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Trait List | Trait Name | Benefit | Source | ||||||||||||||
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Campaign Trait | Adaptive Magic | You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, Use Magic Device is a class skill for you. | ROW | ||||||||||||||
Campaign Trait | Against the League | Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe. | STR | ||||||||||||||
Campaign Trait | Alabaster Outcast | You gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble's outfit, a signet ring, and a single additional non-magical item worth no more than 200 gp. |
STR | ||||||||||||||
Campaign Trait | Ancient Explorer | 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. | SAS | ||||||||||||||
Campaign Trait | Barroom Talespinner | 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 influence NPCs on the ship. | SAS | ||||||||||||||
Campaign Trait | Bastard | You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) | KNG | ||||||||||||||
Campaign Trait | Best Friend | An NPC Benefit : You and the chosen NPC are best friends. You gain a +1 trait bonus on all attack rolls against foes that threaten your friend as well as one of the following (depending on the NPC chosen, consult your GM for specifics): A +2 trait bonus on Diplomacy checks. A +2 trait bonus on Bluff checks. Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you. |
JRG | ||||||||||||||
Campaign Trait | Black Sheep | You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits. | RRL | ||||||||||||||
Campaign Trait | Blood of Pharaohs | You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose an ancient language as one of your bonus languages. | MUM | ||||||||||||||
Campaign Trait | Boarded (D) | Traveling from lands far to the north, you likely have little experience with the jungle, its denizens, or its strange forces. Just as the lands are wild and exotic to you, so are you to them. This unusualness manifests in one of two ways. Choose to gain either a +2 trait bonus on all Bluff checks made against inhabitants of the jungle, or treat your spells with the mind-affecting descriptor as being +1 caster level higher when cast against creatures and natives of the jungle. | SKL | ||||||||||||||
Campaign Trait | Boarded (A) | You begin with a detailed map of a very large jungle (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle. | SKL | ||||||||||||||
Campaign Trait | Boarded (B) | You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle. | SKL | ||||||||||||||
Campaign Trait | Boarded (E) | Your familiarity with subtle slayings and toxins grants you a +2 trait bonus on all saves against poison. In addition, you can pick one type of poison listed below to be immune to, having undergone a long and painful process of building up an immunity to its effects: blue whinnis, giant wasp poison, medium spider venom, small centipede poison, or spider vine poison. | SKL | ||||||||||||||
Campaign Trait | Boarded (C) | Your last home was a dangerous land of pirates and treachery, but also of fantastic opportunity. A life of weal and woe on the sea and amid the pirate controlled lands has toughened you to a variety of hardships. Pick one of the three categories of saving throws—you gain a +1 trait bonus on all saving throws of that type. | SKL | ||||||||||||||
Campaign Trait | Brigand | You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk. | KNG | ||||||||||||||
Campaign Trait | Buccaneer's Blood | 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. | SAS | ||||||||||||||
Campaign Trait | Caravan Guard | You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you. | JRG | ||||||||||||||
Campaign Trait | Chance Encounter (Campaign; Mythic [Trickster]) | Mythic traits are a bit more powerful than most traits—this is intentional, as these traits help to set up a character's mythic background! Mythic traits are intended for use with Mythic characters. You 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. You probably never would have made it back home if not for the aid of a mysterious woman who helped you trick your way through a group of cultists. Ever since, you've just been lucky when it comes to trickery. Benefit Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately re-roll that check as a free action. You must take the second result, even if it is worse. | WOR | ||||||||||||||
?Campaign Trait | Chance Savior | You gain a +2 trait bonus on Initiative checks. | CCR | ||||||||||||||
Campaign Trait | Child of Infamy | You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you begin play with an additional 300 gp. | COT | ||||||||||||||
Campaign Trait | Child of the Crusades (Campaign; Mythic [Marshal]) | Mythic traits are a bit more powerful than most traits—this is intentional, as these traits help to set up a character's mythic background! Mythic traits are intended for use with Mythic characters. Your parents were members of the crusades. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Benefit 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. | WOR | ||||||||||||||
Campaign Trait | Childhood Crush | You gain a +1 trait bonus on all attack rolls against foes that threaten your crush. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. Note that gender isn’t an issue in the case of these three NPCs. Unless your GM says otherwise, all three of these NPCs are considered to be bisexual as far as this trait’s implications are concerned. Note that if you take this trait, you’ll likely want to coordinate NPC choices with any other player who chooses this trait as well, since choosing the same NPC could cause unwanted party strife. Of course… if that’s what you and the other player are looking for, go for it! | JRG | ||||||||||||||
Campaign Trait | Colonial | You gain a +1 trait bonus on Knowledge (local) checks relating to settlements and politics and a +1 trait bonus on saving throws against disease. | SKL | ||||||||||||||
Campaign Trait | Conspiracy Hunter | Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you. | COT | ||||||||||||||
Campaign Trait | Devotee of the Old Gods | You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods grants you a +1 trait bonus on saving throws against divine magic. | MUM | ||||||||||||||
Campaign Trait | Diabolist Raised | You gain a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against nobility of a specific city or region, and a +1 bonus on all saving throws made against mind-affecting attacks from devils. | COT | ||||||||||||||
Campaign Trait | Dockside Brawler | 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. You gain a +1 trait bonus on damage rolls with brass knuckles and improvised weapons. | SAS | ||||||||||||||
Campaign Trait | Drug Addict | Someone you know has become addicted to a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of the drug as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you. Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +2 bonus on Knowledge (local) checks or Diplomacy checks to Gather Information (choose one when selecting this trait). Personal Addiction: You were the addict. You blame the crimelord for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws. | CCT | ||||||||||||||
Campaign Trait | Earning Your Freedom | Choose one of the three categories of saving throw (Fortitude, Reflex, or Will); you gain a +1 trait bonus on all saving throws of that type. | LOF | ||||||||||||||
Campaign Trait | Exchange Agent | You gain one language as a bonus language. Additionally, choose one of the following skills: Handle Animal , Knowledge (geography), Linguistics , or Survival . You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you. |
STR | ||||||||||||||
Campaign Trait | Exposed to Awfulness (Campaign; Mythic [Guardian]) | Mythic traits are a bit more powerful than most traits—this is intentional, as these traits help to set up a character's mythic background! Mythic traits are intended for use with Mythic characters. As a child, you were badly mauled by a demon. The demon was slain before it could kill you, but you lingered at death's door for weeks before regaining consciousness. Ever since, you've been unusually hale and hearty, as if your body had reacted to its brush with doom by becoming supernaturally fit. Benefit Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. | WOR | ||||||||||||||
Campaign Trait | Eye for Plunder | 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 ship. | SAS | ||||||||||||||
Campaign Trait | Favored Son/Daughter | You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen from below as an ally; depending on the person you pick, you’ll get different benefits. | RRL | ||||||||||||||
Campaign Trait | Finding Your Kin (3.5E) | an NPC and a class. Benefit The chosen class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC. | LOF | ||||||||||||||
Campaign Trait | Firebrand | You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls. | COT | ||||||||||||||
Campaign Trait | Fools for Friends | Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects. | SDK | ||||||||||||||
Campaign Trait | Foreign Opportunist | You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics for 60% of their listed price, rather than the normal 50% value. What is considered an ancient relic is left to the GM's discretion. | MUM | ||||||||||||||
Campaign Trait | Former Assassin | You gain a +2 trait bonus on Bluff checks to pass hidden messages. Also, anytime you deliver a coup de grace , you deal an additional 1d6 points of damage. | STR | ||||||||||||||
Campaign Trait | Foster Child | Choose any Knowledge skill—you gain a +2 bonus on skill checks with that Knowledge skill, and it becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your adoptive mother. | JRG | ||||||||||||||
Campaign Trait | Framed | Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord. His thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find the crimelord, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name. Family Honor: The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue, and thus gain a +2 bonus on Bluff checks. Dropout: You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks. | CCT | ||||||||||||||
Campaign Trait | Friend of the Family | As long as your family friend remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your family friend. | JRG | ||||||||||||||
Campaign Trait | Get the Cargo Through | Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth. | SKL | ||||||||||||||
Campaign Trait | Gnoll Killer | You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls. | LOF | ||||||||||||||
Campaign Trait | Hero Worship | You admire an NPC as a hero to respect and attempt to model your life after. You gain one of the following benefits depending on the NPC chosen (consult your GM for details). A +2 bonus on concentration checks. A +1 bonus to your AC against attacks of opportunity. |
JRG | ||||||||||||||
Campaign Trait | Infernal Bastard | You lack a tiefling’s standard resistances to cold, electricity, and fire—instead, you merely have a +2 bonus on all saving throws made against these effects. Likewise, you do not have the ability to use darkness as a spell-like ability once per day—instead, you may choose any one 0-level spell that you can instead use at will as a spell-like ability. Prerequisite: : Tiefling. |
COT | ||||||||||||||
Campaign Trait | Inquisitive Archaeologist | You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in ancient structures. | MUM | ||||||||||||||
Campaign Trait | Inspired by Greatness | Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. | CCR | ||||||||||||||
Campaign Trait | Into Enemy Territory | Choose Fortitude, Reflex, or Will. You gain a +1 trait bonus on saving throws of that type. | SDK | ||||||||||||||
Campaign Trait | Jungle Scholar | You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (history) checks regarding the jungle. | SKL | ||||||||||||||
Campaign Trait | Local Ties | Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3. | STR | ||||||||||||||
Campaign Trait | Looking for Work | Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. | SDK | ||||||||||||||
Campaign Trait | Love Lost | Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him. Orphaned: The murder victim was your only surviving parent. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on one of the following skills: Craft, Perform, or Profession. Widowed: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 bonus on Intimidate checks. | CCT | ||||||||||||||
Campaign Trait | Making Good on Promises | You gain a +2 trait bonus on saves against fear effects. | CCR | ||||||||||||||
Campaign Trait | Missing Child | You suspect that a child you know has been abducted. Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives out there. Your constant search for the missing sibling has developed into great skill at rumor mongering and finding information from others. Diplomacy and Sense Motive are always class skills for you. Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves. | CCT | ||||||||||||||
Campaign Trait | Missionary | Choose one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you. | LOF | ||||||||||||||
Campaign Trait | Monument Scholar | You gain a +1 trait bonus on Knowledge (history) checks made in your home city . This bonus increases to +2 if the check relates to that city. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of the cities magically imbued monuments. | STR | ||||||||||||||
Campaign Trait | Mummy-Cursed | You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy's aura of despair. | MUM | ||||||||||||||
Campaign Trait | Native | 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. | SAS | ||||||||||||||
Campaign Trait | Natural Born Sailor | 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). | SAS | ||||||||||||||
Campaign Trait | Necropolis Native | You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you. | MUM | ||||||||||||||
Campaign Trait | Noble Born | Choose one of the following:
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KNG | ||||||||||||||
Campaign Trait | Nontraditional Native | You gain either:
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STR | ||||||||||||||
Campaign Trait | On the Payroll | You begin play with an additional 150 gp in starting wealth. | CCR | ||||||||||||||
Campaign Trait | Optimistic Gambler (3.5E) | Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result. | SDK | ||||||||||||||
