Hey everybody,
Pathfinder has a concept called traits, you choose two traits (I think
anyway) during initial character creation and they can be useful to
help define the roleplaying aspects of your character.
They are about as powerful, as say half a feat and provide some color
and flavor. In our game each of the Fredricksmire houses your
characters originate must select a campaign trait corresponding to
your house.
Ask questions if you have them.
Iron and Blood Fredricksmires
You were born into a family of traders, warriors and some say thugs.
Your particular branch of the family is generally looked down upon
those with clean hands and soft skin. You grew up working hard,
learning trade, transport and business in the hard scrabble world of
timber, iron and coal. Yours was not an easy upbringing, your family
suffers more injuries than most, they spend more time braving the
oceans and they often have to "negotiate" with the rough and tumble
workers who make a living on and under the land. You have made a
living trading and transporting the vital goods of the Empire and you
are very proud of this dirty, sometimes thankless job. Luckily
business is booming and little argues with gold, lots and lots of
gold.
Benefit your hardy nature grants you a +1 trait bonus to all Fortitude
saves. Or a +2 on intimidate or Sense motive. Choose Intimidate or
Sense Motive and make it a class skill.
"Its just business" Fredricksmires
You were born into a family of bankers and arbitrage pioneers. Your
family trades in high value, easily transportable items and gold, you
make money from finding under priced goods, loaning people money and
being a good middle man. Intelligence, creativity and a keen eye for
profit are valuable traits encouraged from a young age. Developers and
early adopters of exciting advances like double entry book keeping,
compounding interest, arbitrage, and insurance you and yours have over
time revolutionized business in the Empire. Your family also tends to
participate in military service and civil service, typically building
very good relationships with the existing and incumbent bureaucratic
and military complex.
Your analytical nature and creativity were fostered from an early age,
this grants you a +1 trait bonus to Appraise and you also receive a +2
on Diplomacy when it concerns matters of Empire politics or
bureaucracy. Choose Appraise or Diplomacy and make it a class skill.
Or due to your mental training and self confidence you gain a +1 trait
bonus to all Will saves.
"Knowledge is Power" Fredricksmires
You were born in a family of wizards and experts in logistics,
security and the mechanics of swift, secure high value trade and
message delivery. Your family specializes in dealing in the transport
of goods and information for those willing to pay a premium. They tend
to be skilled wizards, lore masters and suave rogues. Your family
tends to be very private, shrouded in secrecy and mainly known for
message delivery across the realm. You suspect that the deeper
undercurrents of the Empire and the mysteries of the family are
probably known by someone you have broken bread with at one of your
private family gatherings.
Your generally suspicious nature and tendency to be aware of your
environment grants you either a +1 on initiative or +2 perception to
avoid being surprised. OR your families general awareness of Empire
current and historical events grants you either a +2 History or +2
Local Knowledge skill bonus. Or due to your natural tendencies you
gain a +1 trait bonus to all Reflex saves.
--
Lee
"People, ideas, and hardware in that order!" - John Boyd
leegonzales.com