Lost Province Traits

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The Lost Province campaign uses traits as introduced in the Advanced Player's Guide p. 236. Characters begin play with two traits, chosen from the basic, race, and regional traits listed in the APG, and the campaign and religion traits listed below. The campaign and religion traits listed in the APG are not available in the Lost Province campaign. Each character must choose one campaign trait; other trait(s) may be freely chosen from any of the other available lists.

Update 14/09/14: I've had a look at the traits list and filter on the Pathfinder SRD and it doesn't exactly line up with the traits presented in the APG. For reference, the APG basic, race, and regional traits available are as below. Note that the SRD may use slightly different names for certain traits; the effects, however, are as presented.

Update 30/09/14: The list of available traits has been updated with the expanded Basic, Race, and Regional traits from Ultimate Campaign, with a few exceptions (e.g. traits which provide benefits only to the gunslinger or magus classes, or require combat subsystems from Ultimate Combat, are excluded). Trait selection still consists of one Campaign Trait and one other trait.

Basic (Combat): Anatomist, Armour Expert, Axe to Grind, Battlefield Disciple, Bloodthirsty, Bullied, Cold and Calculating, Courageous, Dedicated Defender, Deft Dodger, Dirty Fighter, Dispelled Battler, Easy Way or the Hard Way, Evasive Sting, Faith's Hunter, Fencer, Hidden Hand, Hunter's Knack, Indelible Ire, Killer, Kin Guardian, Nature's Mimic, Reactionary, Reckless, Resilient, Scarred Descendant, Surprise Weapon. Tactician, Vigilant Battler.

Basic (Faith): Beacon of Faith, Birthmark, Blessed, Caretaker, Child of the Temple, Devotee of the Green, Disdainful Defender, Ease of Faith, Fate's Favoured, Fearless Defiance, Focused Disciple, History of Heresy, Indomitable Faith, Inspired, Loyalty Across Lifetimes, Martial Manuscript, Oathbound, Omen, Perpetual Companion, Planar Savant, Principled, Prophesied, Reincarnated, Sacred Conduit, Sacred Touch, Scholar of the Great Beyond, Schooled Inquisitor, Spirit Sense, Tireless Avenger, Wanderer's Shroud, Zealous Striker.

Basic (Magic): Air-Touched, Alchemical Adept, Alchemical Intuition, Arcane Temper, Ascendant Recollection, Bladed Magic, Classicaly Schooled, Cross-Knowledge, Dangerously Curious, Desperate Resolve, Desperate Speed, Earth-Touched, Eldritch Delver, Enduring Mutagen, Flame-Touched, Focused Burn, Focused Mind, Gifted Adept, Greater Link, Greater Purpose, Hedge Magician, Kin Bond, Knowledgeable Caster, Linked Surge, Magic Crafter, Magical Knack, Magical Lineage, Magical Talent, Mathematical Prodigy, Meticulous Concoction, Outcast's Intuition, Partial Protege, Perfectionist's Brew, Possessed, Pragmatic Activator, Precise Treatment, Reluctant Apprentice, Resilient Caster, Sceptic, Self-Taught Scholar, Shrouded Casting, Storm-Touched, Strength Foretold, Tenacious Shifting, Twinned Presence, Unscathed, Unseen but Not Undone, Unstable Mutagen, Volatile Conduit, Water-Touched.

Basic (Social): Acrobat, Adopted, Ambitious, Artisan, Bastard, Beast Bond, Bruising Intellect, Bully, Canter, Charming, Child of the Streets, Civilised, Criminal, Destined Diplomat, Fast-Talker, Friend in Every Town, Grief-Filled, Harvester, Imposing Scion, Influence, Knowing the Enemy, Life of Toil, Mentored, Mercenary, Merchant, Natural-Born Leader, Ordinary, Orphaned, Poverty-Stricken, Rich Parents, Savage, Seeker, Simple Disciple, Style Sage, Suspicious, Talented, Tireless Logic, Trustworthy, Truth's Agent, Unintentional Linguist, Unnatural Revenge, Unpredictable, Veiled Disciple, Weathered Emissary, Worldly.

Race: Almost Human, Animal Friend, Blood of Dragons, Brewmaster, Brute, Deathtouched, Elven Reflexes, Failed Apprentice, Fiend Blood, Forlorn, Freedom Fighter, Goldsniffer, Outcast, Rapscallion, Scholar of Ruins, Scrapper, Tunnel Fighter, Warrior of Old, Well-Informed, World Traveller.