Campaign Trait | Outlander | You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. Benefit You gain a +2 trait bonus on Initiative checks. Missionary You have come here to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed—what that need is, though, you’re not quite sure. Benefit You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. |
RRL | ||||||||||||||
Campaign Trait | 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. | SAS | ||||||||||||||
Campaign Trait | Pioneer | You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. | KNG | ||||||||||||||
Campaign Trait | Reclaiming your Roots | You begin play with one of: a piece of jewelry worth 350 gp, a masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with 20 charges remaining. If you ever lose this item, you suffer a –1 penalty on Will saves for 1 year due to depression at the loss. | LOF | ||||||||||||||
Campaign Trait | Rescued | You gain a +1 trait bonus on all attack rolls against foes that threaten your savior as well as one of the following:
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JRG | ||||||||||||||
Campaign Trait | Researching the Blot | You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level. | SDK | ||||||||||||||
Campaign Trait | Resurrected | You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4. | MUM | ||||||||||||||
Campaign Trait | River Lander | Your hardy nature grants you a +1 trait bonus on all Fortitude saves. | KNG | ||||||||||||||
Campaign Trait | Robot Slayer | You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots. | STR | ||||||||||||||
Campaign Trait | Ruin Raider | You gain a +1 trait bonus on Appraise checks. Additionally, you gain a +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles ) from actual sculptures. | STR | ||||||||||||||
Campaign Trait | Runeborn (Campaign; Mythic [Archmage]) | Mythic traits are a bit more powerful than most traits—this is intentional, as these traits help to set up a character's mythic background! Mythic traits are intended for use with Mythic characters. You bear a strange birthmark on your body. You've long felt magic in your blood, and casting spells comes easily to you. Benefit You gain a +2 trait bonus on concentration checks. | WOR | ||||||||||||||
Campaign Trait | Scouting for Fiends | Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders. | SDK | ||||||||||||||
Campaign Trait | Seeking Adventure | You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action. | LOF | ||||||||||||||
Campaign Trait | Serpent Runner | Choose one of the following benefits:
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STR | ||||||||||||||
Campaign Trait | Shadow Child | When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area. | COT | ||||||||||||||
Campaign Trait | Ship's Crew | Whether you joined the crew with the hope of one day captaining your own ship, as the means of paying your way to a foreign port with sweat and blood, or as a slave or indentured servant, you now call a ship home. Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you. Characters with this trait have likely been on the ship since it departed it's original port. | SKL | ||||||||||||||
Campaign Trait | Ship's Surgeon | You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you. | SAS | ||||||||||||||
Campaign Trait | Skymetal Smith | The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. | STR | ||||||||||||||
Campaign Trait | Sphinx Riddler | Like so many others, you've come to to explore its ancient necropolis, but you've also heard that sphinxes occasionally visit a sphinx-shaped ruin in the city—perhaps you'll have the chance to meet and talk with a sphinx yourself! You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +1 trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages. | MUM | ||||||||||||||
Campaign Trait | Stargazer | You gain a +2 trait bonus on Knowledge checks to identify alien monsters' abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3. | STR | ||||||||||||||
Campaign Trait | Stolen Fury (Campaign; Mythic [Champion]) | Mythic traits are a bit more powerful than most traits—this is intentional, as these traits help to set up a character's mythic background! Mythic traits are intended for use with Mythic characters. You were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual's purpose might have been, it didn't work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual's energy and made it your own before you escaped to safety. Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. | WOR | ||||||||||||||
Campaign Trait | Stowaway | You gain a +1 trait bonus on Stealth checks and Survival checks to find food. | SKL | ||||||||||||||
Campaign Trait | Student Survivalist | You gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor. | JRG | ||||||||||||||
Campaign Trait | Subject of Study | Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. | CCR | ||||||||||||||
Campaign Trait | Sword Scion | You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons. | KNG | ||||||||||||||
Campaign Trait | Teacher’s Pet | You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. | CCR | ||||||||||||||
Campaign Trait | Technical Archaeologist | You gain an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches. | STR | ||||||||||||||
Campaign Trait | The Pathfinder's Exile | You have a battered and tarnished, yet still functional wayfinder . You’ve promised yourself to pay back your unknown contact the 500 gp cost of the item someday, but until then, it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action. | COT | ||||||||||||||
Campaign Trait | Touched by Divinity (Campaign; Mythic [Hierophant]) | Mythic traits are a bit more powerful than most traits—this is intentional, as these traits help to set up a character's mythic background! Mythic traits are intended for use with Mythic characters. As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can't explain your deep connection to the faith. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. Benefit 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). | WOR | ||||||||||||||
Campaign Trait | Touched by the Sea | 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. | SAS | ||||||||||||||
Campaign Trait | Tough Minded | You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects. | KNG | ||||||||||||||
Campaign Trait | Trap Finder | You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. | MUM | ||||||||||||||
Campaign Trait | Undead Crusader | You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. | MUM | ||||||||||||||
Campaign Trait | Unhappy Childhood | You spent a period of time enslaved by a crimelord. Tortured: The crimelord tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 bonus on Reflex saves. Religious: You found a holy symbol of the god you worship today while on a job for the crimelord and, intrigued by it, you snuck off to attend services. When he found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks. | CCT | ||||||||||||||
Campaign Trait | Younger Sibling | You gain a +1 trait bonus on all attack rolls against foes that threaten your older sibling as well as one of the following: You gain a +1 trait bonus on Will saving throws. You gain a +1 trait bonus on all Fortitude saving throws. If you’re the younger sibling of a specifict NPC (consult your GM), your quick reflexes give you a +1 trait bonus on all Reflex saving throws. Note : Although you’re a younger sibling of an established NPC, this doesn’t necessarily lock you in to being the same race as that NPC—if you’re a different race or ethnicity than the NPC you choose as your older sister or brother, you were adopted into the family by your parents. |
JRG | ||||||||||||||
Combat | Absolute Loyalty | You gain the one-time ability to immediately cast atonement upon yourself as a spell-like ability upon performing an act or being subjected to an effect that spell affects. This ability can only be used while you are acting in the service of your liege (an individual of higher social standing chosen when you take this feat). | KIS | ||||||||||||||
Combat | Accelerated Drinker | You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. | CED | ||||||||||||||
Combat | Alert | Once per day as a free action, you can take 10 on your initiative check. | PST | ||||||||||||||
Combat | Ambush Training | You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act. | PSP | ||||||||||||||
Combat | Anatomist | You gain a +1 trait bonus on all rolls made to confirm critical hits. | ULC | ||||||||||||||
Combat | Armed Grit | As long as you have a firearm drawn, you gain a +2 trait bonus on saving throws against fear and the DCs of Intimidate checks to demoralize you increase by 2. | WMH | ||||||||||||||
Combat | Armor Expert | When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. | ULC | ||||||||||||||
Combat | Axe to Grind | You gain a +1 trait bonus on damage against foes who are threatened by only you. | ULC | ||||||||||||||
Combat | Battlefield Disciple | 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. | ULC | ||||||||||||||
Combat | Berserker of the Society (Barbarian, Society) | You may use your rage ability for 3 additional rounds per day. | PFG | ||||||||||||||
Combat | Black Powder Bravado | Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse. | ULC | ||||||||||||||
Combat | Black Powder Fortune | As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects. | ULC | ||||||||||||||
Combat | Black Powder Interjection | Once per day, when you interrupt the casting of a spell with a firearm attack, you may regain 1 grit point. | ULC | ||||||||||||||
Combat | Blade of the Society (Rogue, Society) | You gain a +1 trait bonus to damage rolls from sneak attacks. | PFG | ||||||||||||||
Combat | Blight’s Bane | You gain a +2 trait bonus to confirm critical hits against a creature that has a template affiliated with some kind of communicable condition, such as a blighted fey or a fungal creature. | POW | ||||||||||||||
Combat | Bloodthirsty | 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. | ULC | ||||||||||||||
Combat | Bloody-Minded | You gain a +1 trait bonus on initiative and Intimidate checks. | COC | ||||||||||||||
Combat | Born under the Stranger | When feinting against aberrations, you do not take a –4 penalty for feinting against a non-humanoid creature, and you take only a –4 penalty if you feint against an aberration of animal Intelligence instead of –8). You still cannot feint against mindless creatures. | PST | ||||||||||||||
Combat | Bullied | 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 a level in monk, 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. | ULC | ||||||||||||||
Combat | Careful Combatant | When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square. | COP | ||||||||||||||
Combat | Cautious Warrior | You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action. | WMH | ||||||||||||||
Combat | Clockwork Engineer (Combat) | You gain a +2 trait bonus on damage rolls against creatures with the clockwork subtype. | POW | ||||||||||||||
Combat | Coherent Rage | Select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth. You may use this skill normally while raging. | PFG | ||||||||||||||
Combat | Cold and Calculating | 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. | ULC | ||||||||||||||
Combat | Cooperative Combatant | You gain a +2 trait bonus on attack rolls to perform the aid another action. | PST | ||||||||||||||
Combat | Courageous | You gain a +2 trait bonus on saving throws against fear effects. | ULC | ||||||||||||||
Combat | Crowd Dodger | You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square. | QAC | ||||||||||||||
Combat | Dedicated Defender | 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. | ULC | ||||||||||||||
Combat | Defender of the Society (Fighter, Society) | You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. | PFG | ||||||||||||||
Combat | Deft Dodger | You gain a +1 trait bonus on Reflex saves. | ULC | ||||||||||||||
Combat | Demon Slayer | You can attempt a Knowledge (planes) check to find a demon’s weak spot. (DC 10 + the demon’s CR). If you succeed, you gain a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons. | PFG | ||||||||||||||
Combat | Demon Smiter | Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll. | COP | ||||||||||||||
Combat | Dirty Fighter | 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. | ULC | ||||||||||||||
Combat | Disillusioned | You gain a +2 trait bonus on Will saving throws against emotion and fear effects. | QAC | ||||||||||||||
Combat | Dispelled Battler | You gain a +1 trait bonus on weapon attack and damage rolls while within an area of antimagic such as that created by an antimagic field. You also gain this bonus for 1 round after you are subject to an area or targeted dispel magic spell, regardless of the effect's success or failure in dispelling your spells and magical effects. | ULC | ||||||||||||||
Combat | Dormant Defense | The DC for Perception checks you attempt while asleep increases only by 7 (instead of the normal +10 increase). While you are dazed, stunned, or helpless, each critical hit or sneak attack scored against you has a 25% chance of being negated; when a critical hit or sneak attack is negated, roll its damage normally. This doesn’t stack with the fortification armor special ability and similar effects. | POW | ||||||||||||||
Combat | Dueling Cloak Adept | While wearing a cloak and using a dueling sword, you gain a +2 trait bonus on Bluff checks made to feint. Additionally, every time you successfully feint while wearing a cloak, you gain a +1 dodge bonus to your Armor Class until your next turn. | KIS | ||||||||||||||
Combat | Dwarven Weapon Trained | You gain a +1 trait bonus on damage rolls when using any weapon with the word “dwarven” in its name. | BAN | ||||||||||||||
Combat | Easy Way or the Hard Way | 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 . | ULC | ||||||||||||||
Combat | Elemental Apprentice | At character creation, select acid, cold, electricity, or fire (once chosen, this damage type can't be changed). Once per day as a free action, when you hit a creature with a melee weapon, you can convert an amount of damage dealt by your attack equal to your character level into the selected energy type. You cannot convert this damage if any damage from the attack would normally deal a different type of energy damage (such as that of a flaming weapon). | ELM | ||||||||||||||
