Quanto segue sono i tratti. Troverete le parti finali dei tratti come spunti per il vostro bg. Per quello considerate che fate già parte dell'equipaggio della nave, quindi, se volete, potete metterlo su come il capitano Barkle vi ha trovati o giù di lì
 
	 
 
	Ancient Explorer: You are a student of the ancient 
	history of Golarion, and you’ve come to the Shackles
 
	to explore the crumbling and vine-choked ruins of the 
	cyclops empire of Ghol-Gan, which have lain abandoned 
	among the isles of the Shackles for thousands of years. 
	You gain a +1 trait bonus on Knowledge (history) and 
	Knowledge (local) checks, and one of these skills is 
	a class skill for you. In addition, you gain Cyclops or 
	Polyglot as a bonus language. 
	You went to a tavern called the Formidably Maid in 
	Port Peril last night to meet a contact who supposedly 
	had an old map of lost cyclops ruins to sell, but the drink 
	was stronger than you had expected and you passed out 
	before making the deal. 
	Barroom Talespinner: You grew up listening to tales 
	of adventure and piracy on the high seas and the sea 
	chanteys of old salts in dockside dives. You learned all 
	about what it’s like to be a pirate by talking with the 
	sailors on shore leave, and learned how to tell a tale (or 
	perform some other pirate entertainment) yourself. 
	You gain a +1 trait bonus on Diplomacy checks and one 
	category of Perform checks, and one of these skills is a 
	class skill for you. In addition, once per week you can 
	make a DC 15 Knowledge (local) or Intelligence check 
	to see if you know a popular legendary pirate tale, the 
	telling of which grants you a +1 trait bonus on checks 
	made to inf luence NPCs on the Wormwood. 
	You went to a tavern called the Formidably Maid 
	in Port Peril to earn a few coins with your tales of 
	the sea. The patrons seemed pleased with your 
	performance and bought you a few drinks. You 
	had just remembered a tale of an unfortunate 
	sailor who found himself press-ganged on a 
	pirate ship after his drink was drugged when 
	suddenly everything went black. 
	Besmara’s Blessing: You were born aboard 
	a ship at sea or down by the docks in a port city on an 
	auspicious day. Old salts and sea dogs nod knowingly 
	and say that Besmara the Pirate Queen, goddess of piracy, 
	sea monsters, and strife, has marked you for a greater 
	destiny. You don’t know anything about that, but you’ve 
	always felt more at home on the sea than on land, and 
	your keen eyes can easily pick out a sail on the distant 
	horizon. You gain a +1 trait bonus on Perception 
	and Profession (sailor) checks. In addition, 
	once per week you can reroll a Profession 
	(sailor) check and take the higher result (you 
	must announce that you are using this ability before the 
	results of the check are known). 
	You came to a tavern in Port Peril called the Formidably 
	Maid in search of your fate. You’re not sure how many 
	drinks you had, but they quickly went to your head and 
	you passed out on the table before you found your 
	destiny—unless it lay in the bottom of a bottle. Then 
	again, maybe you found your destiny after all...
 
	Buccaneer’s Blood: One of your ancestors was an 
	infamous Free Captain of the Shackles, whose very name 
	struck fear in the hearts of those who sailed the seas in 
	search of an honest living. Piracy is in your blood, and 
	you’ve always longed to follow in your forebear’s footsteps 
	and plunder the shipping lanes. You gain a +1 trait bonus 
	on Intimidate and Profession (sailor) checks. In addition, 
	you gain a one-time +1 trait bonus to your Disrepute and 
	Infamy scores (see “The Life of a Pirate” in Pathfinder 
	Adventure Path #55 for details on the Infamy system). 
	You went to a tavern called the Formidably Maid, a 
	notorious pirate hangout in Port Peril, eager to start your 
	career as a buccaneer. While you were there, however, a
 
	dashing and f lirtatious corsair caught your eye, and 
	after a whirlwind night of booze and romance, you found 
	yourself beaten senseless and stuffed in a sack, carried 
	off to who knows where. 
	Dockside Brawler: You grew up on the dangerous docks 
	of one of the Shackles’ numerous ports or anchorages, 
	and quickly learned that fists often make a better point 
	than fancy words, especially when used the right way. 
	You’ve always preferred action to talk, anyway. You gain 
	a +1 trait bonus on damage rolls with brass knuckles 
	(Advanced Player’s Guide 176) and improvised weapons. 
	While drinking at a tavern called the Formidably 
	Maid in Port Peril last night, you got into a brawl with 
	some of the other patrons. You handled yourself well, 
	but a group of rough-looking characters ganged up on 
	you and overwhelmed you, knocking you unconscious. 
	Fortunately, you were able to conceal your brass knuckles 
	when you were press-ganged, and you begin the campaign 
	with them, regardless of your starting circumstances. 
	Eye for Plunder: You’ve always had a keen eye for the 
	glitter of gold or silver, and you’ve robbed enough rich 
	merchants and raided enough ships to have a feel for 
	where the most valuable plunder is hidden. You gain a 
	+1 trait bonus on Appraise and Perception checks to find 
	concealed or secret objects (including doors and traps). 
	In addition, you begin the campaign with a selection 
	mundane trade goods worth 50 gp that you were able to 
	scrounge together during your first day on the Wormwood. 
	You found yourself relatively well off when you got your 
	share of your last voyage’s plunder, and decided to spend
 
