Campaign trait stuff: In the interest of protecting spoilers, I've left out the increased fluff that you discover in this book and the next.
Spoiler: Chance Encounter (Trickster)
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Chance Encounter mechanics: You always tended to get in over your
head as a child, but your biggest youthful misadventure
was the time you “accidentally” found yourself behind
enemy lines in the Worldwound. Once per day,
if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand,
or Stealth check, you may immediately reroll that check
as a free action. You must take the second result, even
if it is worse.
Fluff:You probably never
would have made it back home to Kenabres if not for the
help of a mysterious woman who helped you trick your
way through a group of cultists. The woman never told
you her name, but you remember her beauty and a deep
sense of sadness she seemed to carry with her. Her skill
with the bow was impressive as well, but the thing you
remember most about her was the symbol of Desna she
wore—she often held onto it without seeming to realize
it, as if the connection to the goddess was something she
clung to in a sense of need, as someone might clutch at
a rope while dangling over a vast pit. She left your side
a few moments before you were picked up by a patrol of
crusaders, who finished the job of escorting you back to
safety, and you’ve never seen her again.
Book 1 upgrade: The PC gains a +2
trait bonus on Reflex saves. By expending one use of
mythic power, the PC can take 20 on an Acrobatics, Bluff,
Disguise, Sleight of Hand, or Stealth check without an
increase in the time required to make the check.
Spoiler: Child of the Crusades (Marshal)
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Child of the Crusades (Marshal) mechanics: Once
per day when you fail a saving throw against an effect
created by a demon that would possess or incapacitate
you mentally, you may immediately reroll that saving
throw as a free action. You must take the second result,
even if it is worse.
Fluff: Your parents were members of
the crusade, as were their parents before them. The righteousness of the crusades
sometimes feels as if it runs in your very blood, and
it bolsters you against demonic influence. This strong family tie bolsters
your mind and sense of belonging to the crusade.
Book 1 upgrade: The PC gains a +2
trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon,
as an immediate action the PC can expend one use of
mythic power to cause the demon to become staggered
for a number of rounds equal to the PC’s mythic tier.
Spoiler: Exposed to Awfulness (Guardian
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Exposed to Awfulness mechanics: Once per day when you fail a saving
throw against an effect created by a demon that would
kill or physically incapacitate you, you can immediately
reroll that saving throw as a free action. You must take
the second result, even if it is worse.
Fluff:When you were
a child, you were nearly slain by a demon
that managed to make its way through the
wardstones into the lands beyond. The demon was slain before it could kill
you, but you lingered at death’s door in a coma for weeks
before waking. Ever since then, you’ve been unusually hale
and hearty, as if your body had endured its brush with awfulness
by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of
your brush with death remain, and nightmares of what could have happened often plague
your sleep.
Book 1 upgrade:The PC gains +3 hit
points per level. When she is reduced to negative hit points
by an attack or effect from a demon, as an immediate action
the PC can expend one use of mythic power to heal damage
equal to 2d6 + twice her mythic tier. This healing occurs
after the damage is done—if the damage is enough to kill
the PC, she cannot activate this ability.
Spoiler: Riftwarden Orphan (Archmage)
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Riftwarden Orphan mechanics: You gain a +2 trait bonus on all
concentration checks.
Fluff: You bear a strange
birthmark on your body—something you’ve
learned is the Sign of the Seeker’s Spiral, a
rune associated with the secret society known
as the Riftwardens. You have researched this
rune, and have learned that the mark
sometimes appears on the children of
Riftwardens who have been exposed
to particularly strange planar
energies. Unfortunately, you never
knew your parents, for you were
raised by a foster family in
Kenabres. Your foster family has conf irmed
that both of your parents were Riftwardens,
and has further conf irmed that your parents
went missing on a secret mission into the
Worldwound less than a month after you
were born. You’re not sure what happened to
them, but you’re certain they’re dead—and
your gut tells you that the one who murdered
them yet lives!
Book one upgrade: The PC gains a +4
trait bonus on caster level checks to penetrate a demon’s
spell resistance. Once per day, he can recharge a charged
magic item by expending one use of mythic power. Doing
so adds a number of charges equal to 1d10 + his mythic
tier to the item, up to its normal maximum number
of charges.
Spoiler: Stolen Fury (Champion)
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Mechanics: Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons.
Fluff: You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual’s purpose may have
been, it didn’t work out the way your captors
envisioned—rather than corrupting your soul,
you absorbed the ritual’s energy and made it your own
before you escaped to safety. Ever since, you’ve been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changed—
it’s as if you’ve f inally managed to come to terms with
your past and have turned the ritual’s aftereffects to
your advantage, following the old adage of what doesn’t
kill you makes you stronger. You’ve been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day.
Book 1 upgrade: The PC gains a +2 trait bonus
on Fortitude saves. By expending one use of mythic
power as a swift action, she can ignore a single demon’s
damage reduction for 1 minute, and increases the critical
multiplier of any weapon she wields against that demon
by 1.
Spoiler: Touched by Divinity (Hierophant)
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Mechanics: You begin play with a silver
holy symbol of your chosen deity for free. In addition,
choose one domain associated with your chosen deity.
You gain the use of that domain’s 1st-level domain spell
as a spell-like ability usable once per day (CL equals
your character level).
Fluff: As long as you can remember,
you’ve had an unexplainable interest in one deity in
particular. One of your parents may have been a priest
of this deity, or you may have been an orphan raised
by the church, but these alone cannot explain your
deep connection to the faith. You’ve always felt calm
and at ease in places holy to the deity, and often have
dreams about the god or goddess visiting you—most
often in the form of a sacred animal or creature. Your
faith is strong...
Book one upgrade: The PC can select a
second domain granted by his affiliated deity. He can use
the 1st-level spells of both domains as spell-like abilities
a number of times per day each equal to his mythic tier.
By expending one use of mythic power, he may use any
of these two domains’ spells as a spell-like ability, but
may only use spells of a level equal to or less than his
mythic tier.