty modifier.
If you are a Celebrity, you are a mysterious adventurer whose true identity no-one knows. Regardless of how famous you are, you won't be generally recognized unless in your heroic identity.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have law enforcement powers and can make arrests, repossess goods, hand out fines, and otherwise disperse justice. You can deputize others to act under your supervision.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You possess an item that has a great potential as a magic item. You know a special ritual to transfer the power of other magic items into your signature item.
Choose one specific type of magic item to be your signature item. This must be a weapon, implement, suit of armor, or amulet/cloak. Your signature item does not start out with this enchantment, but you know a special variant of the Create Magic Item ritual that only works on your signature item. You can only enchant your signature item with the one enchantment you choose when you selected the item, or with a generic "plus only" enchantment if your level is too low to create an item of your chosen type. If your signature item is lost or destroyed, you will want to retrain this talent.
Special: You can take this talent several times. Each time you do, it applies to a different item.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have acquired the services of a special mount, often of a type not easily found. Choose a creature of your level or lower. The mounts from Adventurer's Vault page 11 are generally available, and the DM might allow you to select a truly exotic creature if it makes sense in play. Elite, Leader, and Solo monsters are generally too strong to be special mounts. The mount will carry you in combat and allow you to use its Mount ability f you have Mounted Combat, but will not otherwise partake in adventures or fight for you except to defend itself.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a secret but significant identity, and this identity is destined to become known and/or play a part in upcoming events. You can be the long-lost child of the old king, the destined savior of all lizardfolk, or a dragon bound to human form and abilities by a curse. The DM has to approve your choice, and its usually best to pick your true identity in play, once you know what the campaign is all about.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a tendency to end up as a victim; when someone is to be captured, mugged, or otherwise fall victim to a subplot, it tends to be you. Taking this trait means you'll accept that the DM hand-waves situations where you fall into peril and have to be rescued or work to escape, but DMs are of course encouraged to try and make this as fun and non-disruptive as possible.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have an unusual or incredible background, such as having been teleported across half the world by a crazed wizard. While this does not allow you to take the DM does not want in his game, it can serve as an excuse to play something odd or unusual. Obviously, you have to take this talent at level 1. You can only respecify it if the campaign changes so that your background is no longer unusual.
Charisma Intelligence Wisdom Charisma Charisma
The dancer talent.
Intelligence Charisma
The entertainer talent.
Wisdom Wisdom Charisma Wisdom Dexterity Dexterity Intelligence Constitution
You can treat leather to craft clothing, armor and other items (e.g., backpacks, reins, saddles, saddlebags). Of course, the character must have leatherworking tools (e.g., awl, hammer. knife. needle, thread, measuring tape) and materials (leather) to do so with proficiency.
Charisma Intelligence Charisma Charisma Charisma Charisma Dexterity Intelligence Intelligence Wisdom Charisma Constitution Strength Intelligence Strength Dexterity Charisma Dexterity Wisdom Wisdom Intelligence Wisdom
You have a myriad of unusual experiences that all combine into one catch-all phrase - "adventurer". You can use this talent for unusual information regarding the sorts of things adventurers might regularly encounter, such as rough appraisals or intuiting the layout of a ruin. It's no substitute for real training, but it's far more versatile.
(Despite the claim in the list, your highest ability score is used for Adventuring.)
