Traits

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Players may choose three traits when the character is first created. One must be Regional. All traits listed below are legal for play, though some do have requirements (REQ).

Many traits allow a skill to become a class skill. If the character already has the skill as a class skill, they receive an additional +1 trait bonus instead.


COMBAT TRAITS


Always On Guard: You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.

Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Axe to Grind: There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.

Battlefield Disciple: You are skilled at supporting your allies in the heat of battle. You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.

Berserker: Your time spent taking part in ancient spiritual rituals earns you new truths about the origins of the your rage ability. You may use your rage ability for 3 additional rounds per day.
REQ: Dwarf Barbarian or Half-orc Barbarian

Bloodthirsty: You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade. Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon’s critical hit multiplier.
REQ: Neutral, chaotic neutral, or chaotic evil

Brave: Benefit: You gain a +2 trait bonus on saving throws against fear effects.

Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes — you must have the Improved Unarmed Strike feat or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.

Cavalry Rider: From the moment you were old enough to walk, you learned how to ride the mighty warhorses. You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you.

City Defender: You know just where to aim to do the most damage. You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons.

Cold and Calculating: You are adept at tricking favored enemies of your race or those related to your race. You gain a +1 trait bonus on all Bluff checks against favored enemies that share one of your subtypes. You also gain a +1 trait bonus on attack rolls made against such favored enemies during the surprise round.

Courageous: Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.

Dedicated Defender: When a companion is down, you fight harder. You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Easy Way or the Hard Way: You are skilled at subduing your enemies. Whenever you attack one of your favored enemies with a weapon that deals lethal damage and choose to deal nonlethal damage, you take only a —2 penalty on the attack roll instead of the normal —4.

Evasive Sting: Larger enemies have a hard time striking you. You gain a +1 dodge bonus to AC against enemies that are both your favored enemy and at least two size categories larger than you.

Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Group Fighter: You have trained extensively to fight with groups. You gain a +1 trait bonus on attacks made while flanking an opponent.

Hidden Blade: Your shady and dangerous past has made it necessary to take every advantage of catching your opponent by surprise. You gain a +1 trait bonus to damage rolls from sneak attacks.
REQ: Rogue

Hidden Hand: Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.

Hunter’s Knack: When you watch and wait before attacking, your strike is true. You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.

Indelible Ire: When you are gravely wounded, you’re stirred to greater combat focus. Each time a critical hit is confirmed against you, you gain a +1 trait bonus on attack rolls for 1 round.

Inspiring Speaker: You have learned the arts of oratory, and know how to speak to crowds to rile them up or to calm them down. You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.

Jaded: You have seen horror and death as far back as you can remember. Maybe you are unfazed by the gruesome, or have become a cynic as a defense against the dark realities of the corners of the world. You gain a +2 trait bonus on saving throws against Fear.

Instigator of Rebellion: Your rage over the political repositioning within your homeland has led you to incite rage within your compatriots. You have become adept at organizing rallies in opposition to the government. You gain a +1 trait bonus on Diplomacy and Intimidate checks.

Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target’s pain. You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Pathfinder: You are a natural tracker. You gain a +1 trait bonus on Initiative checks and a +1 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.
REQ: Ranger

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Scarred Descendant: Your own people are your favored enemy. You gain a +1 trait bonus on rolls to confirm critical hits against favored enemies of your own subtype and on Survival checks made to track such creatures.

Skilled Defender: Your time spent fighting and studying the greatest warriors of the lands has taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. This bonus does not apply to Touch Armor Class and Combat Maneuver Defense (CMD).
REQ: Fighter or Cavalier

Surprise Weapon: You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons. This bonus lowers to +1 if the character has the Catch Off-Guard feat.

Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Vigilant Battler: You are hard to fool and harder to trick with a feint. You gain a +1 trait bonus on all Sense Motive checks. This trait bonus increases to +2 when used to counter a feint in combat.


FAITH TRAITS


Beacon of Faith: You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Blessed: Some divine agent watches over you and heeds your call. Once per day as a swift action, you gain a +1 trait bonus on all saving throws for 1 round.

Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Child of the Light: You come from a family whose ancestors were accomplished undead hunters and they have passed their knowledge down through the family line. You gain a +1 trait bonus to weapon damage against undead.

Child of the Temple: You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Cynic: You have seen all manner of people claiming holy motives, and you have learned to judge them by their deeds, rather than their words. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Demon Slayer: Through tireless studies of ancient lore, you have learned the best ways to kill demons. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. This damage is not multiplied on a critical hit.

Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Fearless Defiance: Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.

Focused Disciple: When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

History of Heresy: You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings. As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws against divine spells.

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
REQ: Cleric, Druid, Paladin, Inquisitor

Principled: You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a —2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
REQ: Lawful

Reincarnated: You believe that you lived a previous life as someone or something else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Scholar of the Great Beyond: Your greatest interests as a child did not lie with current events or the mundane. You have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Schooled Inquisitor: Your additional training aids in identifying the wiles of your faith’s enemies. You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.

Spirit Sense: You have always felt attuned to the spiritual world. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Tireless Avenger: You restlessly pursue your enemies. When you’re in pursuit of one of your favored enemies, the DC for the Constitution check to avoid taking lethal damage during a forced march is 10 + 1 per extra hour, instead of 10 + 2 per extra hour.


MAGIC TRAITS


Adept Arcana: Months of dedicated meditation and practice with the your mentor have given you an increased capacity for arcane knowledge. You gain one additional 0-level spell slot.
REQ: Wizard

Air-Touched: You share an affinity with elemental air. You gain DR 1/— against creatures and attacks with the air type.
REQ: GM permission

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Ascendant Recollection: Your first bloodline power is particularly strong. Your sorcerer level is considered to be 1 level higher when determining the effects of your 1st-level bloodline power.

Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Cypher Resistance: You can recount runes from memory, and repeated exposure to ancient cyphers has imbued you with a faint resistance to runic magic. You gain a +2 trait bonus on saving throws against spells with the word “glyph” or “symbol” in their name.

Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Deep Guardian: The subtle power of the deep places of the world flows within you, and grants you mastery of summoning beings of earth and stone. Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1 morale bonus on attack rolls and a +1 enhancement bonus to Armor Class for the duration of the spell that summoned it.
REQ: Dwarf

Desperate Resolve: You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.

Earth-Touched: You share an affinity with elemental earth. You gain DR 1/— against creatures and attacks with the earth type.
REQ: GM permission

Enduring Shifter: A master druid revealed to you greater secrets of concentration when changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
REQ: Druid

Flame-Touched: You share an affinity with elemental fire. You gain DR 1/— against creatures and attacks with the fire type.
REQ: GM permission

Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Greater Purpose: You are convinced you’re alive to achieve a great purpose. You gain a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

Kin Bond: The bond between you and a close sibling is nearly mystical. Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.

Knowledgeable Caster: Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher in the appropriate class. You also gain a +1 trait bonus on any Knowledge checks associated with your sorcerer bloodline, if any.

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait. Your caster level in that class gains a +2 trait bonus. Your effective caster level cannot be raised above your Hit Dice when using this trait.

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.

Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Partial Protege: You are adept at disguising your true talents. You gain a +1 trait bonus on Bluff checks and on Use Magic Device checks made to emulate a class feature.

Perfectionist’s Brew: You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
REQ: GM permission

Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
REQ: GM permission

Powerful Bloodline: You possess one of the favored bloodlines and as a result your sorcerous powers are particularly potent. Choose: One of the following sorcerer bloodlines: fey, maestro, starsoul, or stormborn. Once per day, you may use one of your bloodline powers as if your sorcerer level were 1 higher than normal. This trait does not give you access to bloodline powers whose level requirements you do not yet meet.

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Reluctant Apprentice: Your early training grants you knowledge of the arcane. You gain a +1 trait bonus on Knowledge (arcana) checks, and are considered trained in that skill even if you have no ranks in it.

Resilient Caster: Your great force of will makes your magic harder to dispel. Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.

Self-Taught Scholar: Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Shrouded Casting: You have learned the secret to casting some spells without lesser material components. Choose one school of magic when you pick this trait. You can cast spells from that school as if you had the Eschew Materials feat.

Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Sound of Mind: Your tranquil mind is especially resistant to manipulation. You gain a +2 trait bonus on saving throws against mind-affecting effects.

Spell-Slinger: Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes. Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
REQ: Sorcerer

Storm-Touched: You share an affinity with elemental lightning. You gain DR 1/— against creatures and attacks with the electricity type.
REQ: GM permission

Strength Foretold: You can channel extra power into one of your bloodline spells. Once per day as a free action, you gain a +1 trait bonus to the DC of the saving throw of one of your bonus bloodline spells.

Tenacious Shifting: You’ve discovered the secret of stable transmutations. Any transmutation spell you cast upon yourself has its duration increased by 2 rounds. Transmutation spells with an instantaneous duration are not affected by this trait.

Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.
REQ: GM permission

Unseen but Not Undone: Without a single gesture, you can unleash a bloodline spell. Once per day, you can cast a bloodline spell as if you had the Still Spell feat. Using this trait does not modify the spell’s level.

Volatile Conduit: You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
REQ: GM permission

Water-Touched: You share an affinity with elemental water. You gain DR 1/— against creatures and attacks with the water type.
REQ: GM permission


SOCIAL TRAITS


Social traits reflect your upbringing; your background in high society or lack thereof; and your history with respect to your parents, siblings, friends, competitors, and enemies.

Acrobat: Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a —2 penalty instead of the normal —5 penalty when using the Climb skill to attempt an accelerated climb.

Adopted: You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may select a race trait from your adoptive parents’ race.

Altruistic Diplomat: Your upbringing has influenced you to be both peaceful and wise, and your arguments are consistently sound. You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.

Ambitious: You exude confidence in the presence of those more powerful than you, sometimes unreasonably so. You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.

Artifact Hunter: You know the legends and the places where great treasures were rumored to have fallen.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice).
REQ: GM permission

Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Beast Bond: You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t faze you in the slightest. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on her Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Cold Heart: You gain a +2 trait bonus on saving throws against spells and effects with the emotion descriptor.

Convincing Liar: You’ve spent your life perfecting the art of half-truths in order to accomplish what you need to. You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills is always a class skill for you.

Cosmopolitan: Your exposure to many people and tongues has given you a particular facility for speech. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
REQ: Raised in an urban environment

Criminal: You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Discerning Eye: Early in life you learned how to see the innate value in any object. You gain a +1 trait bonus to Appraise checks and Appraise is always a class skill for you.

Diplomatic Rapport: You know how to handle delicate communications with different groups of people. You gain a +1 trait bonus on Diplomacy and Sense Motive checks.

Eye of the Falcon: You have a way of seeing right to the heart of things. You gain a +1 trait bonus on saving throws against illusion (phantasm) spells and a +1 trait bonus on Sense Motive checks to know when you are being lied to, so long as you are face to face with the speaker in question.
REQ: Inquisitor

Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Grief-Filled: You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.

Harvester: You were trained to harvest all parts of an animal with care and precision. You gain a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.

Honeyed Tongue: You are quite capable of bringing peace to rival groups. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.

Imposing Scion: The reputation of your bloodline grants you a degree of fearful respect. You gain a +1 trait bonus on Intimidate checks. If your bloodline is keyed to a specific creature type, your trait bonus increases to +2 when interacting with creatures of that type.

Influence: Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Knowing the Enemy: You know a good deal about your most dire enemies. You gain a +1 trait bonus on checks with the Knowledge skill corresponding to your first favored enemy choice, and that Knowledge skill is always a class skill for you.

Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Menacing: Others find you cold and unsettling. You gain a +1 trait bonus on Intimidate checks and Intimidate is always a class skill for you.

Mentored: A tutor or private instructor guided you in learning your art, profession, or trade, and through your education, you became capable of teaching and guiding others. Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another’s skill check with any skill.

Mercenary: For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Musical Savant: Performing has always come easily to you. You may use your bardic performance an additional 3 rounds per day.
REQ: Bard

Natural Artist: From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type. You gain a +1 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Natural-Born Leader: You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects.

Noble Diplomat: You hail from the bottommost strata of society, but something in your character makes that seem endearing. You gain a +2 trait bonus on Diplomacy and Perform checks when dealing with people of high social standing.