Regional: Desert Child, Frontier-Forged, Highlander, Log Roller*, Militia Veteran, River Rat, Savannah Child, Sea-Souled, Surface Stranger, Tundra Child, Vagabond Child.

* The regional trait Log Roller is inexpicably absent from the SRD but has the following text:

"The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks."

Campaign Traits

Campaign traits are intended to tie characters into the beginning of the campaign's storyline and to provide a reason for them to embark on their first adventure. Each character must choose one campaign trait; other traits may be freely chosen from any of the other available lists. Some campaign traits indicate a specific national background; these traits indicate that any PC who selects that trait was born or brought up in that nation, but do not necessarily represent or demand that PC's present loyalty or allegiance. Note also that each campaign trait provides a benefit to certain kingdom leadership roles, as detailed in the appendix.

Bounty Hunter

You have a talent for tracking down people who would rather not be found. You gain a +2 trait bonus on Survival checks to track humanoids and monstrous humanoids, and a +2 trait bonus on Diplomacy checks to gather information about any specific individual. You begin play having heard rumours of a bounty on a particular person, group, or creature at large in the Lost Province; roll 1d6, the GM will supply a rumour according to the result.

Destined for Greatness

Some higher power has marked you for glory, and watches over you to ensure that you do not die before your time. Your path to greatness is not always clear, since your supernatural patron provides little in the way of active guidance, but you have become something of an expert in deciphering portents and omens, and you know that your destiny awaits in the Lost Province. You gain a +2 trait bonus on saves against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score plus your total class levels. Certain divination spells work differently when they are cast by you, for you, or about you specifically; see the appendix for details of these spells.

Disenfranchised

Through social and legal sanction, you have been stripped of the status and privileges that once were yours. You may have failed in the duties and responsibilities of your previous station, or your downfall may be part of a broader sanction levelled against some group to which you belong – your family, a place of business, or a cult. The end result is the same; with few prospects for advancement or the restoration of your status in the Phoenix Empire, you have little to lose by striking out on your own in the Lost Province. Your experiences, and status as a disenfranchised person, apply a -1 penalty on all skill checks made when dealing with the legitimate authorities of the Phoenix Empire; this includes nobles, bureaucrats, and members of the priesthood. As a result of your stubbornness and individuality, however, you receive a +1 trait bonus on all Will saves. The penalty aspect of this trait is removed if you are ever able to establish yourself as a person of status, either by attaining a character level of 6 or above, or by claiming a leadership role in a kingdom.

Heartland Born

You are of peasant or patrician stock, but hail from the orderly and bountiful heartland provinces of the Phoenix Empire. The virtues of hard work, piety, compassion, and loyalty were instilled in you at an early age, and you grew up surrounded by evidence of the prosperity and stability that Imperial rule and culture bring; your toil, and the toil of people like you, is the foundation on which that prosperity and stability are built. Your journey to the Lost Province is most likely motivated by a desire to carry those Imperial virtues into the wilds and to see them take root there, whether your ultimate goal is to claim new lands for the Phoenix Empire, or to build a kingdom of your own, founded on those same virtues. Your indomitable nature grants you a +1 trait bonus on all Fortitude saves.

Noble Born

You are a distant but legitimate member of one of the noble families of the Phoenix Empire, by blood or adoption. Though you may have enjoyed fine schooling and a comfortable upbringing, your particular branch of your house was far removed from the central intrigues of Imperial or provincial politics, and you have realised that the greatest opportunities for advancement lie not in dutiful service to your family, but in charting your own path. You may plan one day to return to the familial fold in triumph, or you may intend that your achievements stand alone. Most of the Empire's nobles are humans, though the Song-Linh family includes elves and half-elves, and characters of any race may be adopted into a noble family, or enjoy similar benefits as trusted retainers or confidants. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you, and you begin play with a document, piece of jewellery, or other item that indisputably proves your status as a noble (though it confers no unusual authority). Your particular noble lineage grants you an additional benefit, chosen from the following:

Angkyara (Island Province): Your family are known as independent opportunists, willing to take risks to advance their own agenda at the expense of others. When rolling initiative at the start of an encounter, you may reroll your initiative check if any ally has a higher initiative check result than you. You must take the result of the reroll, even if it's worse than the original roll.