Combat | Evasive Sting | 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. | ULC | ||||||||||||||
Combat | Excitable (Gnome) | You gain a +2 trait bonus on all Initiative checks. | GOG | ||||||||||||||
Combat | Faith's Hunter | When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can't be extended in this manner. | ULC | ||||||||||||||
Combat | Fencer | You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons. | ULC | ||||||||||||||
Combat | Fighter of the Dead | You gain a +1 trait bonus on attack rolls and damage rolls when making attacks of opportunity against undead. While you wield a shield, your shield bonus to AC improves by 1 against attacks of opportunity made by undead. | WMH | ||||||||||||||
Combat | Firebug | You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs. | QAC | ||||||||||||||
Combat | Hard to Kill | When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total. | COP | ||||||||||||||
Combat | Helpful | When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus. | COP | ||||||||||||||
Combat | Hidden Hand | 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. | ULC | ||||||||||||||
Combat | Hill Fighter | You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply. | SLC | ||||||||||||||
Combat | Holdout | You gain a +1 trait bonus to CMD against disarm and steal combat maneuvers. | QAC | ||||||||||||||
Combat | Honorable Champion | Once per day, if an effect would compel you to harm an ally, abandon an ally, or break your word, you can attempt a Will save at the usual DC to end the effect. If the effect normally allows a Will save at this point, you can roll twice and take the better result. | WMH | ||||||||||||||
Combat | Honored Fist of the Society (Monk, Society) | You increase your ki pool by 1 point. | PFG | ||||||||||||||
Combat | Hunter's Knack | You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action. | ULC | ||||||||||||||
Combat | Improvised Defense | Whenever you wield an improvised weapon, you gain a +1 shield bonus to AC. If you use the improvised weapon to attack, you lose this shield bonus until the beginning of your next turn. | BOG | ||||||||||||||
Combat | Indelible Ire | Each time a critical hit is confirmed against you, you gain a +1 trait bonus on attack rolls for 1 round. | ULC | ||||||||||||||
Combat | Inspiring | As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 30 feet who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours. | QAC | ||||||||||||||
Combat | Inspiring Rush | Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn. | KIS | ||||||||||||||
Combat | Jungle Fighter | Your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity). | SLC | ||||||||||||||
Combat | Just Like New | Your first attempt to remove the broken condition from your starting firearm and to upgrade it to a masterwork weapon costs 150 gp instead of 300 gp. In addition, when wielding a firearm that has the broken condition or is treated as if it had the broken condition, you take a –1 penalty on attack rolls made with it instead of the normal –2. | ULC | ||||||||||||||
Combat | Killer | 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. | ULC | ||||||||||||||
Combat | Kin Guardian | When you use the aid another action to give a member of your family a bonus to AC, increase the bonus by 2. This increase is a trait bonus (and therefore doesn't stack with increases granted by other family members using this trait). This trait has no effect when using the aid another action to increase a family member's next attack roll. | ULC | ||||||||||||||
Combat | Larger Than Life | When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size. | ULC | ||||||||||||||
Combat | Magic Weapon Warrior | Whenever you roll a natural 20 (the die shows a “20”) on a combat maneuver check with a magic weapon, you gain a +5 trait bonus on the check. | WMH | ||||||||||||||
Combat | Mantis Bleeding | Whenever you confirm a critical hit with a slashing weapon, you also deal 1 point of bleed damage. | WMH | ||||||||||||||
Combat | Martial Performer | When you gain a monk bonus feat, you may instead take a performance feat for which you meet the prerequisites. | ULC | ||||||||||||||
Combat | Merciful Scimitar | You can deal nonlethal damage with a scimitar without taking a penalty on your attack rolls. | WMH | ||||||||||||||
Combat | Monk Weapon Skill | You gain a +1 trait bonus on damage rolls with this weapon. | WMH | ||||||||||||||
Combat | Muscle of the Society | You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. | PSP | ||||||||||||||
Combat | Natural Flyer | You gain a +1 trait bonus on Fly checks, as well as Acrobatics checks attempted while flying. Fly is always a class skill for you. | BAN | ||||||||||||||
Combat | Nature's Mimic | You gain a +1 trait bonus on all Knowledge (nature) checks, and Knowledge (nature) is always a class skill for you. You can make Knowledge (nature) checks pertaining to animals that correspond to your style feats untrained. | ULC | ||||||||||||||
Combat | Never Stop Shooting | If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die. | ULC | ||||||||||||||
Combat | No Escape | You gain a +1 trait bonus on combat maneuver checks to lawfully and nonlethally restrain a creature you've witnessed commit a crime. | COB | ||||||||||||||
Combat | Ogre Avoidance | You gain a +2 trait bonus to CMD against bull rush and grapple combat maneuvers. | POW | ||||||||||||||
Combat | Performer's Surprise | Against foes denied their Dexterity bonus to AC, you gain a +1 trait bonus on damage rolls with improvised weapons, exotic weapons, and thrown weapons. | WMH | ||||||||||||||
Combat | Pillager | You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers. | QAC | ||||||||||||||
Combat | Punish Insurrection | Against members of the same organization or hierarchy who formally answer to you, you gain a +1 trait bonus on attack and damage rolls. You also gain this bonus against members who have openly defied the authority or rules of that body, provided the infraction is serious enough that their standing is now less than yours. | COC | ||||||||||||||
Combat | Reactionary | You gain a +2 trait bonus on initiative checks. | ULC | ||||||||||||||
Combat | Reckless | You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you. | ULC | ||||||||||||||
Combat | Reckless Contempt | Whenever you provoke an attack of opportunity by firing a firearm, you gain a +1 trait bonus on the attack roll that provoked the attack of opportunity. | ULC | ||||||||||||||
Combat | Resilient | You gain a +1 trait bonus on Fortitude saves. | ULC | ||||||||||||||
Combat | Resolve of the Rejected | You gain a +1 trait bonus on all saving throws against charm and compulsion effects. Also, once per day when you succeed at a saving throw against such an effect, you regain 1 grit point. | ULC | ||||||||||||||
Combat | River Fighter | You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more. | SLC | ||||||||||||||
Combat | Roving Range | Increase the range increment of ranged weapons (but not thrown weapons) you wield by 5 feet. | WMH | ||||||||||||||
Combat | Savanna Hunter | You gain a +1 trait bonus on attacks of opportunity attack rolls made with a shortspear, as well as a +1 racial bonus on Constitution checks to continue running and avoid nonlethal damage from a forced march. | SLC | ||||||||||||||
Combat | Scarred by Space Pirates | You gain a +1 trait bonus on attack rolls against humanoids. | PST | ||||||||||||||
Combat | Scarred Descendant | 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. | ULC | ||||||||||||||
Combat | Slippery (Flower Network) | You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you. | PFG | ||||||||||||||
Combat | Soaring Sprinter | You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you. | QAC | ||||||||||||||
Combat | Sprint (Gnome) | If you do nothing but move in a turn (that is, if you run or use both of your actions in a round to move your speed) and you are in no armor or light armor, you may move an extra 5 feet. | GOG | ||||||||||||||
Combat | Startling Report | When you shoot a firearm, you gain a +2 trait bonus on Intimidate checks for 1 round against those who heard the shot. | ULC | ||||||||||||||
Combat | Steel Skin | You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks. | KIS | ||||||||||||||
Combat | Strong Arm, Supple Wrist | Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. Restriction: You can only gain this benefit once per round. | QGE | ||||||||||||||
Combat | Surprise Weapon | You gain a +2 trait bonus on attack rolls with improvised weapons. | ULC | ||||||||||||||
Combat | Sworn Enemy | Choose a foe from the ranger's list of favored enemies. You gain a +1 trait bonus on attacks of opportunity against the chosen foe. | QAC | ||||||||||||||
Combat | Tactician | 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. | ULC | ||||||||||||||
Combat | Threatening Defender | When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1. | CED | ||||||||||||||
Combat | Thunder and Fang Performer | You gain a +2 trait bonus on Intimidate checks while wielding a two-handed melee weapon. | WMH | ||||||||||||||
Combat | Tracker of the Society (Ranger, Society) | You gain a +1 trait bonus on Initiative checks and a +2 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. | PFG | ||||||||||||||
Combat | Unblemished Barrel | You gain a +1 trait bonus on Craft (alchemy) and Craft (weapons) checks, and it takes you only 30 minutes to remove the broken condition from a firearm. | ULC | ||||||||||||||
Combat | Undergrowth Specialist | The DCs of Acrobatics checks don’t increase for you when you’re moving through light undergrowth, and the DCs of Acrobatics checks you attempt while you’re moving through heavy undergrowth increase only by 2. | POW | ||||||||||||||
Combat | Unpredictable Reactions | You gain a +1 trait bonus on attack rolls made during the surprise round of combat. | COB | ||||||||||||||
Combat | Vandal | You gain a +2 bonus on Strength checks to break objects, and when damaging an object with a weapon, natural weapon, or unarmed attack, you ignore 2 points of its hardness. | HOW | ||||||||||||||
Combat | Vengeful | Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature. | QAC | ||||||||||||||
Combat | Venom Resistance (Combat) | You gain a +2 trait bonus on Fortitude saving throws against poison, and once per day when attempting a saving throw to resist girtablilu poison, you can roll twice and take the higher result. | POW | ||||||||||||||
Combat | Veteran of the Seas | You gain +1 bonus on Profession (sailor) checks, and Profession (sailor) is a class skill for you. You also gain a +1 trait bonus on weapon damage rolls against creatures with the aquatic subtype. | MRM | ||||||||||||||
Combat | Vigilant Battler | 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. | ULC | ||||||||||||||
Combat | Volatile Fuse | Whenever a firearm you wield misfires or explodes, roll a d%. On a result of 1–25, the misfire or explosion is delayed; reroll the attack with a –5 penalty (penalties from the broken condition are not applied to this reroll, and a firearm that was already broken does not explode). After the reroll is resolved, apply the effects of the misfire or explosion as normal. (If the d% roll result is 26 or higher, the misfire or explosion happens as normal.) Whenever a firearm you wield explodes due to a misfire, increase the explosion’s damage by 1d6 plus 1d6 for every 4 character levels you have. | POW | ||||||||||||||
Combat | Weapon of Peace | When using a melee weapon that deals lethal damage to instead deal nonlethal damage, you take only a –2 attack penalty instead of –4. | COP | ||||||||||||||
Combat | Witty Repartee | You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you. | PFG | ||||||||||||||
Equipment | Augmented Disguise | You gain a +2 trait bonus on Disguise checks when wearing a wig, false beard, or similar large prop, or if you are wearing a special costume or eye-catching bauble that reinforces your disguise. | AAR | ||||||||||||||
Equipment | Dealmaker | Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town. | AAR | ||||||||||||||
Equipment | Extremely Fashionable | Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. | AAR | ||||||||||||||
Equipment | Heirloom Weapon | When you select this trait, choose one of the following benefits:
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AAR | ||||||||||||||
Equipment | Improvisational Equipment | When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc. | AAR | ||||||||||||||
Equipment | Power of Suggestion | You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check. | AAR | ||||||||||||||
Equipment | Prehensile Whip | You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action. | AAR | ||||||||||||||
Equipment | Quick Learner | After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up. | AAR | ||||||||||||||
Equipment | Rough and Ready | When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons. | AAR | ||||||||||||||
Equipment | Stage Magic | When you use an attention-getting alchemical item such as a flask of alchemist’s fire, smokestick, thunderstone, or another appropriate alchemical item (GM’s discretion) as part of a performance, you gain a +2 trait bonus on your Perform check for the duration of that performance. The item is expended without its normal effects and only serves to make your performance more impressive; for example, you could pretend to ignite yourself with alchemist’s fire as part of a Perform (comedy) check or make a dramatic appearance with a smokestick as part of a Perform (act) check, but you would not actually take fire damage or gain concealment from smoke. | AAR | ||||||||||||||
Equipment | Stealthy Escape | When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound. | AAR | ||||||||||||||
Equipment | Thrown-Together Fashion | With a basic sewing kit or disguise kit, you can make a Disguise check to change one outfit into another outfit. The DC of this check is equal to 10 + the gp difference between costs of the outfits. The alteration takes 10 minutes per 1-gp difference in the cost of the outfits. | AAR | ||||||||||||||