Ordinary: The only thing extraordinary about your appearance is its ordinariness. You carry yourself in an understated way, and many people who see your face soon forget it. You gain a +4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.

Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Poverty-Stricken: Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Savage: You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks and Perception is always a class skill for you.

Simple Disciple: You picked up skill in a craft or a profession during your time at a monastery. You gain a +1 trait bonus on checks with a Profession or Craft skill of your choice.

Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Talented: You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Truth’s Agent: You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Unnatural Presence: You gain a +2 trait bonus on all Intimidate checks against creatures of the animal, fey, or plant type, and Intimidate is always a class skill for you.

Unpredictable: Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Veiled Disciple: Trained in espionage, you’re skilled at passing messages and staying on task. You gain a +1 trait bonus on Bluff checks made to pass secret messages and a +1 trait bonus on saving throws against charm and compulsion effects.

Weathered Emissary: Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

Witty Repartee: You are quick with your tongue and have always possessed the talent to quickly admonish your enemies. You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.

Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.


RACIAL TRAITS


DWARF RACIAL TRAITS
Blooded: Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
REQ: Dwarf

Brewmaster: Your family brought the secrets of dwarven brewing to non-dwarven lands. Though this has given you skill in the brewer’s craft, it’s also earned you distrust among dwarven purists. You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a —1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.
REQ: Dwarf

Clearheaded: You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.
REQ: Dwarf

Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
REQ: Dwarf

Goldsniffer: Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
REQ: Dwarf

Lucid Dreamer: Your dreams are a special place of power that only you get to enjoy; driving away threats to your subconscious is as easy as slamming a door. You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm sub-school.
REQ: Dwarf

Militant Merchant: You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
REQ: Dwarf

Ruthless: You never hesitate to strike a killing blow. You gain a +1 trait bonus on attack rolls to confirm critical hits.
REQ: Dwarf; non-good

Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
REQ: Dwarf


ELF RACIAL TRAITS
Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
REQ: Elf

Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
REQ: Elf

Youthful Mischief: Though you gave up the life of a padfoot, scout, or minstrel decades before, you still know how to roll with the punches when things turn sour. You gain a +1 trait bonus on Reflex saves.
REQ: Elf


GNOME RACIAL TRAITS
Animal Friend: You’ve long been a friend to animals, and feel safer when animals are nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
REQ: Gnome

Etymologist: When you were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
REQ: Gnome

Excitable: You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.
REQ: Gnome

Rapscallion: You’ve spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all your mischievous behavior, you’ve never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on initiative checks.
REQ: Gnome

Fixer: You can improvise tools and materials in order to keep a damaged object working for just a little bit longer. Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours (this does not affect the object’s hit points). At the end of this time, it regains the broken condition (but you can use this trait on it over and over again).
REQ: Gnome


HALF-ELF RACIAL TRAITS
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on initiative checks.
REQ: Half-Elf

Failed Apprentice: As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells.
REQ: Half-Elf


HALFLING RACIAL TRAITS

Freed Slave: You were either born or sold into slavery, but were later freed. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life. You gain a +1 trait bonus on Will or Fortitude saves.

Freedom Fighter: Your parents allowed escaping slaves to hide in your home, and the stories you’ve heard from them instilled into you a deep loathing of slavery. You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.
REQ: Halfling

Pomp and Pageantry: Though others think you merely waste time, you know that those extra flourishes and ceremonial touches actually make your work just that much better. You gain a +1 trait bonus on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks with class skills if you spend twice as long as it normally takes to make that check.
REQ: Halfling

Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.
REQ: Halfling


HALF-ORC RACIAL TRAITS
Almost Human: You have enough human features that it’s easy for you to pass for a pureblooded human. You gain a +4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.
REQ: Half-Orc

Brute: You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
REQ: Half-Orc

Outcast: Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
REQ: Half-Orc

Scrapper: A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary. You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to avoid being surprised.
REQ: Half-Orc