Byeon-Ji (Highland Province): Your ancestors have, for generations, guarded the Empire's eastern marches against the depredations of orcs, Icewalkers, and worse. You gain a +1 trait bonus to your AC when you are adjacent to at least one ally who is not helpless, prone, unarmed, unconscious, or otherwise unable to fight effectively, and when you gain this bonus, you may also extend it to any one such qualifying ally.

Daeyong (Lake Province): Your family's history is full of examples of triumph in the face of adversity, and you seem to do your best in the most difficult of circumstances. Once per day, when making any roll or check on which a penalty or negative modifier is applied, you may ignore one penalty or modifier on that roll.

Fenghwa (Imperial Province): Your family has stood firm in the service of the Phoenix Empire for almost as long as there has been an Empire, and you are proud to be a part of something greater than yourself. You are especially resolute in the face of share hardship; those who endure together, prevail together. You gain a +2 trait bonus on saves against any spell, ability, or effect that also affects at least one ally that you can see.

Gyakkho (Mountain Province): The slopes and valleys of the Ti Shan Mountains are your family's ancestral lands, and you are comfortable in rugged, windswept, and high-altitude settings that others find challenging. You gain a +1 trait bonus to Survival checks in hilly terrain, increasing to a +2 trait bonus in mountainous terrain.

Kyeonggao (Far Province): Your ancestors were pioneers and missionaries who carried the Imperial banner and the teachings of the Twelve into hostile lands. You know that a show of strength can win over those who would scorn traditional diplomacy. Once per day, you may add your Strength modifier as a trait bonus to any one Bluff, Diplomacy, Intimidate, or Perform (oratory) skill check when you present yourself in a strong, imposing, or unyielding manner.

Seouyang (River Province): You come from a family of shrewd merchants, and have developed both an eye for the worth of material things and a good sense for when others are trying to swindle you. You gain a +1 trait bonus to Appraise checks, and a +1 trait bonus to Sense Motive checks during trades, exchanges, and negotiations.

Song-Linh (Forest Province): You were raised to respect the ancestral forests of your family's lands, and are familiar with the often capricious fey that dwell in the deep woods. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures, and a +1 trait bonus on Will saves made against their spells and supernatural abilities.

Tenghen (Far Province): Your ancestors were horse lords of the Far Province, and you are proud to carry on their traditions. Handle Animal and Ride are always class skills for you, and you gain a +1 trait bonus to your choice of one of these skills. In addition, you begin play with a light horse or a pony, as appropriate to your size (not combat trained) and a riding saddle.

Outlander

While you may be of Imperial stock, you are a long way from home, ruled by wanderlust and unable to find a place for yourself in Imperial society. Having left your family and birthplace far behind, you have come to depend on yourself and your own skills – though perhaps the Lost Province is the sort of place where you can finally find, or make, a home for yourself. The breadth of your experience makes you difficult to catch off-guard. You gain a +2 trait bonus on Survival checks to find food and water, and a +2 trait bonus on Initiative checks when you are surprised.

Outlaw

You have found yourself on the wrong side of the law – perhaps habitually throughout your life, or perhaps only as the result of some recent action. You may have run afoul of some local authority figure, or perhaps you find yourself wrongfully accused or mistaken for someone else – or perhaps you really did do something awful. Whatever the case, it seems wise to put yourself beyond the reach of the law and its agents until the trouble blows over. Untamed and unclaimed, the Lost Province presents a perfect place to lay low. You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with bandits, brigands, thieves, and other outlaws. In addition, when you begin play, you must declare yourself either a villainous or virtuous outlaw.

Villainous: Whatever it is you're accused of or condemned for, you did it, motivated by what might politely be called self-interest and nothing more. You begin play with an extra 100 gp in ill-gotten gains.

Virtuous: You may have been falsely accused, or convicted on some corrupt whim – or it might be that your 'crime' was the most (or only) righteous course of action at the time. Though declared an outlaw, you have committed no evil act, and the fates will see the wrongs against you righted. Once, and once only, when making an ability check, attack roll, caster level check, saving throw, skill check, or similar roll (but not a damage roll), you may either, before the roll is made, declare it a success with no roll necessary, or having rolled and failed, roll again and take the second result. If you choose to declare the roll a success, you are considered to have rolled the lowest result necessary to succeed; an attack roll declared a success, for example, will not threaten a critical hit (though you may use this option to confirm a critical hit), and a skill check which offers different benefits depending on the degree of success will yield only the baseline successful result.