Equipment | Well-Provisioned Adventurer | You always knew you'd leave your humble beginnings behind and become an adventurer, so you scrimped and saved, buying the necessary equipment one piece at a time until you had everything you needed. Select one of the equipment packages below. If you select this trait during character creation, you do not receive any starting gold. This is an Equipment trait, a category of trait (like Combat, Magic, or Social). Alternatively, a PC can purchase an equipment package for 1,000 gp, or she might receive an equipment package as a reward from a wealthy NPC in exchange for a valuable service. This trait allows a PC to select one of the following equipment packages instead of spending starting gold. Arcane Adept Package The arcane adept has collected useful magical gear to ensure her success on her adventures, and she prides herself on having just the right tool for the job. This equipment package is appropriate for an arcanist, sorcerer, witch, or wizard. Some bards and summoners might also find it attractive. This equipment package can also work for a magus if the 1st-level scrolls and wand are replaced with a masterwork melee weapon. Weapons : Light crossbow with 10 bolts, quarterstaff. Combat Gear : Acid (2), scrolls of comprehend languages (2), scroll of detect secret doors, scroll of glitterdust, scrolls of identify (2), scroll of mount, scroll of rope trick, thunderstone, wand of mage armor (16 charges). Other Gear : Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), flint and steel, ink, inkpen, ioun torch, journal, magnifying glass, mess kit, scroll box, silk rope (50 ft.), spell component pouch, trail rations (5 days), waterskin, 3 gp. Total Weight : 45 lbs. (28-3/4 lbs. for a Small character). Blessed Warden Package | AAR | ||||||||||||||
Faith | Acclimatize Alignment | Like a climber ascending a mountain, you gradually grow acclimatized to an opposing planar alignment. For each consecutive day you remain on a mildly aligned plane that opposes your alignment, reduce your penalty on Charisma-based checks by 1, to a minimum of 0. This does not affect the penalty from a strongly aligned plane. | PHH | ||||||||||||||
Faith | Acolyte of Apocrypha | A divine spellcaster who studies an apocrypha, or who studies under a scholar well versed in such a text, can gain access to unusual subdomains associated with a deity. A domain-using PC can gain access to one of these subdomains via this trait. An NPC does not need such a trait, provided that the NPC has a flavorful background that explains how he or she came in contact with the apocryphal information. Benefit(s) : Your religious studies hinged on teachings rarely recognized by your faith. You can select one of the apocryphal subdomains detailed below, provided the subdomain is associated with your patron deity. In some cases, you can select a subdomain associated with a deity despite that deity not offering the associated domain—these exceptions are noted with an asterisk (*), and you gain domain powers and domain spells from the associated domain as usual, even though your deity normally doesn’t grant access to that domain. When selecting a subdomain associated with two domains, a priest can choose only a subdomain that modifies a domain to which he has access. Apocryphal Subdomains
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DVA | ||||||||||||||
Faith | Apprentice | Select a single 0-level spell from the sorcerer/ wizard spell list. You can cast this spell 1 time per day as a spell-like ability. | DVA | ||||||||||||||
Faith | Arcane Scholar | Choose either Knowledge (arcana) or Spellcraft; you gain a +1 trait bonus on that skill and it is a class skill for you. | DVA | ||||||||||||||
Faith | Authoritarian | As long as you are acting in the service of a liege or leader you recognize as legitimate, you gain a +2 trait bonus on saving throws against fear and compulsion effects. | QAC | ||||||||||||||
Faith | Beacon of Faith | 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. | ULC | ||||||||||||||
Faith | Birthmark | 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. | ULC | ||||||||||||||
Faith | Blessed | Once per day as a swift action, you gain a +1 trait bonus on all saving throws for 1 round. | ULC | ||||||||||||||
Faith | Blessed Touch | You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. | COP | ||||||||||||||
Faith | Called | Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead. | QAC | ||||||||||||||
Faith | Canon of Coin | Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your possession. | MRM | ||||||||||||||
Faith | Caretaker | You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. | ULC | ||||||||||||||
Faith | Child of the Temple | 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. | ULC | ||||||||||||||
Faith | Chosen One | You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled. | COP | ||||||||||||||
Faith | Crusader | You gain a +1 trait bonus on attack rolls against outsiders with the chaotic subtype. | DVA | ||||||||||||||
Faith | Darkest Before Dawn | You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw. | DVA | ||||||||||||||
Faith | Defy Madness (Old Cults) | You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain. | PFG | ||||||||||||||
Faith | Devoted Healer | Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid. | QAC | ||||||||||||||
Faith | Devotee of the Green | 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. | ULC | ||||||||||||||
Faith | Disdainful Defender | You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do. | ULC | ||||||||||||||
Faith | Dogged | Once per day when you roll a natural 1 on an attack roll, saving throw, skill check, or ability check, you gain a +1 trait bonus on any one roll you attempt before the end of the next round. | DSD | ||||||||||||||
Faith | Ease of Faith | You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. | ULC | ||||||||||||||
Faith | Empyreal Pantheon | Select either the law or chaos alignment descriptor. You may cast spells with that descriptor, even if your alignment or that of your god would normally not allow it. Doing so applies the good descriptor to the spell if it does not already apply. | DSS | ||||||||||||||
Faith | Exalted of the Society (Cleric, Society) | You may channel energy 1 additional time per day. | PFG | ||||||||||||||
Faith | Faithful Feedback (any religion) | Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1. | PFG | ||||||||||||||
Faith | Fate's Favored | Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. | ULC | ||||||||||||||
Faith | Fearless Defiance | 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. | ULC | ||||||||||||||
Faith | First Memories (Gnome) | You do not gain the normal list of spell-like abilities for the gnome magic racial trait. Instead, if you have a Wisdom of 11 of higher, you gain the following spell-like abilities: 1/day— detect poison , know direction , stabilize , and speak with animals . The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell’s level + your Wisdom modifier. |
GOG | ||||||||||||||
Faith | Focused Disciple | You gain a +2 trait bonus on saving throws against charm and compulsion effects. | ULC | ||||||||||||||
Faith | Godclaw Disciple | You worship the amalgamation of lawful deities known as the Godclaw. You gain a +2 trait bonus on Knowledge (religion) checks related to lawful deities, their clergy, their mythology, and their tenets. Additionally, Knowledge (religion) is a class skill for you. You must be of a lawful alignment to take this trait. | POH | ||||||||||||||
Faith | Heedful Readiness | Once per day, you can add your Wisdom modifier to an initiative check. | DVA | ||||||||||||||
Faith | Hell Knight Inquisitor | If you are an inquisitor, you can select any inquisition associated with your preferred Hell Knight order, as long as you and your patron deity are of a lawful alignment. Additionally, you gain a +1 trait bonus on saving throws against spells and effects with the chaos descriptor. Order of the Chain : These Hell Knights prioritize capturing criminals and meting out strict justice. | POH | ||||||||||||||
Faith | Heretic’s Caution | You gain a +1 trait bonus on Bluff checks. This bonus increases to +3 on Bluff checks opposed by religious authorities’ Sense Motive checks. | DSD | ||||||||||||||
Faith | History of Heresy | 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. | ULC | ||||||||||||||
Faith | Honest | You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when the Diplomacy check is made to influence those who are already friendly or helpful toward you. | QAC | ||||||||||||||
Faith | Imperfect Recall | Once per day while you are in danger or distracted, you gain a +3 bonus on a single Knowledge skill check. | DSD | ||||||||||||||
Faith | Indomitable Faith | You gain a +1 trait bonus on Will saves. | ULC | ||||||||||||||
Faith | Inspired | Once per day as a free action, roll twice and take the better result on a skill check or ability check. | ULC | ||||||||||||||
Faith | Irrepressible | You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. | QAC | ||||||||||||||
Faith | Loyalty across Lifetimes | Your eidolon treats its Constitution score as if it were 2 points higher for the purposes of determining when its negative hit point total sends it back to its home plane. In addition, your eidolon gains a +1 trait bonus on Will saves against enchantment spells and effects. | ULC | ||||||||||||||
Faith | Martial Manuscript | You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon. | ULC | ||||||||||||||
Faith | Masked | Once per day, when attempting a Disguise check, roll twice and take the better result. | DVA | ||||||||||||||
Faith | Meditative Rest | When you rest, you ignore the first time you are interrupted during that rest for the purposes of determining how long you need to rest in full to regain the capacity to regain spells, provided the interruption lasts no more than 15 minutes. If you cast spells during this interruption, you don’t count these against your daily limit of spells when you wake and prepare spells. | DVA | ||||||||||||||
Faith | Mystery Initiate | Once per day, you may reroll any Knowledge skill check. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. | QAC | ||||||||||||||
Faith | Natural Ritualist | Once per week, you can build a small shrine of natural materials and pay your respects in a ritual that takes 15 minutes. Spellcasters can do this as part of their daily spell preparation. You gain a +2 trait bonus on Knowledge (nature) and Survival checks for 24 hours. | DSD | ||||||||||||||
Faith | Necrotic Aura | You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage. | PFG | ||||||||||||||
Faith | Oathbound | Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse. | ULC | ||||||||||||||
Faith | Omen | You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. | ULC | ||||||||||||||
Faith | Pact Servant | You may treat Asmodeus as if he were a lawful neutral deity for the purposes of determining your own alignment as a cleric, inquisitor, or other divine spellcaster. You may not select the evil domain unless your own alignment also contains an evil aspect. | DSS | ||||||||||||||
Faith | Patient Calm | Choose one Craft or Profession skill. Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10. | QAC | ||||||||||||||
Faith | Perpetual Companion | You gain a +2 trait bonus on all saving throws against fear effects whenever your eidolon is within 30 feet. | ULC | ||||||||||||||
Faith | Planar Savant | You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier. | ULC | ||||||||||||||
Faith | Principled | You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects. | ULC | ||||||||||||||
Faith | Prophesied | You gain a +1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation. | ULC | ||||||||||||||
Faith | Redeemer | When acting as a sponsor for an evil creature seeking redemption, your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus. | COP | ||||||||||||||
Faith | Reincarnated | You gain a +2 trait bonus on saving throws against fear and death effects. | ULC | ||||||||||||||
Faith | River Acumen | You gain a +2 trait bonus on Swim checks in rivers or streams, and a +2 trait bonus on Survival checks to forage for food in or near a river or stream. | POR | ||||||||||||||
Faith | Sacred Conduit | Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. | ULC | ||||||||||||||
Faith | Sacred Touch | As a standard action, you may automatically stabilize a dying creature merely by touching it. | ULC | ||||||||||||||
Faith | Saint’s Ward (Crusaders) | As a standard action, you can recite a holy chant that affects demons as if you were under the effect of a sanctuary spell (caster level equal to 1/2 your Hit Dice + your Charisma modifier). | PFG | ||||||||||||||
Faith | Scholar of the Great Beyond | 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. | ULC | ||||||||||||||
Faith | Schooled Inquisitor | You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures. | ULC | ||||||||||||||
Faith | Secret Keeper | You gain a +3 trait bonus on Bluff checks when they are opposed by another’s Sense Motive check. | DVA | ||||||||||||||
Faith | Self-Sustaining | When you gain this trait, choose one of the following 0-level spells: create water, mending, purify food and drink, or stabilize. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. Once chosen, this selection can’t change. | DSD | ||||||||||||||
Faith | Spell Intuition | You gain a +1 trait bonus on Spellcraft checks, and Spellcraft becomes a class skill for you. | QAC | ||||||||||||||
Faith | Spirit Sense | You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures. | ULC | ||||||||||||||
Faith | Stalwart of the Society (Paladin, Society) | Your aura of courage class ability grants an additional +1 trait bonus on saving throws against fear effects. | PFG | ||||||||||||||
Faith | Strength of Submission | Whenever you are under the effects of a compulsion effect, you gain a +1 trait bonus on attack and damage rolls. | DVA | ||||||||||||||
Faith | Student of History | You gain a +1 trait bonus on Knowledge (history) checks, and Knowledge (history) is a class skill for you. | DVA | ||||||||||||||
Faith | Tireless Avenger | 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. | ULC | ||||||||||||||
Faith | Totem Aspect | You call upon your totem to grant you power. You gain a unique totem aspect that replaces one of the animal aspects granted to you by the animal focus feature. You must be a hunter or have access to the animal aspect class feature to select this trait, and you must choose the totem to which you belong. You gain access to the totem aspect listed for that clan, and you lose access to the animal aspect listed. Once made, this choice cannot be changed. | DSD | ||||||||||||||