HUMAN RACIAL TRAITS
Aspiring Bard: You spent countless hours of your youth wandering the open campuses of the Music Academy and the Choir College, listening to wonderful musicians and singers and daydreaming of your life as a bard. You gain a +1 trait bonus to one category of Perform checks and a +2 trait bonus to any Knowledge (local) checks that deal with the local music scene.
REQ: Human

Fanatic: Your years spent in libraries reading every musty tome you could find about ancient lost civilizations has given you insight into the subjects of history and the arcane. You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
REQ: Human

Masterful Demeanor: As a proud overlord, you are confident that members of other, inferior races will obey you, and quickly. You gain a +2 trait bonus on Intimidate checks against members of non-human humanoid races.
REQ: Human

Rebellious: You avoid and shirk authority for your own interests. You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
REQ: Human

Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
REQ: Human

Spirits in the Stone: You have an almost instinctive ability to sense danger and peril in ruined structures. Whenever you’re in ruins, you gain a +2 trait bonus on initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.
REQ: Human

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
REQ: Human


REGIONAL TRAITS


Bandit: Since you were young, you’ve been a member of one bandit gang or another. Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
REQ: Upbringing in a bandit gang

Blood Steed: Your nomadic culture gives you a profound knowledge of and respect for the horses that roam your homelands. You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense).
REQ: Raised on the plains

Born Rider: You gain a +1 trait bonus on Handle Animal and Ride checks.
REQ: Raised in a rural environment

Bounty Hunter: You have made it your mission to help bring bandits to justice. You gain a +1 trait bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised.

Briar Bandit: The time you’ve spent crawling through thorny brambles and other thick underbrush during raids and ambushes taught you how to move without disturbing the dense flora around you. When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks.
REQ: Raised in or lived significant time in a forest area

Charger: You are a master at storming enemy battle lines and quickly overwhelming them. When charging, add 10 feet to your base speed.
REQ: Plains Barbarian

Child of the Crusades: Your parents stood strong against the worst of this world and the great beyond. You have inherited their indomitable spirit, and you gain a +2 trait bonus on all saves against fear.
REQ: Raised during war

Crusader Tactician: You are skilled in both heraldry and siege tactics. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you.
REQ: Raised during war; fighter, Paladin, Ranger, or Cavalier

Chivalrous: You were raised on tales of heroic knights and benevolent wizards and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
REQ: Lawful good, neutral good, or chaotic good

Cliff Jumper: You spent your early years exploring and foraging along the coastal cliffs. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
REQ: Raised in a coastal environment

Cliff-Master: You are adept at scavenging along the cliffs and have become a skilled climber. You gain a +1 trait bonus on all Climb and Survival checks.
REQ: Raised in a mountain environment

Desert Child: You were born and raised in rocky deserts, and are accustomed to high temperatures. You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
REQ: Raised in a desert environment

Desert Guide: You’ve made your living outfitting and guiding expeditions deep into the desert. You gain a +1 trait bonus on Knowledge (Geography) and a +1 trait bonus on Survival checks in desert terrain. One of these skills is a class skill for you.
REQ: Significant time spent living in the desert

Desert Walker: You have learned how to navigate the vast deserts and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in desert terrain.
REQ: Significant time spent living in the desert

Dunewalker: Exposure to the constant hazards of airborne particles (such as during a sandstorm or cave-in) has made your eyes less susceptible to irritants, such as sand, dust, and even liquids and gases. You gain a +2 trait bonus against being blinded by foreign objects (such as from a Dirty Trick combat maneuver) and you halve any reductions in visibility from the environment (such as from certain storms) and their corresponding penalties. For example, if you were in a sandstorm that normally reduces visibility to 25 feet and imparts a –4 penalty on Perception checks, you reduce visibility to 50 feet and take only a –2 penalty on Perception checks.
REQ: Raised in a desert environment

Exotic Weapon Familiarity: One exotic weapon that is common to the region is considered Martial instead of Exotic. For example, the Hand-and-a-half sword (Bastard Sword) is a common weapon for highland warriors. The bola may be a traditional weapon for a tribe of jungle warriors.
REQ: GM approval

Friend of the Fey: You have a special relationship with the fey, having grown up in close proximity to them. You gain a +2 trait bonus on Diplomacy checks against fey creatures.
REQ: Raised in a forest environment; Gnome, Elf, or Half-Elf

Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
REQ: Raised in a frontier environment

Frostborn: Long nights in the frigid winters of the north have inured you to cold. You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
REQ: Raised in snowy or cold regions

Guerilla: You have spent much time in the rainforests and know its secrets. You gain a +1 trait bonus on Knowledge (nature) checks as well as Survival checks made in the rainforest. One of these skills becomes a class skill for you.
REQ: Raised in a jungle environment

Guide of the Streets: You grew up on the streets and have worked as both guide and bodyguard for visitors to the city. You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
REQ: Raised in a large town or city

Highlander: You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
REQ: Raised in rough hills or mountain environment

Horse Lord: In your culture, children are taught to ride as soon as they are able to wale. +1 to Ride checks and Ride is always a class skill for you.
REQ: Raised in a horse-central culture

Humble Beginnings: You didn’t have any intention of becoming an adventurer, but a single, unexpected confrontation changed everything. Choose one of the following: boot, bucket, frying pan, mug, rolling pin, spade, or stool. You are treated as having the Catch Off-Guard feat when wielding the chosen item. (These items should all be considered improvised melee weapons that deal 1d4 points of bludgeoning damage.)
REQ: Raised in a lower class upbringing

Iron Lungs: Due to the constant intrusion of marsh gases seeping into the tunnels and chambers of your lair you are accustomed to holding your breath for extended durations. You can hold your breath 50% longer and gain a +1 trait bonus on saving throws against the effects of inhaled poisons.
REQ: Raised in the swamps

Jungle Guide: You’ve made your living outfitting and guiding expeditions deep into the jungle interior in search of ancient ruins and lost cities. You gain a +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.
REQ: Significant time spent living in the jungle

Jungle Walker: You have learned how to navigate the darkest jungles and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in jungle terrain.
REQ: Significant time spent living in the jungle

Lightning Rider: You were born among the plains’ tribes and horses are your kin. When mounted and making a charge, your mount’s speed is increased by 10 feet. You must have the Mounted Combat feat to take this trait.
REQ: Raised in a horse-central culture

Local Know-It-All: Choose a community that you’ve lived in for at least 5 years. You gain a +2 trait bonus on Knowledge (local) checks related to that community.
REQ: Significant time in one community

Log Roller: 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.
REQ: Time spent in a forest environment working with logs (lumberjack?)

Master of Peaks: You have spent much of your life in the mountains and your body is used to the effects of both extreme cold and high altitude. You gain a +2 trait bonus on Fortitude saving throws made against the effects of cold dangers and altitude sickness.
REQ: Significant time living in the mountains

Merchant’s Child: You grew up among the market stalls of the greatest trading post in all the world, and can almost smell the value of an item before you touch it. You gain a +1 trait bonus to Appraise checks, and Appraise is always a class skill for you.
REQ: Merchant family upbringing

Militia-man: Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
REQ: 2 years experience in the militia

Miner: You were a miner and have become adept at identifying minerals and gems. You gain a +1 trait bonus on Appraise checks, and Appraise becomes a class skill for you.
REQ: Significant time spent in a mining area

Mountain Guide: You are skilled at getting along in the mountains, enabling you to find hidden trails and secret entrances into the caverns beneath mountains. You gain a +1 trait bonus on Knowledge (geography) and Survival checks when in mountainous areas, and Knowledge (geography) is always a class skill for you.
REQ: Significant time spent in the mountains

Natural Climber: You are adept at arboreal activity, and are more at home in the branches of a tree than you are on the ground. You gain a +2 trait bonus on Acrobatics and Climb checks while climbing trees.
REQ: Raised in a forest environment

Orc Impaler: Benefits: You gain a +2 trait bonus on rolls to confirm critical hits made as part of a charge. This bonus increases to +3 if the critical hit is made against a creature with the orc subtype.
REQ: Member of the Shundar-Quah (Spire Clan) or Lyrune-Quah (Moon Clan)

Orphan: You grew up in an orphanage. Whether or not you took to their teachings, your strict indoctrination has toughened your body against punishment. You gain a +1 trait bonus on Fortitude saves.
REQ: Impoverished upbringing