Slayer of Fell Beasts

You were brought up on tales of mighty heroes vanquishing horrible monsters, and though you may have other reasons for coming to the Lost Province, the thought of pitting yourself against the region's fierce beasts is seldom far from your mind. Consult the table Ranger Favoured Enemies (CRB p. 64) and select any creature type that is not one of the following: Constructs, Undead, or Humanoids or Outsiders of any subtype (Monstrous Humanoids may be selected) . You gain a +1 trait bonus on attack and damage rolls against creatures of the selected type. If you are a ranger or otherwise have access to the favoured enemy class feature, you may not select the same type of creature as your favoured enemy at 1st level or when you first gain that class feature. If you gain additional favoured enemy types later in your career, you may select the same type of creature as chosen for this trait. You begin play having heard rumours of a particular monster at large in the Lost Province: roll 1d6, the GM will supply a rumour according to the result.

Stranger in a Strange Land

The Phoenix Empire is not your homeland; you may hail from Algolapata, Malkapur, the land of the Icewalkers, or even further afield. Though you have learned the local language, you find the culture that surrounds you unfamiliar, perhaps intimidating or even overwhelming; to those around you, meanwhile, you seem strange and exotic. The summons to the Lost Province presents an opportunity to get away from poorly-disguised stares and the clamour of peculiar customs elsewhere in the Empire. Others find your foreign looks and manners hard to read and even a little frightening; you gain a +1 trait bonus on Bluff and Intimidate checks. On the other hand, you find those around you just as difficult to read; you suffer a -1 penalty on Sense Motive checks.

Treasure Seeker

The wealth of kings lies buried in ancient tombs and lost temples, protected by deadly traps, fearsome guardians, and magical wards – but before an adventurer's talents as a fighter, thief, or spellcaster even come into play, you know that the most important thing is finding these hidden places and forgotten ruins in the first place. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of these skills (your choice) is always a class skill for you. You begin play having heard rumours of a particular site somewhere in the Lost Province: roll 1d6, the GM will supply a rumour according to the result.

Religion Traits

Religion traits are tied to specific deities. A PC who wishes to select a particular religion trait must also select the appropriate deity as his or her patron at character creation.

Breaker of Chains (Chih Yu)

Inspired by Chih Yu's example, you refuse to be bound. You gain a +1 trait bonus on Escape Artist checks, and Escape Artis is always a class skill for you. If a failed saving throw against a spell or effect would result in you being entangled, grappled, paralysed, or pinned, you may apply your Strength modifier as a trait bonus on that saving throw. You may still be grappled, etc. via combat manoeuvres as normal.

Enlightened Grace (Wuhang Long)

Through long contemplation and deep meditation you have learned to surpass your physical limits. Select any Strength, Dexterity, or Constitution-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

Flame of the Phoenix (Junfeng)

The strength of your convictions manifests occasionally in the midst of battle, as a flash of divine flame. Choose your Charisma modifier or your Wisdom modifier. Whenever you score a critical hit with a longbow, you deal additional fire damage equal to your chosen modifier. This additional damage is a trait bonus and is not itself multiplied by the critical hit.

Funereal Evangelist (Parasra Vrani)

You have worked in the cult of Parasra Vrani as a mortician or a mourner, where you learned how to propitiate the dead through ritual and prayer. You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with intelligent undead creatures. You may also make Knowledge (religion) skill checks untrained for questions that pertain to funeral or burial customs; this does not include monster knowledge checks about undead creatures.

Gift of the Moon Spirit (Thui)

Your faith in Thui was reinforced by an incident in which one of her priests used divine magic to save your life. Ever since that day you have been a conduit for healing magic, even if you possess none of your own. Once per day, when you receive magical healing (for example, through channelled energy or a cure light wounds spell, but specifically excluding potions) you may choose to forego the healing you would normally receive, recovering no hit points and receiving no other benefit from the spell, and instead 'bank' the healing for later use on another creature. You may heal another, willing creature with a touch, as a standard action that does not provoke attacks of opportunity. The amount healed is equal to the amount 'banked' earlier, plus your Charisma modifier. You may not use the gift of the Moon Spirit to heal yourself, nor to attack creatures harmed by positive energy, and you may only 'bank' one healing spell or effect at a time. If you do not expend the 'banked' healing within one day, it is lost.