Faith | Traditionalist | You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. | DVA | ||||||||||||||
Faith | Undaunted | You increase the DC to demoralize you with an Intimidate check by 2. | DVA | ||||||||||||||
Faith | Unnatural Presence (Old Cults) | You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you. | PFG | ||||||||||||||
Faith | Unshackled | You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you. | DVA | ||||||||||||||
Faith | Untrained Scholar | Once per day, you can attempt a Knowledge (geography), Knowledge (history) or Knowledge (local) check untrained with a +2 trait bonus. | DVA | ||||||||||||||
Faith | Wanderer's Shroud | Efforts to use the Diplomacy skill to gather information about you take a –1 penalty, and you gain a +1 trait bonus on all saving throws against scrying and mind-reading effects that allow saving throws. | ULC | ||||||||||||||
Faith | Zealot (Gnome) | You gain a +1 trait bonus on Knowledge (religion) checks, and that skill is a class skill for you. As long as you remain completely faithful to the tenets of your faith (as determined by the GM), you never suffer from the Bleaching. Prerequisite: : You must match the alignment of your chosen deity exactly. |
GOG | ||||||||||||||
Faith | Zealous Striker | While you have the destruction judgment active, you gain a +1 trait bonus on damage rolls when attacking a foe who can cast divine spells and worships a different deity than you. | ULC | ||||||||||||||
Family | Betrayal of Trust (Family) | You gain a + 2 trait bonus on Bluff checks, increasing to +4 on checks specifically made to conceal or deny your infidelity. It is possible to regain the Tight Bonds trait, for either the same or a different relationship; but it requires substantial in-character work. The GM decides when this trait reverts back to the original one. | CNC | ||||||||||||||
Family | Blood Resonance (Family) | Select one racial, inherited template (such as half-dragon), or bloodline ability you can currently use at least three times each day. Once per day when you are within 60 feet of another character with this family trait who shares the race, template, or bloodline, you can use the selected ability without it counting against your normal daily limit. | CNC | ||||||||||||||
Family | Family Resemblance (Family) | You gain a +4 trait bonus on Diplomacy checks made to improve the attitude of a creature that has a friendly or helpful attitude toward another member of your family, and a +2 bonus on Disguise checks to look like a specific member of your family. You also take a –2 penalty on Disguise checks to look like anyone who is not a member of your family. | CNC | ||||||||||||||
Family | Family Trade (Family) | Choose one skill. All family members with this trait must choose the same skill and it is always a class skill for you. When you are within 60 feet of a family member with this trait, you gain a +2 trait bonus on checks with this skill. | CNC | ||||||||||||||
Family | Honor-Bound (Family) | Once per day, when you are within 60 feet of another character with this trait, you can gain a +1 trait bonus on a single saving throw or skill check when progress toward the goal is directly at stake (at the GM's discretion). | CNC | ||||||||||||||
Family | Rivalry (Family) | If you see a family member with this trait within 60 feet of you fail a combat maneuver check or a skill check, you gain a +1 trait bonus on checks to perform the same combat maneuver or use the same skill for 1 round. | CNC | ||||||||||||||
Family | Tight Bonds (Family) | Your partner or partners must also have this trait. Benefit(s) : You gain a +1 trait bonus on Will saves against charm and compulsion effects if a partner is within 60 feet, increasing to +3 against a command to compromise your relationship or harm a partner. | CNC | ||||||||||||||
Magic | Aeromantic Affinity | One of your distant ancestors was either a powerful aeromancer or a creature of elemental air, granting you greater skill with air magic. You treat your caster level as 1 higher when casting spells with the air or electricity descriptor. | BAN | ||||||||||||||
Magic | Air-Touched | You gain DR 1/— against creatures and attacks with the air type. | ULC | ||||||||||||||
Magic | Alchemical Adept | You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again. | ULC | ||||||||||||||
Magic | Alchemical Intuition | Once per day as a free action, you may gain a trait bonus equal to your Charisma modifier (minimum 0) on a Craft (alchemy) check you make. You can apply this bonus after you roll the check, possibly turning a failure into a success. | ULC | ||||||||||||||
Magic | Ancient Adherent | While you suffer a physical ailment, such as disease, poison, or ability damage to Strength, Dexterity, or Constitution (but not including hit point damage), you gain a +2 trait bonus on Will saving throws. While you suffer a mental ailment, including insanity, any charm or compulsion effect, or ability damage to Intelligence, Wisdom, or Charisma, you gain a +2 trait bonus on Fortitude saving throws. | HHH | ||||||||||||||
Magic | Arcane Researcher | Your curiosity and ingenuity have driven you to experiment and push new boundaries, and you have a knack for tampering with magic. You gain a +4 trait bonus on Knowledge (arcana) and Spellcraft checks to research, modify, and create new spells. | BAN | ||||||||||||||
Magic | Arcane Revitalization | Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can't exceed your maximum number of arcane pool points. | ULC | ||||||||||||||
Magic | Arcane Temper | You gain a +1 trait bonus on concentration and initiative checks. | ULC | ||||||||||||||
Magic | Ascendant Recollection | Your sorcerer level is considered to be 1 level higher when determining the effects of your 1st-level bloodline power. | ULC | ||||||||||||||
Magic | Balancer's Banishing | As long as you remain neutral, whenever you cast a spell that would send an outsider with the chaotic, evil, good, or lawful subtype back to its home plane, the spell's saving throw DC increases by 1. | COB | ||||||||||||||
Magic | Beast of the Society (Druid, Society) | 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. | PFG | ||||||||||||||
Magic | Bladed Magic | You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1. | ULC | ||||||||||||||
Magic | Bountiful Herb-Lore | Once per day after 10 minutes of foraging, you can sprinkle nutritious herbs into a magical consumable item (such as a potion of cure light wounds). If the item is consumed within 1 minute, it provides nourishment as if it were a normal meal to the creature that partakes of it. | AAR | ||||||||||||||
Magic | Charlatan (Gnome) | As a swift action, you may expend one prepared spell or spell slot to gain a bonus on the next Bluff check you make, provided the check takes place before the beginning of your next turn. The bonus on this check is equal to the level of the spell consumed. You may use this ability 3 times per day. Prerequisite: Non-lawful alignment. |
GOG | ||||||||||||||
Magic | Child of the Moon | Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4. | BOM | ||||||||||||||
Magic | Classically Schooled | You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you. | ULC | ||||||||||||||
Magic | Cross-Disciplined | Once per day, you may cast a spell you have prepared that appears on both the magus and wizard spell lists as if your caster level were 1 level higher. | ULC | ||||||||||||||
Magic | Cross-Knowledge | Once per day, you may treat an extract you drink as if your caster level were 1 level higher as long as that extract appears on the wizard spell list and the alchemist list of formulae. | ULC | ||||||||||||||
Magic | Dangerously Curious | You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. | ULC | ||||||||||||||
Magic | Deep Guardian (Dwarf) | 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. | DOG | ||||||||||||||
Magic | Demonblight Resistance | You gain a +3 trait bonus on saving throws against diseases you are exposed to while fighting one or more creatures of the demon subtype, or while such a hostile creature is within 100 feet. | POW | ||||||||||||||
Magic | Desperate Focus | You gain a +2 trait bonus on concentration checks. | CED | ||||||||||||||
Magic | Desperate Resolve | 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. | ULC | ||||||||||||||
Magic | Desperate Speed | Your eidolon receives a +5-foot enhancement bonus to one type of speed it has that you do not, such as a climb or swim speed. If your eidolon doesn't already possess such a mode of movement, you may apply this trait bonus later if it gains an evolution that grants it such a mode. Once this bonus is applied to a mode of movement, it can't be switched to another mode. | ULC | ||||||||||||||
Magic | Diabolical Dabbler | Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it. | CED | ||||||||||||||
Magic | Distance Aptitude | Treat your caster level as 1 higher for the purposes of determining the range of spells and spell-like abilities. | QAC | ||||||||||||||
Magic | Domineering | Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1. | QAC | ||||||||||||||
Magic | Draconic Infusion | Choose the acid, cold, electricity, or fire spell descriptor when you take this trait. Once per day for every 2 caster levels you have (minimum once per day), when you cast a spell that has your chosen elemental descriptor, you can deal an additional 1d4 points of damage of that energy type to one target of that spell. | LOD | ||||||||||||||
Magic | Earthbound (Dwarf) | While you are touching the ground, you add a +2 trait bonus to saving throw DCs and on caster level checks to overcome spell resistance for all spells you cast against creatures with the air subtype. | DOG | ||||||||||||||
Magic | Earth-Touched | You gain DR 1/— against creatures and attacks with the earth type. | ULC | ||||||||||||||
Magic | Eldritch Auditor | You gain a +2 trait bonus on Spellcraft checks and Will saves to identify an item’s true properties, such as against spells like magic aura. | MRM | ||||||||||||||
Magic | Eldritch Delver | You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool. | ULC | ||||||||||||||
Magic | Eldritch Smith (Dwarf) | Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. | DOG | ||||||||||||||
Magic | Elemental Accident | A traumatic experience in your childhood, such as surviving a violent earthquake, fleeing a shipwreck, escaping a devastating fire, or getting struck by lightning, caused you to develop a fear of the corresponding element. You can instinctively shield yourself against elemental dangers of that type. Select acid, cold, electricity, or fire at character creation (once chosen, this damage type can't be changed). Once per day when you are subjected to an attack or effect that deals energy damage of that type, you can gain resistance 10 against that damage type for 1 round as an immediate action. This resistance does not stack with any existing resistance you might have against that energy type. | ELM | ||||||||||||||
Magic | Enduring Mutagen | The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level. | ULC | ||||||||||||||
Magic | Eye for the Wondrous | Your experience with magic items clues you in to their properties more quickly than others. You can identify the properties of a magic item using detect magic in 1 round. | AAR | ||||||||||||||
Magic | Fey Protection | You gain a +1 trait bonus to AC against attacks of opportunities made by fey and a +1 trait bonus on saving throws against the effects of fey creatures. | QAC | ||||||||||||||
Magic | Flame-Touched | You gain DR 1/— against creatures and attacks with the fire type. | ULC | ||||||||||||||
Magic | Focused Burn | Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb's splash damage. | ULC | ||||||||||||||
Magic | Focused Mind | You gain a +2 trait bonus on concentration checks. | ULC | ||||||||||||||
Magic | Fortunate | Once per day when you use a spell or magic item with a randomized effect (such as confusion, mirror image, prismatic spray, or a bag of tricks), before you roll to determine the result, you may choose to roll twice and pick either result. | QAC | ||||||||||||||
Magic | Ghost Sight | You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth). | WAY | ||||||||||||||
Magic | Gifted Adept | Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. | ULC | ||||||||||||||
Magic | Greater Adept of the Society (Wizard, Society) | You gain one additional 0-level spell slot. | PFG | ||||||||||||||
Magic | Greater Link | Your eidolon‘s current and maximum hit point totals are not reduced by 50% until you are separated by 110 feet or more. Your eidolon‘s current and maximum hit point totals are not reduced by 75% until you are separated by 1,100 feet or more. All other aspects of your life link class feature are unaffected. | ULC | ||||||||||||||
Magic | Greater 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. | ULC | ||||||||||||||
Magic | Green-Blooded | Choose a single 0-level druid spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level. | HOW | ||||||||||||||
Magic | Guiding Spirit (Magic) | Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day. | HHH | ||||||||||||||
Magic | Havoc of the Society (Sorcerer, Society) | 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. | PFG | ||||||||||||||
Magic | Hedge Magician | Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%. | ULC | ||||||||||||||
Magic | Horrifying Mind | When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round. | COC | ||||||||||||||
Magic | House of Green Mothers Pupil (Magic) | You gain a +1 trait bonus on Handle Animal checks. You may substitute this trait for Iron Will as the prerequisite for the Familiar Bond feat. | DSS | ||||||||||||||
Magic | Insistent Benefactor | Whenever you cast a harmless spell, you gain a +2 trait bonus on caster level checks to overcome spell resistance, and the saving throw DC of the spell (if any) is increased by 2. | PSP | ||||||||||||||
Magic | Internal Compass | You maintain a sense of direction, even on planes where direction is relative. If you are on a plane that has no analogue to north, you automatically know the direction toward the plane’s major dominating feature. If there is no such dominating feature, you instead know the direction of the closest feature significant to one of the plane’s divinities or demigods. | PHH | ||||||||||||||