Pirate Life: Although you might prefer life on board a ship, you often end up in the water for some odd reason. You gain a +1 trait bonus on Profession (sailor) or Knowledge (geography) and Swim checks, and Swim is always a class skill for you.
REQ: Significant time spent on the sea as a pirate

Plainsman: You live and work on the Plains. You gain a +1 trait bonus on all Knowledge (geography) and Survival checks regarding the M’neri Plains.
REQ: Raised on the plains

Privileged Slave: You were enslaved but obeyed your masters dutifully, earning yourself additional benefits from your masters. You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you.
REQ: Significant time spent as a slave

Prospector: You know much about mines and being underground in general. Benefit: You gain a +1 trait bonus on Appraise and Knowledge (dungeoneering) checks.
REQ: Significant time spent in a mining area

River Rat: You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
REQ: Raised in a marsh or river environment with pirates or smugglers

Rubbish Picker: You grew up in or around your city’s rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling. You gain a +2 trait bonus on Perception checks to search for concealed items.
REQ: Impoverished urban upbringing

Savanna Child: You were born and raised on the rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the region’s secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
REQ: Raised in a plains environment

Sea-Souled (Coastline or Island): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
REQ: Raised in an island environment

Seafarer: You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
REQ: Significant time spent at sea

Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
REQ: Upbringing on the plains or the forests

Slippery: You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
REQ: Impoverished urban upbringing

Scholarly Influence: You grew up surrounded by literature on a certain subject (or experts in a certain field) or you have just spent most of your life around a certain subject of study. Regardless, you have a natural knack for a certain field of study. Choose History, Religion, or Engineering. You gain a +1 trait bonus on Knowledge checks for this field and it is always a class skill for you.
REQ: Upperclass upbringing

Seaworthy: Your life has been spent on water as much as on land. +1 to Acrobatics and Climb checks while on board a vessel afloat; one of these skills is always a class skill for you.
REQ: Significant time spent at sea

Soldier’s Life: You’ve served in the army. Choose one of the following skills: Heal, Intimidate, or Ride.
You gain a +1 trait bonus on that skill, and it is always a class skill for you.
REQ: Several years employ in an army

Smuggler: You have moved contraband for years, and have learned some tricks. Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Stormrunner: You have sailed on some of the roughest seas. You’re accustomed to the pitch and yaw of sailing vessels, even in a storm, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.
REQ: Significant time spent at sea

Survivalist: You are experienced in carefully moving slaves from one hideout to the next. You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.
REQ: Raised in a remote village or rural area

Tundra Child: You were born and raised in the far north and are accustomed to cold temperatures. You gain a +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.
REQ: Raised in a snowy environment

Tundra Guide: You’ve made your living outfitting and guiding expeditions through the coldest of environments. You gain a +1 trait bonus on knowledge (geography) and a +1 trait bonus on Survival checks in snowy terrain. One of these skills is a class skill for you.
REQ: Significant time spent living in snowy environments

Tundra Walker: You have learned how to navigate cold environments and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in snowy terrain.
REQ: Significant time spent living in snowy environments

Two Worlds: You have been brought up in a culture where more than one language is used daily. You are fluent in one additional starting language (appropriate to your race). This trait may only be taken at 1st level.
REQ: Significant time spent in culture of new language

Snowstrider: The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth keeps your feet right where you want them. You gain a +4 trait bonus on Acrobatics checks made on slippery or uneven surfaces.
REQ: Significant time spent living in snowy environments

Swamp Rebel: You grew up hiding in the swamps from the overlords who looked to enslave you and your people. You gain a +2 trait bonus on Stealth checks in swampy terrain, and Stealth becomes a class skill for you.
REQ: Upbringing in a swamp

Tribesman: Choose one of the following skills: Climb, Survival, or Swim. You gain a +1 trait bonus on this skill, and it is always a class skill for you.
REQ: Member of a Shoanti Quah

Urban Survivor: Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
REQ: Impoverished urban upbringing

Vagabond Child: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
REQ: Raised in a destitute urban environment of 5000 or more people

