

So being a setting immersive GM like I am, I rp the matriarch showering the paladin with praise and tell her she can request a boon of the Matriarch at any time (Which, since the matriarch is statted as a Druid / Sorcerer / Mystic Theurge, is no small thing. (Disclaimer: I did give the Varsian player a reflexive Knowledge: History to recognize the significance, but he bombed the DC 10 check. So my Varsian player ignores the family scarf only to have the half-orc paladin decide it seems significant and take it back to the Varsian matriarch that lives in the village. Now, those of you familiar with that questline and Golarian may remember that there is a certain Varsian item in one of the quests that, while it is non-magical and fairly isolated, would have a huge amount of sentimental significance to the family of the owner. I shrug and move on, deciding that the Varsians who still practice the nomadic ways treat him like all the others who have settled in one place. Plays up the “normal village brat” angle. He then goes on to write the rest of his character as a standard villager who has began developing Kineticist powers with no warning or practice. One of the players rolls a Varsian human so he can start knowing the Varsian language for free. On the other side, we have a story about the Rise of the Runelords game I ran. But, my character creation process is very detailed when I have a setting to work with. I’m the gal that keeps giving people annoyed looks when they cast “Windy Escape” as a non-Slyph. So hit the link, open up that treasure chest, and see what loot awaits!Įh, I’m actually the opposite in that I tend to take into account little stuff like that in the beginning. Each monthly treasure hall will bring you prints, decals, buttons, bookmarks and more! There’s even talk of a few Handbook-themed mini-dungeons on the horizon. GET YOUR SCHWAG ON! Want a piece of Handbook-World to hang on you wall? Then you’ll want to check out the “Hero” reward tier on the The Handbook of Heroes Patreon. So how about it, guys? Have you ever found yourself locked out of a spell, feat, or magic item because of flavor concerns? What was it? Tell us your tales of race-specific spells and region-specific races down in the comments! Or maybe you release a new edition where abilities have rarities so that you don’t have to do this song and dance anymore. Or maybe you get your GM’s permission to reflavor the ability to something more setting-appropriate. You just wanted to role up a gish with some effective abilities! So the natural option at that point is to apply a handwave on the regional requirement.

That’s theoretically interesting, but it definitely doesn’t fit the character you had in your head. Who wants a character to distort and warp around a single rule? I mean sure, you can craft an elaborate origin story to explain how you washed up on the shores of a far-east island and got nursed back to health by a creepy little shadow-man. So there you are feeling like a tool, stammering out some lame “I traveled a lot as a kid” excuse for a backstory. This character is going to kick ass! And everything is great until you get a setting-obsessed GM asking how your dude wound up spending time on an isolated archipelago halfway across the world. You grab your super-sweet power and grin a self-satisfied grin. The regional requirement ( Minata) and the flavor (what the crap is a wayang anyway?) begin to disappear. You’re trying to get a handle on your mechanics, and so it’s all too easy to ignore the rest of the stat block. If you’re looking at a class guide, for example, then you’re just shopping around for options. When you encounter a rule in isolation, it’s just a rule. Now if you’re anything like me, your brain just went “yadda yadda select a spell of 3rd level or below….” And I think that’s only natural. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. It’s a region-specific trait out of Pathfinder 1e, and if you’ve ever considered casting shocking grasp through your scimitar you’re probably familiar with it. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait.There’s one particular ability that really got me thinking about this issue.

A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity.