Magic | Inured to Death | You gain a +2 trait bonus on saving throws against death effects. | QAC | ||||||||||||||
Magic | Keen Appraiser | You gain a +1 trait bonus on Appraise checks. In addition, you need only exceed the DC of an Appraise check by 2 in order to determine whether the item in question has magic properties (although success still does not grant knowledge of the magic item's abilities). | QAC | ||||||||||||||
Magic | Kin Bond | 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. | ULC | ||||||||||||||
Magic | 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. | ULC | ||||||||||||||
Magic | Lamia’s Bane | You gain a +1 trait bonus on saving throws against enchantment effects and a +2 trait bonus on saving throws against the spells and spell-like abilities of lamias. | POW | ||||||||||||||
Magic | Linked Surge | Once per day, you may make a Strength– or Constitution-based ability check or skill check using you eidolon‘s ability score in place of your own. Your eidolon must be summoned and with 30 feet for you to use this trait. | ULC | ||||||||||||||
Magic | Lucid Dreamer | 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 subschool. | PFG | ||||||||||||||
Magic | Lunar Birth | You gain a +1 trait bonus on saving throws against the spells and spell-like abilities cast by humans. | PST | ||||||||||||||
Magic | Magic Crafter | You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items. | ULC | ||||||||||||||
Magic | Magical Flair | You can cause spells you cast to manifest with strange visual, auditory, or olfactory features that make them hard to identify. Choose a school of magic. The Spellcraft DC to identify spells you cast from that school of magic increases by 2. Onlookers who fail a Spellcraft check to identify your spell by 2 or less incorrectly identify the spell as another randomly selected spell of the same school and level. | QAC | ||||||||||||||
Magic | Magical Knack | Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. | ULC | ||||||||||||||
Magic | Magical Lineage | 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. | ULC | ||||||||||||||
Magic | Magical Talent | 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. | ULC | ||||||||||||||
Magic | Malleable Magic | Once per day as a swift action, you can lose a single 1st-, 2nd- or 3rd-level magus spell to regain 1 arcane pool point. You can't exceed the maximum number of arcane pool points in your arcane pool by using this trait. | ULC | ||||||||||||||
Magic | Mathematical Prodigy | 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. | ULC | ||||||||||||||
Magic | Mechanical Aptitude | You have learned much from tinkering with ancient technology. Choose one of the following skills: Disable Device, Knowledge (engineering), or Use Magic Device. Once per day, you can reroll a check with that skill before the outcome of the check is revealed. You must take the second result, even if it is worse. | BAN | ||||||||||||||
Magic | Meticulous Concoction | Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait. | ULC | ||||||||||||||
Magic | Mutant Eye | You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it. | QAC | ||||||||||||||
Magic | Naturally Gifted (Gnome) | Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day. | GOG | ||||||||||||||
Magic | Outcast's Intuition | You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. | ULC | ||||||||||||||
Magic | Overwhelming Beauty | The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you. | BOG | ||||||||||||||
Magic | Partial Protege | You gain a +1 trait bonus on Bluff checks and on Use Magic Device checks made to emulate a class feature. | ULC | ||||||||||||||
Magic | Pathfinder's Focus | You can select a magnetic compass for your arcane bond class feature; this compass is non-magical, but you can later spend 250 gp to upgrade it into a wayfinder. Choosing this trait allows you to upgrade this wayfinder to a variant or unique wayfinder per the normal rules for improving magic items. A bonded wayfinder must be held in your hand to grant the benefits of being a bonded object. | PSP | ||||||||||||||
Magic | Perfectionist's Brew | You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions. | ULC | ||||||||||||||
Magic | Planar Escapee | You were a prisoner or slave in a city on the Elemental Planes, such as the cruel efreet's City of Brass on the Plane of Fire or a dwarven city on the Plane of Earth. When you escaped that city, you had to use your captors' weapons and magic against them in addition to your sheer wits, and you learned how to find weaknesses in their natural resistances. At character creation, select acid, cold, electricity, or fire (once chosen, this selection can't be changed). Once per day as a swift action, you can choose a single creature that is within 30 feet of you and within your line of sight; treat that creature's resistance against your chosen energy as 5 lower than its normal energy resistance for 1 round. This ability has no effect if the creature has no resistance to the chosen energy or if the creature has immunity to the chosen energy. | ELM | ||||||||||||||
Magic | Possessed | 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. | ULC | ||||||||||||||
Magic | Pragmatic Activator | You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. | ULC | ||||||||||||||
Magic | Precise Treatment | 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. | ULC | ||||||||||||||
Magic | Reluctant Apprentice | 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. | ULC | ||||||||||||||
Magic | Resilient Caster | Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells. | ULC | ||||||||||||||
Magic | Scorned by Magic | Reduce the caster level of spells and spell-like abilities cast upon you by 1 for the purpose of attempting dispel checks and overcoming your spell resistance (if any). | QAC | ||||||||||||||
Magic | Second Tongue (Old Cults) | Any summoning or divination spell you cast to summon or contact a Great Old One or one of their minions is cast at +1 caster level. | PFG | ||||||||||||||
Magic | Self-Taught Scholar | 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. | ULC | ||||||||||||||
Magic | Shrouded Casting | 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. | ULC | ||||||||||||||
Magic | Skeptic | You gain a +2 trait bonus on all saving throws against illusions. | ULC | ||||||||||||||
Magic | Sotto Voce | You may cast sotto voce (spell not added yet) as a spell-like ability three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st. | PFG | ||||||||||||||
Magic | Spark of Creation | You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. | COP | ||||||||||||||
Magic | Spiritual Attachment | You gain a +4 trait bonus on checks to notice haunts, and when interacting with someone who is possessed by an incorporeal undead creature, you gain a +2 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against that target. | HHH | ||||||||||||||
Magic | Storm-Touched | You gain DR 1/— against creatures and attacks with the electricity type. | ULC | ||||||||||||||
Magic | Strength Foretold | 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. | ULC | ||||||||||||||
Magic | Strength of the Land (Dwarf) | You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance. | DOG | ||||||||||||||
Magic | Sun-Blessed | Whenever you're affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute. | PST | ||||||||||||||
Magic | Tenacious Shifting | 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. | ULC | ||||||||||||||
Magic | Theoretical Magician | You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster. | CED | ||||||||||||||
Magic | Transmuter | Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities. | COP | ||||||||||||||
Magic | Trickster (Gnome) | You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school. | GOG | ||||||||||||||
Magic | Twinned Presence | You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make. | ULC | ||||||||||||||
Magic | Twisted Tattoo | Once per day as you cast a spell whose casting time is 1 round or less, you can roll 1d4–2 (no minimum) and add the result to that spell’s effective caster level. In an area of primal magic, the minimum result of this roll is 0, not –1. | POW | ||||||||||||||
Magic | Two-World Magic | Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known. | SLC | ||||||||||||||
Magic | Unscathed | Each type of energy resistance you have (if any) increases by 2 points. | ULC | ||||||||||||||
Magic | Unseen but Not Undone | 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. | ULC | ||||||||||||||
Magic | Unstable Mutagen | Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability. Roll 1d6 to determine the result of the instability.
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ULC | ||||||||||||||
Magic | Volatile Conduit | 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. | ULC | ||||||||||||||
Magic | Water-Touched | You gain DR 1/— against creatures and attacks with the water type. | ULC | ||||||||||||||
Magic | Winter Survivor (Magic) | You gain cold resistance 5 against the first cold damage you take each day, and gain a +2 bonus on saving throws against the fear effects of creatures with the cold subtype. Prerequisite: : Membership in an organization. |
SPY | ||||||||||||||
Race | Adaptable Flatterer (Fetchling) | You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you. | BOG | ||||||||||||||
Race | Adrift (Aasimar) | You receive a +1 trait bonus on saving throws made to resist charm and compulsion effects. | BOA | ||||||||||||||
Race | Adroit (Kasatha) | If one of your hands is free and your base attack bonus is +1 or higher, you can draw a weapon as a free action combined with any move action including move actions to direct spells, manipulate items, stand up, and so on). | PST | ||||||||||||||
Race | Advantageous Distraction (Goblin) | Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round. | GBG | ||||||||||||||
Race | Adventurous Explorer | When frightened or shaken, you only take a -1 penalty on your rolls instead of -2. | SLC | ||||||||||||||
Race | Aerial Observer (Sylph) | You gain a +2 trait bonus on Perception checks while you are at least 30 feet above ground level. | BOG | ||||||||||||||
Race | Alchemical Breath (Kobold, Green-Scaled) | As a member of a green kobold tribe, you begin play with three pieces of the choking smoke variety of alchemical coal. Eating one of these pellets allows you to exhale noxious vapors, damaging and sickening your enemies. These pellets do not count against your starting character wealth. | KOG | ||||||||||||||
Race | Almost Human (Half-Orc) | You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you. | ULC | ||||||||||||||
Race | Among Humans (Kitsune) | You gain a +2 trait bonus on Disguise checks to appear human while assuming your specific human form with the change shape racial trait, and Disguise is always a class skill for you. | DTT | ||||||||||||||
Race | Animal Friend (Gnome) | 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. | ULC | ||||||||||||||
Race | Animalistic Affliction | You gain a +1 trait bonus on Handle Animal and wild empathy checks. | HUG | ||||||||||||||
Race | Anticipate Evil (Tiefling) | You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your initiative is tied with such creatures, you always act first regardless of which of you has a higher initiative modifier. | BOF | ||||||||||||||
Race | Arcane Dabbler (Elf) | Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Intelligence– or Charisma-based (chosen when you select this trait). | EOG | ||||||||||||||
Race | Arcane Prodigy (Drow) | Once per day as an immediate action, you can double the duration of one of your racial spell-like abilities, as if using the Extend Spell metamagic feat. Prerequisite: Drow |
AOE | ||||||||||||||
Race | Arcane Student | You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks, and you may make these checks untrained. | HUG | ||||||||||||||
Race | Arms Master (Tiefling) | You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4. | BOF | ||||||||||||||
Race | Artistic Dilettante | You gain a +1 trait bonus on Appraise checks, and on checks for one Craft skill of your choice. | HUG | ||||||||||||||
Race | Aspiring Bard (Human) | 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. | TEG | ||||||||||||||
Race | Assimilated Native | You gain a +2 trait bonus on Intimidate checks to influence natives, but you suffer a -2 on Diplomacy checks to influence them. | SLC | ||||||||||||||
Race | Auspicious Tattoo | You gain a +1 trait bonus on Will saving throws. | HUG | ||||||||||||||
Race | Balloon Headed (Goblin) | You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Any Escape Artist checks that requires you to squeeze your head through a tight space take a –8 penalty. | GBG | ||||||||||||||
Race | Bauble Fascination (Ratfolk) | You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. | DTT | ||||||||||||||
Race | Beast Bully (Tiefling) | You can make an Intimidate check instead of a Handle Animal check when trying to handle or push an animal. | BOF | ||||||||||||||
Race | Bent Body (Tiefling) | You gain a +2 trait bonus to CMD when resisting grapple attempts. | BOF | ||||||||||||||
Race | Big Boned (Tiefling) | You gain a +1 trait bonus on combat maneuver checks made to overrun opponents, as well as a +1 trait bonus to your CMD against trip attempts. | BOF | ||||||||||||||
Race | Big Ears (Goblin) | While this might not quite be the case, you gain a +2 bonus on all Perception checks made to hear noises. Additionally, you can hear noises that normally only dogs or other animals can hear, like the sound of a dog whistle. | GBG | ||||||||||||||
Race | Bitter Heart (Changeling) | You gain a +2 trait bonus to confirm critical hits. Prerequisite: Changeling |
AOE | ||||||||||||||
Race | Blade Bravado | When wielding a one-handed weapon and nothing in your off hand, you gain a +1 trait bonus on Acrobatics and Bluff checks. | HUG | ||||||||||||||
Race | Blessing of Darkness (Tiefling) | Whenever a spellcaster capable of channeling negative energy casts a beneficial spell on you, she acts as if she were one level higher for the purpose of determining that spell’s effects. | BOF | ||||||||||||||
Race | Blood Algorithm (Android) | You gain a +2 trait bonus on saving throws against spells with the pain descriptor. Additionally, once per day when you are healed by a spell that targets constructs (such as a make whole spell), you heal 1 extra hit point per level of the spell. | POR | ||||||||||||||