Warrior Poet: You were trained as a keeper of the great traditions. You gain a +1 trait bonus on Knowledge (history) checks related to your clan/tribes and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance ability.
REQ: Dwarf Bard or Barbarian Bard

Waterborn: You were born into into a culture comfortable or dependent on water, such as an island community, beach combers, river traders, etc. You gain a +1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour.
REQ: Raised in a coastal, island, or river environment


RELIGION TRAITS


Demon Hunter: Raised in the church of Asmodeus (whether or not you are currently a follower), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
REQ: Follower or Ex-follower of Asmodeus

Calistrian Courtesan: You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
REQ: Follower or Ex-follower of Calistria

Child of Nature: You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
REQ: Follower or Ex-follower of Gozreh

Corpse Cannibal: Your faith encourages you to indulge a variety of perverse hungers, leading you to shrug at even some of the darkest taboos. You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects.
REQ: Follower of Urgathoa

Divine Warrior: From an early age, you were trained by a militaristic order of clerics. You are devoted to the teachings of Iomedae and to spreading those teachings by force. Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell.
REQ: Follower of Iomedae

Ear for Music: You spent countless hours of your youth in one of Shelyn’s temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on Knowledge (local) checks that deal with the local art or music scene.
REQ: Follower or Ex-follower of Shelyn

Eyes and Ears of the City: Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
REQ: Follower or Ex-follower of Abadar

Flame of the Dawnflower: You have been raised to view yourself as a blade in Sarenrae’s service, or you have taken on that duty for yourself. Whenever you score a critical hit with a scimitar, you deal 2 additional points of fire damage to your target.
REQ: Cleric of Sarenrae

Fortified Drinker: Cayden Cailean’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.
REQ: Follower of Cayden Cailean; Frequent alcohol drinker

Guardian of the Forge: Torag’s sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
REQ: Follower or Ex-follower of Torag

Magic Is Life: Your faith in magic allows you to reflexively use the energy of any spell effect currently on you to save you from death. As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
REQ: Follower of Nethys

Pain Is Pleasure (Zon-Kuthon): You have discovered a hint of the dark truths that lay hidden within blood and flesh. You gain a +1 trait bonus on Fortitude and Will saves whenever you have fewer than half your maximum number of hit points.
REQ: Follower of Zon-Kuthon

Patient Optimist: You know that all things pass in time, and are used to having to repeat arguments multiple times to convince stubborn believers. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
REQ: Follower or Ex-follower of Erastil

Shadow Whispers: You have a penchant for just knowing others’ secrets. You gain a +1 trait bonus on Knowledge (local) checks and a +2 trait bonus on Intimidate checks made to demoralize opponents.
REQ: Follower or Ex-follower of Norgorber

Starchild: Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is when you are able to see stars. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
REQ: Follower or Ex-follower of Desna

Undead Slayer: Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage rolls against undead.
REQ: Follower or Ex-follower of Pharasma

Veteran of Battle: You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
REQ: Follower of Gorum

Voice of Monsters: Your faith leads you to see the power and wonder in even the most horrible abominations. Once per day, you can cast speak with abominations (as per speak with animals). When you cast this spell, it can affect aberrations and magical beasts with an Intelligence of 2 or lower.
REQ: Follower of Lamashtu

Wisdom in the Flesh: Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select one Strength, Constitution, or Dexterity-based skill. You may 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.
REQ: Follower or Ex-follower of Irori


CAMPAIGN TRAITS


Spark of Magic: It is rare to find a person who has the inborn ability to cast spells. Characters who cast spells must have this trait.

Illiterate: The character does not know how to read or write the languages he knows. Spell casting classes that take this trait will be unable to read or write spellbooks and scrolls. If the player wishes his character to be literate later on, he must take the Literate trait. This trait may only be taken at level 1. When the player takes this trait, they gain two additional traits for their character.

Literate: Player characters are considered to be exceptional, so they are literate by default. They will only need to take this trait if they already have the Illiterate trait. Nobility, wealthy merchants, clergy (clerics, paladins, and inquisitors), bards, wizards, and sorcerers are normally literate. The vast majority of commoners are not literate.

Traits

Darklands RedDog