TER_TALENT_01 TER_TALENT_02 TER_TALENT_03 TER_TALENT_14 TER_TALENT_05 TER_TALENT_06 TER_TALENT_07 TER_TALENT_08 TER_TALENT_09 TER_TALENT_10 TER_TALENT_11 TER_TALENT_12 TER_TALENT_13 TER_TALENT_14 TER_TALENT_15 TER_TALENT_16 TER_TALENT_17 TER_TALENT_18 TER_TALENT_19 TER_TALENT_20 TER_TALENT_21 TER_TALENT_22 TER_TALENT_23 TER_TALENT_24 TER_TALENT_25 TER_TALENT_26 TER_TALENT_27 TER_TALENT_28 TER_TALENT_29 TER_TALENT_30 TER_TALENT_31 TER_TALENT_32 TER_TALENT_33 TER_TALENT_34 TER_TALENT_35 TER_TALENT_36 TER_TALENT_37 ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Actor talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Architect talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Apothecary talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Celebrity talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Dancer talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Engineer talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Entertainer talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Farmer talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Fishing talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Governor talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Groom talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Hunter talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Jeweler talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Lawman talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Leatherworker talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Lover talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Mechanic talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Merchant talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Musician talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Orator talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Painter talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Sailor talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Scribe talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Scholar talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Servant talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Singer talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Soldier talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Smith talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Stargazer talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Stoneworker talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Tailor talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Writer talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You gain training in the Woodworker talent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are familiar with a specific region.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are familiar with minor details of many different locations.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have training in making and reading maps, allowing you to create more accurate maps and interpret them better.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have a myriad of unusual experiences that all combine into one catch-all phrase - "adventurer". You can use this talent for unusual information regarding the sorts of things adventurers might regularly encounter, such as rough appraisals or intuiting the layout of a ruin. It's no substitute for real training, but it's far more versatile.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You get a +3 feat bonus to untrained Actor, Dancer, Musician, Painter, Singer and Writer checks, and a +1 untyped bonus to trained checks with those skills.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You get a +3 feat bonus to untrained Governor, Lawman, Orator and Soldier checks, and a +1 untyped bonus to trained checks with those skills.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You get a +3 feat bonus to untrained Jeweler, Leatherworker, Mechanic, Smith, Stoneworker, Tailor and Woodworker checks, and a +1 untyped bonus to trained checks with those skills.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You get a +3 feat bonus to untrained Farmer, Fishing, Groom, Hunter, and Sailor checks, and a +1 untyped bonus to trained checks with those skills.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You get a +3 feat bonus to untrained Celebrity, Entertainer, Lover, Merchant and Servant checks, and a +1 untyped bonus to trained checks with those skills.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You get a +3 feat bonus to untrained Apothecary, Architect, Engineer, Scholar, Scribe and Stargazer checks, and a +1 untyped bonus to trained checks with those skills.
1000 Arcana ID_INTERNAL_SKILL_TRAINING_ARCANA
Your studies of magic and powers have focused on the great nothing that surrounds the world and the elemental planes, and the creatures and entities that may be found there.
Arcana ID_INTERNAL_SKILL_TRAINING_ARCANA
Your studies of magic and powers have focused on the fey and their realms, giving you some measure of insight into their behaviors and actions.
Arcana ID_INTERNAL_SKILL_TRAINING_ARCANA
Your studies of magic and powers have focused on manipulating magical power via ritual and small cantrips.
Arcana ID_INTERNAL_SKILL_TRAINING_ARCANA
Your studies of magic and powers have focused on magical theory, such as the creation or identification of objects and effects.
Dungeoneering ID_INTERNAL_SKILL_TRAINING_DUNGEONEERING
Interest - or concern over - unnatural creatures of the world, such as undead or more vile things from the depths of the world is your focus.
Dungeoneering ID_INTERNAL_SKILL_TRAINING_DUNGEONEERING
Your expertise covers practicul architecture - understanding what sorts of pressures a structure might withstand, or the most likely location of hidden rooms.
Dungeoneering ID_INTERNAL_SKILL_TRAINING_DUNGEONEERING
Time spent scavenging in the depths of the earth has enhanced your focus on finding sustenance and safety in such places.
History ID_INTERNAL_SKILL_TRAINING_HISTORY
Your studies of history have focused on the great empires of the past, long since gone from this earth.
History ID_INTERNAL_SKILL_TRAINING_HISTORY
Your studies of history have focused on the specific area you call home.
History ID_INTERNAL_SKILL_TRAINING_HISTORY
Your studies of history have focused most on the great battles and wars of the past, allowing you to both answer questions about them and draw upon them for inspiration.