Race | Blood of Dragons | Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis. | ULC | ||||||||||||||
Race | Blood Stalker (Tiefling) | You gain a +4 trait bonus on Survival checks made to track or follow a trail so long as you have dealt damage to the creature you are hunting within the last week. | BOF | ||||||||||||||
Race | Boar Resilience (Wereboar-kin) | You are unimpaired by being at exactly 0 hit points . In addition, you can ignore the Endurance prerequisite for the Diehard feat. Prerequisite: Wereboar-kin |
BOM | ||||||||||||||
Race | Bog Scamp (Kobold, Black-Scaled) | You can swim through a deep bog at up to half your speed as a move action, instead of the normal quarter speed. Failing a swim check while in a deep bog doesn't cause you to go underwater, even if you fail by 5 or more, though such a failure still results in a lack of progress. | KOG | ||||||||||||||
Race | Born Damned (Tiefling) | You gain a +2 trait bonus on saving throws against curses and magical effects that produce curses. | BOF | ||||||||||||||
Race | Born in the Light (Dhampir) | You gain a +2 bonus on checks and saves affected by the Endurance feat (this bonus does not stack with the bonus granted by the Endurance feat). When your light sensitivity causes you to become dazzled, you do not take the –1 penalty on sight-based Perception checks. | BON | ||||||||||||||
Race | Born to the Water | 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. | SLC | ||||||||||||||
Race | Bouncy (Goblin) | Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatically converted to nonlethal damage. You also gain a +2 trait bonus on all Reflex saves made to avoid unexpected falls. | GBG | ||||||||||||||
Race | Bralani's Step (Aasimar) | Once per day, you may move an additional 5 feet as part of a move action. | BOA | ||||||||||||||
Race | Bred for War | You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall. | HUG | ||||||||||||||
Race | Brewmaster (Dwarf) | 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. | ULC | ||||||||||||||
Race | Brute (Half-Orc) | You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. | ULC | ||||||||||||||
Race | Buried Anxiety (Tiefling) | Pick a specific sort of object, color, sound, or similar relatively common phenomena. You gain a +2 trait bonus on saving throws made to resist fear effects except when you can see, hear, smell, or taste that which unnerves you. | BOF | ||||||||||||||
Race | Burnished Skin (Aasimar) | You gain a +2 trait bonus on saving throws made to disbelieve illusions. | BOA | ||||||||||||||
Race | Business Venturer (Ratfolk) | You gain a +1 trait bonus on Appraise, Knowledge (local), and Profession (merchant) checks, and one of these skills (your choice) is a class skill for you. | DTT | ||||||||||||||
Race | Businessman (Gnome) | You gain a +2 trait bonus on all Craft (alchemy) checks. | CED | ||||||||||||||
Race | Canopy Prowler (Catfolk) | You gain a +1 trait bonus on Climb checks, and Climb is always a class skill for you. If you possess the climber racial trait, you also gain a +1 trait bonus on Stealth checks while climbing. | DTT | ||||||||||||||
Race | Caravan Drover (Half-orc) | You treat whips as martial weapons, and up to 10 animals and humanoids traveling with you can hustle or make a forced march for 1 hour longer than normal before taking nonlethal damage and becoming fatigued. | PSN | ||||||||||||||
Race | Carefully Hidden (Human) | You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. | TEG | ||||||||||||||
Race | Carnation Scales (Kobold) | You gain a +1 bonus on Survival checks, and Survival is always a class skill for you. Most kobolds with carnation scales also have the day raider alternate racial trait. | KOG | ||||||||||||||
Race | Celestial Community (Racial, Aasimar) | You may expend your once per day spell-like ability to spontaneously cast cure light wounds (CL equal to your character level), but doing so is draining and you take an amount of nonlethal damage equal to half the number of hit points you heal. | DSS | ||||||||||||||
Race | Celestial Tracker (Aasimar) | You gain a +1 trait bonus on Survival checks made to follow tracks. In addition, you treat trails as being up to 24 hours fresher than they actually are when using the Survival skill to follow tracks. | BOA | ||||||||||||||
Race | Cellular Match (Android) | Whenever you are affected by a polymorph spell or effect, your nanites adjust completely at a molecular level. For the duration of the polymorph effect, you are treated as only a humanoid for the purpose of effects that target creatures by type. For example, a ranger's favored enemy bonus against constructs wouldn't apply to you while you are polymorphed, but nor would spells such as make whole. This trait modifies part of the android's constructed racial trait, but otherwise that trait is unchanged a polymorphed android still can't gain morale bonuses, is still immune to fear, and so on). | PST | ||||||||||||||
Race | Cellular Match | Whenever you are affected by a polymorph spell or effect, your nanites adjust completely at a molecular level. For the duration of the polymorph effect, you are treated as only a humanoid for the purpose of effects that target creatures by type. For example, a ranger's favored enemy bonus against constructs wouldn’t apply to you while you are polymorphed, but nor would spells such as make whole. This trait modifies part of the android’s constructed racial trait, but otherwise that trait is unchanged (a polymorphed android still can’t gain morale bonuses, is still immune to fear, and so on). | PST | ||||||||||||||
Race | Centaur Vengeance (Centaur) | You gain a +2 bonus on saving throws against any dragon's frightful presence. | DSH | ||||||||||||||
Race | Chain Master (Tiefling) | You gain a +2 trait bonus on combat maneuver checks made to trip opponents with a spiked chain or whip. | BOF | ||||||||||||||
Race | Child of Platinum (Dwarf) | You gain a +1 trait bonus to weapon damage against undead. | LOF | ||||||||||||||
Race | Clearheaded (Dwarf) | 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. | DOG | ||||||||||||||
Race | Clergy Member (Aasimar) | You receive a +1 trait bonus on Diplomacy checks when interacting with ordained members of your religion, and once per week you can request aid from a temple of your faith. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for a non-magical item worth 50 gp or less. | BOA | ||||||||||||||
Race | Cold Fortitude (Kobold, White-Scaled) | You gain a +4 trait bonus on Fortitude saving throws against nonlethal cold damage. | KOG | ||||||||||||||
Race | Colonial Entitlement | You gain a +2 trait bonus on Intimidate checks against primitives. | SLC | ||||||||||||||
Race | Colonial Sympathizer | You gain a +1 trait bonus on Bluff and Diplomacy checks involving colonials and others with this trait. | SLC | ||||||||||||||
Race | Color Thief (Goblin) | You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor. | GBG | ||||||||||||||
Race | Creative Manipulator (Changeling) | Once per day, you may reroll a Charisma check you just made. You must take the result of the second roll, even if it is worse. | BOG | ||||||||||||||
Race | Creative Reality (Racial, Ganzi) | You gain a +1 trait bonus on Bluff checks, which increases to +5 when attempting to convince someone an honest answer is a falsehood. | DSS | ||||||||||||||
Race | Crocodile Swim (Werecrocodile-kin) | You gain a +2 trait bonus on Swim and Stealth checks while moving at half speed or less and mostly or completely underwater. One of these skills (your choice) becomes a class skill for you. Prerequisite: Werecrocodile-kin |
BOM | ||||||||||||||
Race | Cruel Rager (Half-orc) | If you successfully confirm a critical hit against an enemy while raging, you regain 1 round of rage. This can occur only once per rage. Prerequisite: Half-orc |
AOE | ||||||||||||||
Race | Curse in the Blood (Skinwalker) | You gain a +1 trait bonus on saving throws against curses. You treat your caster level as 1 higher when casting spells and spell-like abilities with the curse descriptor. | BOG | ||||||||||||||
Race | Dark Magic Affinity (Tiefling) | Whenever you cast a spell with the [evil] descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects. | BOF | ||||||||||||||
Race | Deadly Rush (Tiefling) | You gain a +2 trait bonus on critical hit confirmation rolls made as part of a charge. | BOF | ||||||||||||||
Race | Death’s Deputy (Tiefling) | You gain a +2 trait bonus on the damage dealt for any attack that would already reduce your target to negative hit points without this trait. |
BOF | ||||||||||||||
Race | Deathkeeper (Human) | You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures. | PSN | ||||||||||||||
Race | Deathtouched (Bloodline) | You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice). | ULC | ||||||||||||||
Race | Deep Marker (Dwarf) | You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects. | DOG | ||||||||||||||
Race | Destined Pioneer (Human) | Choose a terrain from the ranger's list of favored terrains. Once selected, this choice cannot be changed. Once per day while in the selected terrain, you may move across non-magical difficult terrain as though it were not difficult terrain until the end of your turn. | POR | ||||||||||||||
Race | Dilettante Artist (Elf) | You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you. | TEG | ||||||||||||||
Race | Divine the Mystery (Human) | You gain a +2 trait bonus on Knowledge (engineering) checks to identify creatures with the robot subtype and relics of technology. When using Bluff to feint against an intelligent construct, you do not take a penalty for feinting against a non-humanoid. | POR | ||||||||||||||
Race | Dog-Sniff-Hate (Goblin) | You gain the scent special quality but only against canine creatures, like dogs or wolves, including monstrous hounds such as hell hounds, yeth hounds, and even werewolves. You gain a +2 trait bonus on attack rolls against dogs you can smell. | GBG | ||||||||||||||
Race | Dowsing (Suli) | You gain a +1 trait bonus on Survival checks. Whenever you succeed at a Survival check to follow tracks in desert terrain, you can always tell how long ago the tracks were made (though supernatural abilities and spells still impede this ability as appropriate). | PSN | ||||||||||||||
Race | Draconic Echo (Kobold, Blue-Scaled) | You are able to cast ghost sound twice per day as a spell-like ability. The caster level for this effect is equal to your character level. This spell-like ability's save DC is Intelligence-based. | KOG | ||||||||||||||
Race | Draconic Lineage (Race) | You gain a +1 trait bonus on saving throws against fear and against any effect created by a creature of the dragon type. If you gain a bloodrager or sorcerer bloodline, you must choose draconic. | LOD | ||||||||||||||
Race | Dualborn (Suli) | You gain racial energy resistance only to the energy types you choose, and not to others. When using your elemental assault ability, you can only sheath your arms in the energy types selected, but you can choose to sheath your primary hand with one of the selected energy types and your off-hand with the other. Attacks made with each hand (or a weapon held in each hand) deal bonus energy damage of the selected type. While wielding a two-handed weapon, half of the bonus energy damage is one energy type and half is the other. | BOE | ||||||||||||||
Race | Durable Change (Werebear-kin) | When you use your change shape ability, you can choose to gain the benefits of the Endurance feat rather than gaining a special ability. Prerequisite: Werebear-kin |
BOM | ||||||||||||||
Race | Earthsense (Oread) | As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level. | BOE | ||||||||||||||
Race | Elaborate Trapper (Kobold, Blue-Scaled) | When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap's Disable Device DC increases by 2. | KOG | ||||||||||||||
Race | Elven Reflexes (Half-Elf) | You gain a +2 trait bonus on initiative checks. | ULC | ||||||||||||||
Race | Elven Serenity (Half-Elf raised by Elves) | You gain a +2 trait bonus on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language to attempt a Diplomacy check in this manner. | BOG | ||||||||||||||
Race | Enduring Heritage (Tiefling) | You can channel your evil ancestry to take advantage of any effects for which such an identity would matter (such as detect evil). You detect as an evil outsider with the same number of HD as you possess. You can begin or end this effect as a swift action. You can maintain this effect for a number of rounds per day equal to your HD. Prerequisite: Tiefling |
AOE | ||||||||||||||
Race | Enlightened Warrior (Aasimar) | You may take levels in monk even while maintaining a neutral or neutral good alignment. | BOA | ||||||||||||||
Race | Ethical Leader (Aasimar) | You gain a +1 trait bonus to your Leadership score if all your cohorts and followers have an alignment within one step of your alignment. | BOA | ||||||||||||||
Race | Ever Home | You gain a +1 trait bonus on Knowledge (geography) and Sleight of Hand checks. | HUG | ||||||||||||||
Race | Ever Wary (Tiefling) | During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects. | BOF | ||||||||||||||
Race | Expert Distractor (Ifrit) | Whenever you damage an opponent that is casting a spell with a melee attack that deals fire damage (such as a flaming weapon or a torch), the DC of the concentration check for your opponent to cast the spell is equal to 10 + the non-fire damage dealt + double the fire damage dealt + the spell's level (instead of just 10 + the damage dealt + the spell's level). | BOE | ||||||||||||||
Race | Eyes of the Sun (Human) | You gain a +1 trait bonus on saving throws against effects that would cause you to become dazzled or blinded, and once per day when you would be dazzled or blinded by an effect, you can reduce the duration of that effect by half (minimum 1 round). You cannot use this ability if you are already dazzled or blinded or if you have the light sensitivity or light blindness special quality. | PSN | ||||||||||||||
Race | Failed Apprentice (Half-Elf) | You gain a +1 trait bonus on saves against arcane spells. | ULC | ||||||||||||||
Race | Faith Healer (Aasimar) | You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks. | BOA | ||||||||||||||