Go Ask the River (River Eye)

The protector of waterways and wetlands is fond of you, and twists the threads of fate to make you welcome in his domain. Once per day, when you are in marsh terrain or any terrain which includes a river, you may reroll any one Knowledge (nature), Perception, Survival, or Swim check. You must take the result of the reroll, even if it's worse than the original roll.

Heart of the Harvest (Hallakdegi)

You draw inspiration from stories of Hallakdegi's tenacity in the face of suffering before her divine ascension. Whenever you are the recipient of a healing effect, you can reroll any healing die roll than results in a natural 1. If other characters receive healing from the same effect (for example, when a cleric channels positive energy to heal living creatures), the result of the rerolled die is applied to all of them.

Indomitable Courage (Pai Huai)

You laugh in the face of danger, and your soul is especially fortified against magical and supernatural sources of horror. You gain a +2 trait bonus on all saving throws against fear effects.

Intense Artist (Ja-Cheong-Bi)

Your devotion to Ja-Cheong-Bi as a creator of beautiful things has inspired you to delve more deeply into your own creative and expressive talents. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is always a class skill for you.

Mantle of Hospitality (Seongju)

The god of the home and household keeps an especially watchful eye on your affairs. You gain a +1 trait bonus to AC, CMD, and saving throws when you are within your home and defending it against invaders, intruders, or guests who have grossly violated your hospitality. Your home is a permanent building or complex of related buildings which you lawfully hold – a palace or mansion and its outbuildings would qualify, but an entire city, a ruin where you have sought shelter for a night, or an inn where you are renting a room would not.

Pioneering Spirit (Wun Ja)

You share with your goddess a desire to see the world explored, tamed, and settled. You have a good eye for the potential of wild regions – and for the dangers such uncivilised places may hold. You gain a +1 trait bonus on Perception checks in overland wilderness terrain.

Seasoned Apothecary (Sen Foon)

Your extensive contact with different drugs and chemicals, whether professionally or for your own pleasure, has built up your body's resistance to foreign substances. You gain a +2 trait bonus on all saving throws against alchemical and plant-derived poisons (but not animal or vermin venoms or their derived poisons) and against plant abilities with the poison descriptor or which rely on ingestion or inhalation of pollen, spores, sap, etc. (such as the pollen spray ability of a yellow musk creeper). However, you suffer a -1 penalty on Fortitude saves to resist or recover from addiction.

Strong Swimmer (Lah)

You are no stranger in Lah's watery realm. You gain a +2 trait bonus on Swim checks, and can hold your breath for an extra 2 rounds while underwater.

Teacher and Student (Qi Zhong)

You are always willing to share what you know and guide others towards the answers or results they desire. The world still has plenty to teach you, too. When you successfully aid another on a skill check, you grant an additional +1 trait bonus to the character receiving aid. When another character successfully aids you on a skill check, you gain an additional +1 trait bonus from their aid.

Thunderous Presence (Hei Feng)

Like the Duke of Thunder you are bold and reckless, confronting danger with all the bluster and fury of a storm. You gain a +2 trait bonus on Intimidate checks, and receive a +2 trait bonus on all saving throws against fear effects. You suffer a -2 penalty on Stealth checks.

Turn the Tide (Hu Dai Liang)

Sometimes all it takes is a moment of misfortune or a single missed opportunity for you to turn the tide of battle against your opponents. You gain a +1 trait bonus on your next melee attack roll against any opponent who has missed you with a melee attack since the end of your last turn.

Undead Slayer (Yun)

As a follower of Yun, you consider the Guardian of the Gate and his priests to hold exclusive dominion over the creation of undead within the Empire. Anguished ghosts, hateful spectres, and the mindless, shambling creations of profane necromancers are anathema to Yun, and you possess a particular zeal for their destruction. You gain a +1 trait bonus on weapon damage rolls against undead.

Whispers of Leng Eryu (Leng Eryu)

When you sleep or meditate, you often experience cryptic, vivid dreams, a gift of sorts from your goddess. Over time, you have learned to interpret these visions and to draw unexpected insight from them. At the start of each day, choose any skill which normally uses your Intelligence modifier. Until the end of the day, that skill instead uses your Wisdom modifier, and you may use that skill untrained even if you normally could not.