Nature ID_INTERNAL_SKILL_TRAINING_NATURE
You understand how best to care for and maintain various flora and fauna, as well as how to best interact with and coerce beasts of the world.
Nature ID_INTERNAL_SKILL_TRAINING_NATURE
You have studied the details of flora and fauna, and know both how to identify them as well as properties and uses.
Nature ID_INTERNAL_SKILL_TRAINING_NATURE
Your studies of the world have granted you knowledge of the natural spirits of the world.
Nature ID_INTERNAL_SKILL_TRAINING_NATURE
You know how to fend for yourself in the wild, finding shelter, finding and procuring game, and identifying basic foods (or poisons).
Religion ID_INTERNAL_SKILL_TRAINING_RELIGION
You have focused your religious studies on dwarven ancestral devotions, as well as some of their understanding of the creation of Advena.
Religion ID_INTERNAL_SKILL_TRAINING_RELIGION
You have focused your religious studies on the draconic progenitor deities, Bahamut and Tiamat.
Religion ID_INTERNAL_SKILL_TRAINING_RELIGION
You have focused your religious studies on Ontaronism, the Great Eagle who holds humanity's devotion.
Religion ID_INTERNAL_SKILL_TRAINING_RELIGION
You have focused your religious studies on gnoll spiritualism, learning about various extraplanar spirits that can be appeased and grant favours upon the faithful.
Local Info ID_INTERNAL_SKILL_TRAINING_KNOWLEDGE_LOCAL
Your Local Info skill relates to your hometown.
Local Info ID_INTERNAL_SKILL_TRAINING_KNOWLEDGE_LOCAL
Your Local Info skill relates to your town or city of residence. If you change your residence, you lose this specialization and replace it with one for your former residence.
Perception Gnoll, Longtooth Shifter, Razorclaw Shifter, or Hengeyokai Gnoll, Longtooth Shifter, Razorclaw Shifter, or Hengeyokai ID_INTERNAL_SKILL_TRAINING_PERCEPTION
Your nose is remarkably sensitive, giving you a +3 bonus to Perception checks made to track when smell is a factor.
Insight Gnoll, Longtooth Shifter, Razorclaw Shifter, or Hengeyokai Gnoll, Longtooth Shifter, Razorclaw Shifter, or Hengeyokai ID_INTERNAL_SKILL_TRAINING_INSIGHT
Most casters don't spend nearly as much attention on the olfactory portions of an illusion, and your heightened senses make that a dead giveaway. You gain a +3 bonus to Insight checks to penetrate an illusion where smell would be a factor. In addition, you gain a +3 bonus to Insight checks to recognize a diguise if you're familiar with the target's normal scent.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Arcana skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Arcana Specialization I ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Arcana skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Arcana Specialization II ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Arcana skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Arcana Specialization III ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Arcana skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Arcana Specialization IV ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Arcana skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Dungeoneering skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Dungeoneering Specialization I ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Dungeoneering skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Dungeoneering Specialization II ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Dungeoneering skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Dungeoneering Specialization III ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Dungeoneering skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Dungeoneering Specialization IV ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Dungeoneering skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the History skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS History Specialization I ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the History skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS History Specialization II ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the History skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS History Specialization III ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the History skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS History Specialization IV ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the History skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Nature skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Nature Specialization I ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Nature skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Nature Specialization II ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Nature skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Nature Specialization III ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Nature skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Nature Specialization IV ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Nature skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Religion skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Religion Specialization I ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Religion skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Religion Specialization II ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Religion skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Religion Specialization III ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Religion skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS Religion Specialization IV ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have intensified your studies, granting you an additional specialty for the Religion skill.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are intimiately familiar with another region.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are intimiately familiar with another region.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are intimiately familiar with another region.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are intimiately familiar with another region.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You are intimiately familiar with another region.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have learned a new way of using your senses, or honed an existing method.
ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS ID_INTERNAL_LEVEL1RULES_TRAITS_TALENTS
You have learned a new way of understanding your surroundings, or honed an existing method.