	a few of your hard-won coins at the Formidably Maid, a 
	popular pirate tavern in Port Peril. Maybe the shine of 
	your new wealth distracted you, however, because you 
	never saw the miscreants who slipped something into 
	your drink, knocking you out cold. 
	Ilizmagorti Native: You grew up in the city of 
	Ilizmagorti on Mediogalti Island, a pirate port infamous 
	for both the scoundrels who visit it and the feared Red 
	Mantis assassins who run it. You’ve been around pirates 
	all your life, but you’ve learned to be wary in your dealings 
	with people, as there’s no telling who might be a Red 
	Mantis in disguise. You gain a +1 trait bonus on Sense 
	Motive checks, and Sense Motive is a class skill for you. In 
	addition, your familiarity with the pirate’s life allows you 
	to make untrained Knowledge (local) checks regarding 
	pirates or the region of the Shackles. 
	Looking to make your fortune, you hopped aboard a 
	pirate ship in Ilizmagorti, and decided to celebrate your 
	safe arrival in Port Peril with a few drinks at a tavern 
	called the Formidably Maid. There were some suspiciouslooking 
	characters there, to be sure, and you decided to 
	give them a wide berth, but as you left, feeling a bit woozy 
	from drink, you were set upon by thugs in a dark alley 
	and knocked unconscious. 
	Peg Leg: One of your legs was bitten off below the knee 
	by a shark when you were just a child, and was replaced 
	with a wooden peg leg (Pathfinder Player Companion: 
	Pirates of the Inner Sea 20). You’ve long since gotten used 
	to your prosthesis, however, and take none of the normal 
	penalties from having a peg leg. You’ve had to learn to
 
	deal with the pain of your injury as well, and you gain a 
	+1 trait bonus on Fortitude saves. Ever since your accident 
	you’ve hated sharks, and you also gain a +1 trait bonus on 
	damage rolls against sharks and other animals with the 
	aquatic subtype. 
	Your balance always gets a bit shaky after a few drinks, 
	and last night at the Formidably Maid—a tavern in Port 
	Peril—was no exception. That must be why you fell to the 
	f loor as soon as you tried to stand up. What happened 
	next is hazy, but you’re pretty sure you were dragged out 
	of the bar and onto a ship at the docks. At least they didn’t 
	throw you to the sharks... 
	Ship’s Surgeon: On a ship, a sailor often has to learn 
	multiple skills, and this rule certainly applies to you. 
	Your father was a woodworker, and you learned your 
	first trade from him. But on your first voyage at sea you 
	quickly found out that a carpenter is often a ship’s doctor 
	as well—after all, who knows more about sawing off limbs 
	than someone who saws wood for a living? People are a lot 
	bloodier than wood, that’s for sure, but you haven’t had 
	many complaints—those sailors who have enjoyed your 
	services are either happy to be alive or dead, and there’s 
	old salts who swear the peg legs you for made them are 
	better than the real legs they used to have. You gain a +1 
	trait bonus on Craft (carpentry) and Heal checks, and 
	Heal is a class skill for you. 
	You were between ships in Port Peril, and after 
	stopping for a drink at a tavern called the Formidably 
	Maid, you happened upon a damsel in distress in the 
	alleyway outside. Thinking you could help, you didn’t
 
	notice the thugs hiding nearby, and they caught you 
	unawares. You’ve been on enough ships to know a press 
	gang by the blow of the sap on the back of your neck—you 
	just hope whatever ship you end up on needs a surgeon. 
	Although the majority of your equipment was taken away 
	when you were press-ganged, you managed to hang on to 
	a fully stocked healer’s kit, and you begin the campaign 
	with it, regardless of your starting circumstances. 
	Touched by the Sea: You’ve always felt the call of the 
	sea and your blood surges with the ebb and f low of the 
	tides. Perhaps one of your parents was a sailor or pirate, 
	or maybe one of your ancestors had a bit of aquatic elf 
	or undine blood in them. Whatever the reason, you’re as 
	comfortable in the water as you are on land. You gain a 
	+1 trait bonus on Swim checks and Swim is a class skill 
	for you. In addition, penalties on attack rolls made 
	underwater are lessened by 1. 
	You came to Port Peril in search of your destiny, and 
	after a few drinks at a tavern called the Formidably Maid, 
	you went down to the docks to take in a view of the sea. 
	The last thing you remember is a blow to the back of your 
	head and the waves rushing up to meet you.