Appendix: Campaign Traits and Leadership Roles

Should the PCs choose to found a kingdom in the Lost Province, their chosen campaign traits offer additional benefits to certain kingdom leadership roles. A character must fill one of the leadership roles listed below in order to obtain the additional benefits of a campaign trait; characters who fill a leadership role not listed for their campaign trait do not receive that trait's additional benefits. The exceptions to this are the roles of Ruler or Viceroy; a kingdom's Ruler and a vassal state's Viceroy always receive the benefits of their campaign traits within their own territories. The ongoing benefits of these campaign traits persist only as long as the character remains in an appropriate role.

Bounty Hunter: Roles: General, Royal Enforcer, Spymaster, Warden; Effect: If your kingdom is Lawful, its Loyalty increases by 2.

Destined for Greatness: Roles: General, High Priest, Warden; Effect: A General, High Priest, Warden, or Viceroy adds both of their listed ability modifiers (if positive) to the appropriate kingdom attribute, e.g. a General adds his Strength and Charisma modifiers to Stability (a Viceroy's totalled Intelligence and Wisdom modifiers are halved as normal). A Ruler (or a Viceroy filling the Ruler role in a vassal state) may choose any other ability modifier to add to their Charisma modifier.

Disenfranchised: Roles: Councillor, Grand Diplomat, High Priest, Treasurer; Effect: When you build at least one terrain improvement or building during your turn, roll a Loyalty check. If you succeed, your kingdom's Unrest decreases by 1.

Heartland Born: Roles: Councillor, Magister, Marshal, Treasurer; Effect: Upon building 5 Farms, your kingdom's Economy increases by 1. Your Economy increases by 1 again once you have built 10 Farms, and by 1 again for every 10 Farms you build thereafter.

Noble Born: Roles: Consort, Grand Diplomat, Heir, High Priest; Effect: If your role normally increases Loyalty, your kingdom's Stability also increases by 2. If your role normally increases Stability, your kingdom's Loyalty also increases by 2. If your role normally increases Economy, or increases both Loyalty and Stability, you may choose to also increase either Loyalty or Stability by 2.

Outlander: Roles: Councillor, Marshal, Spymaster; Effect: When you claim at least one hex during your turn, roll a Stability check. If you succeed, your kingdom's Unrest decreases by 1.

Outlaw: Roles: Marshal, Royal Enforcer, Spymaster; Effect: If your kingdom is Chaotic, its Economy increases by 2.

Slayer of Fell Beasts: Roles: Councillor, General, Marshal, Royal Enforcer; Effect: If your Holiday and Promotion edicts increase your kingdom's Consumption by 5 or more, reduce your kingdom's Consumption by 1. If these edicts increase your kingdom's Consumption by 10 or more, reduce your kingdom's Consumption by 2.

Stranger in a Strange Land: Roles: Grand Diplomat, Magister, Marshal, Treasurer; Effect: Your kingdom's Economy increases by 1. When you successfully establish a trade route, its benefit to your kingdom's Economy is increased by 1.

Treasure Seeker: Roles: Marshal, Treasurer, Warden; Effect: When you claim a hex containing a Building, a Lair, or a Ruin, roll an Economy check. If you succeed, your kingdom's treasury increases by 1 BP.

Appendix: Destined for Greatness Spell Modifiers

The following spells are modified when they are cast by, for, or specifically about a character with the Destined for Greatness campaign trait. This list is not exhaustive and covers only spells up to 6th level.

Augury (Clr 2): The base chance for receiving a meaningful reply is increased by 5% if the action about which the augury is being cast directly affects a character who is Destined for Greatness. The maximum chance remains 90%.

Commune (Clr 5): A character who is Destined for Greatness is entitled to a Will saving throw if commune is cast by a creature that wishes the character ill, and/or for the purpose of doing harm to the character. The character receives one Will save per question that meets these criteria; if successful, the answer to the caster's question is "forbidden." If commune is cast by an ally of the character, and/or for the purpose of guiding the character to greatness, the caster may ask one additional question, provides it relates directly to the character and his current actions or goals.

Contact Other Plane (Wiz 5): The base chance of receiving a true answer about a character who is Destined for Greatness or his current actions or goals is increased by 5%. The percentile brackets for other answers are adjusted appropriately (but a roll of 100 always yields a random answer); for example, an attempt to contact the Astral Plane returns a true answer on a roll of 1-49, a response of "don't know," on a roll of 50-72, a lie on a roll of 73-93, and a random answer on a roll of 94-100.

Legend Lore (Bard 4, Wiz 6): A character who is Destined for Greatness is always considered legendary for the purposes of this spell, regardless of their level.