Campaign Traits

Campaign traits are tailored to a specific Adventure Path and give your character a built-in reason to begin the first adventure in a new campaign. Some campaign traits also grant teamwork benefits if you choose to begin a campaign with a character who has a preexisting relationship with another PC.

Campaign Traits assume a lot more about your character’s backstory, but they are meant to help serve as inspiration for a player working to create a detailed and interesting history for her character. You have a certain amount of leeway in adjusting a campaign trait’s expected backstory once you’ve selected which trait is right for you; just be sure to get your GM’s approval before you run with a modified history.

All of the following traits revolve around characters making their homes in and around the country of Brevoy, a country deeply involved in the events that touch off the Kingmaker Adventure Path. You can take a look at these traits to get a general, spoiler-free idea of the types of foes and challenges your character might encounter over the course of the Adventure Path. Knowing that there are going to be elements of exploration, banditry, deception, fey magic, politics, and the like should help you build a character that fits more organically into the campaign you’re about to join. These traits all lead your character to become interested in an exploratory effort meant to chart the Stolen Lands, an unclaimed frontier between Brevoy and the River Kingdoms ruled only by deadly beasts, lurking monsters, capricious fey, brutal bandits, and creatures of legend.

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Campaign Traits

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