Race | Family Connections (Tiefling) | You gain a +2 trait bonus on Bluff and Diplomacy checks made against outsiders belonging to the evil subtype. | BOF | ||||||||||||||
Race | Fanatic (Human) | 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. | TEG | ||||||||||||||
Race | Feline Instinct (Weretiger or Weretiger-kin) | In any combat in which you act during the surprise round, you gain a +3 trait bonus on your initiative check. Prerequisite: Weretiger or Weretiger-kin |
BOM | ||||||||||||||
Race | Fiend Blood (Bloodline) | Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. | ULC | ||||||||||||||
Race | Fiendish Sniper (Tiefling) | You gain a +5 trait bonus on Stealth checks following a sniping attack. | DTT | ||||||||||||||
Race | Fiery Glare (Ifrit) | You can always take 10 on Intimidate checks, even in combat. | BOG | ||||||||||||||
Race | Fight with the Flock (Werebat or Werebat-kin) | As long as you are within 10 feet of at least two allies, you gain a +1 trait bonus on Intimidate checks and attack rolls to make attack of opportunity . Prerequisite: Werebat or Werebat-kin |
BOM | ||||||||||||||
Race | Final Embrace (Dhampir) | You gain a +2 trait bonus on grapple combat maneuver checks to pin an opponent. | BON | ||||||||||||||
Race | Finish the Fight (Half-Orc raised by Orcs) | You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours. | BOG | ||||||||||||||
Race | Firebug (Kobold, Red-Scaled) | You are able to cast spark three times per day as a spell-like ability. The caster level is equal to your character level. This spell-like ability's save DC is Intelligence-based. | KOG | ||||||||||||||
Race | Fire-Tongued (Kobold, Red-Scaled) | In addition to speaking Draconic, you begin play with the ability to speak Ignan. | KOG | ||||||||||||||
Race | Flair for Destruction (Tiefling) | You gain a +1 trait bonus on weapon damage rolls made against objects and constructs. | BOF | ||||||||||||||
Race | Following Breeze (Sylph) | As long as you get a running start, you gain a +2 trait bonus on Acrobatics checks made to jump. Your speed increases by 5 feet when you use the run action. | PSN | ||||||||||||||
Race | Forest Senses (Gnome) | When in any unsettled, uncivilized terrain, you gain a +2 trait bonus on Perception checks to act during a surprise round, and take no penalty on Perception checks while sleeping. | HOW | ||||||||||||||
Race | Forlorn (Elf) | You gain a +1 trait bonus on Fortitude saving throws. | ULC | ||||||||||||||
Race | Foul Belch (Goblin) | Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based. | GBG | ||||||||||||||
Race | Freed Slave (Halfling) | You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks and Knowledge (nobility) is a class skill for you. | PFG | ||||||||||||||
Race | Freedom Fighter (Halfling) | 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. | ULC | ||||||||||||||
Race | Friendless (Tiefling) | You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons. | BOF | ||||||||||||||
Race | Frost Spitter (Kobold, White-Scaled) | Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that's as difficult to traverse as an ice sheet. | KOG | ||||||||||||||
Race | Genie Blood (Human) | Select an element (air, earth, fire, or water). You gain a +1 trait bonus on saving throws against attacks that utilize that element (cold for air, acid for earth, fire for fire, and electricity for water), and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype. | LOF | ||||||||||||||
Race | Glib Barrister | You gain a +2 trait bonus on Linguistics checks to create forgeries. | HUG | ||||||||||||||
Race | Goblin Foolhardiness (Goblin) | When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons. | GBG | ||||||||||||||
Race | God Scorn (Tiefling) | You gain a +1 trait bonus on saving throws against divine spells. | BOF | ||||||||||||||
Race | Golden Scales (Kobold) | You take a –1 penalty on Bluff checks and Diplomacy checks when dealing with other kobolds, but a +2 bonus on Bluff checks and Diplomacy checks when dealing with non-reptilian humanoids. | KOG | ||||||||||||||
Race | Goldsniffer (Dwarf) | You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones. | ULC | ||||||||||||||
Race | Good Influence (Aasimar) | You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action. | BOA | ||||||||||||||
Race | Grounded (Dwarf) | You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves. | DOG | ||||||||||||||
Race | Half-Forgotten Secrets (Dhampir) | You gain a +1 trait bonus on checks with two Knowledge skills of your choice, and one of these skills becomes a class skill. | BON | ||||||||||||||
Race | Harrow Born | You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks. | HUG | ||||||||||||||
Race | Harrow Chosen (Human) | You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. | VBL | ||||||||||||||
Race | Heat Fortitude (Kobold, Red-Scaled) | You gain a +4 trait bonus on Fortitude saving throws against nonlethal damage from heat. | KOG | ||||||||||||||
Race | Helpful (Halfling) | Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2. | HFG | ||||||||||||||
Race | Historian (Human) | You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you. | LOF | ||||||||||||||
Race | Horse Lord | You gain a +2 trait bonus on Handle Animal checks, and a +1 trait bonus on Ride checks. This trait applies only to horses. | HUG | ||||||||||||||
Race | Ice Walker | You gain a +1 trait bonus on saving throws against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed. | HUG | ||||||||||||||
Race | Icy Mementos (Kobold, White-Scaled) | You begin play with three bottles of liquid ice. These don't count against your starting character wealth. | KOG | ||||||||||||||
Race | Illusion Obsession (Gnome) | You gain a +1 trait bonus to your caster level when casting illusions in the figment subschool. | DTT | ||||||||||||||
Race | Inciter (Tiefling) | You gain a +2 trait bonus on Bluff checks made to convince creatures to attack each other. | BOF | ||||||||||||||
Race | Industrious (Gnome) | When you successfully use the aid another action to aid an ally's Craft or Profession check, that character gains an additional +1 trait bonus on the check (in addition to the +2 bonus normally granted for successfully aiding another). If you have a racial bonus on that skill, your ally gains a +2 trait bonus instead. | POR | ||||||||||||||
Race | Infernal Influence (Human) | You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison. | CED | ||||||||||||||
Race | Inheritor | You gain a +1 trait bonus on Knowledge (history) checks and a +2 trait bonus on Appraise checks related to objects of ancient origin or made to identify ioun stones. | HUG | ||||||||||||||
Race | Inheritor (Gillman) | Whenever you use the aid another action to aid an adjacent ally, increase the bonus you grant your ally by 1. This is a trait bonus. | BOG | ||||||||||||||
Race | Innocent (Aasimar) | When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely. | BOA | ||||||||||||||
Race | Inquisitive Banterer (Catfolk) | You gain a +1 trait bonus on Diplomacy checks. In addition, you can use Diplomacy to gather information in 1d2 hours instead of 1d4. | DTT | ||||||||||||||
Race | Instant Friendship (Suli) | Once per day, you can treat an Intimidate roll to improve a creature's attitude toward you as if you had used Diplomacy instead. You must use this ability after making the check but before the GM has revealed the result. If you continue threatening the target after making the check, the check automatically fails. | BOE | ||||||||||||||
Race | Inured to Disease (Wererat-kin) | You gain a +2 trait bonus on Fortitude saving throws against diseases. Prerequisite: Wererat-kin |
BOM | ||||||||||||||
Race | Iron Control (Half-Orc raised by Humans) | Whenever you're confused and roll to determine behavior in a given round, subtract 10 from the result. | BOG | ||||||||||||||
Race | Keeper of the Ancestral Scrolls | You gain a +1 trait bonus on Knowledge (history), and Knowledge (nobility) checks, and one of these skills (your choice) is always a class skill for you. | HUG | ||||||||||||||
Race | Kobold Faith (Kobold) | You gain a +2 trait bonus on Diplomacy checks when dealing with other kobolds. Additionally, if your deity grants the Artifice, Earth, or Trickery domain, then your kobold faith unlocks a corresponding subdomain: Trap, Radiation, or Ambush. | KOG | ||||||||||||||
Race | Kobold Herbalist (Kobold, Green-Scaled) | Once per day, you can attempt a DC 20 Survival check instead of a Craft (alchemy) check to create a single dose of scent cloak without paying any cost for raw materials. Any scent cloak created using this method must be used within 24 hours, or it becomes inert. | KOG | ||||||||||||||
Race | Lantern Spirit (Aasimar) | You feel a strange sense of nostalgia whenever you use your continual flame spell-like ability, and can use it as a move action instead of a standard action. | BOA | ||||||||||||||
Race | Lasting Ferociousness (Half-orc) | Increase the number of rounds you can act as disabled from your orc ferocity racial trait to 2 rounds. Prerequisite: Half-orc |
AOE | ||||||||||||||
Race | Latent Psion (Human) | You gain a +2 trait bonus on saves against mind-affecting effects. | LOF | ||||||||||||||
Race | Legacy of Sand (Half-Orc) | You gain a +1 trait bonus on all Will saving throws. | LOF | ||||||||||||||
Race | Lettered (Halfling) | Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing. | HFG | ||||||||||||||
Race | Lightning-Blessed (Kobold, Blue-Scaled) | You begin play with three vials of bottled lighting. These don't count against your starting character wealth. | KOG | ||||||||||||||
Race | Lillend's Harp (Aasimar) | You gain a +1 trait bonus on Perform (string) checks. This bonus increases to +2 when you make a Perform check as part of a bardic performance. | BOA | ||||||||||||||
Race | Linguistic Genius (Dhampir) | You gain a +1 trait bonus on Linguistics checks, and learn to speak and read one additional language from your list of racial languages. Linguistics is always a class skill for you. | BON | ||||||||||||||
Race | Liquid-Tongued (Kobold, Blue-Scaled) | In addition to speaking Draconic, you begin play with the ability to speak Aquan. | KOG | ||||||||||||||
Race | Lycanthropic Bloodlust (Werewolf-kin) | Once per day, when you deal damage to a foe with a natural attack , you may gain 1d6 temporary hit points as an immediate action . These temporary hit points last for 1 minute. Prerequisite: Werewolf-kin |
BOM | ||||||||||||||
Race | Magic in the Blood (Changeling) | Select one of the following spells: bleed, create water, dancing lights, detect good, ghost sound, putrefy food and drink. You can cast this spell three times per day as a spell-like ability. Prerequisite: Changeling |
AOE | ||||||||||||||
Race | Malign Instrument (Tiefling) | Select a good-aligned deity. Add 1 to the DCs of your spells' saves when targeting a good-aligned outsider or divine spellcaster who serves that deity. Prerequisite: Tiefling |
AOE | ||||||||||||||
Race | Marid's Fury (Undine) | When you use your hydraulic push spell-like ability, it can extinguish magical fires as well as non-magical fires as long as you succeed at an opposed caster level check (the DC is equal to 11 + the magical fire's caster level). | BOE | ||||||||||||||
Race | Marked by Nature’s Magic (Skinwalker) | You gain a +1 trait bonus on Knowledge (nature) checks involving fey and on Diplomacy checks to influence fey. Knowledge (nature) is always a class skill for you. Prerequisite: Skinwalker |
ISR | ||||||||||||||
Race | Market Rat | You gain a +1 trait bonus on Appraise and Knowledge (local) checks. | HUG | ||||||||||||||
Race | Martyr's Blood (Aasimar) | As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes. | BOG | ||||||||||||||
Race | Master of the Sudden Strike | When you wield a masterwork version of any sword if you act before your opponent during the surprise round, you gain a +2 trait bonus on weapon damage rolls for the surprise round only. This additional damage is precision damage. | HUG | ||||||||||||||
Race | Masterful Demeanor (Human) | You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races. | CED | ||||||||||||||
Race | Mastery of Form (Skinwalker) | You gain a +2 trait bonus on saving throws against polymorph effects. Prerequisite: Skinwalker |
BOM | ||||||||||||||
Race | Militant Merchant (Dwarf) | You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you. | TEG | ||||||||||||||
Race | Mind Trapper (Dhampir) | You gain a +2 trait bonus on Charisma checks to convince an ally enchanted by one of your charm spells (such as charm person or charm monster) to do things it wouldn't normally do. | BON | ||||||||||||||
Race | Motherless (Tiefling) | You gain a +2 trait bonus on Bluff and Disguise checks made for the purpose of making you seem injured, sickly, or weak in some other way. | BOF | ||||||||||||||
Race | Nanite Revival (Android) | Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability. | PST | ||||||||||||||
Race | Neutralizing Gut (Race, Tiefling) | You gain a +2 trait bonus on saving throws against contact and inhaled poisons, and a +3 trait bonus on saving throws against ingested poisons. | POW | ||||||||||||||
Race | Nine-Tailed Scion (Kitsune) | You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class. You cannot exchange specific feats granted by a class or race for Magical Tail in this manner; for instance, a monk cannot exchange his Stunning Fist feat for Magical Tail. | DTT | ||||||||||||||
Race | Nomadic | You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you. | SLC | ||||||||||||||
Race | Numerological Gift (Dhampir) | When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die. | BON | ||||||||||||||
Race | Old Before Your Time (Dhampir) | Any creature trying to discern your true age must make a Perception or Sense Motive check opposed by your Bluff check; you gain a +5 trait bonus on This check. You gain a +2 trait bonus on Disguise checks if your disguise makes you look at least one age category older, and ignore the check penalty for disguising yourself as a different age category while doing so. | BON | ||||||||||||||
Race | Ooze Defense (Kobold, Black-Scaled) | You begin play with three alkali flasks. These don't count against your starting character wealth. | KOG | ||||||||||||||
Race | Open Hand and Mind | You gain a +1 trait bonus on Acrobatics and Knowledge (religion) checks. If you have a ki pool, once per day as a swift action, you may channel your ki during an unarmed strike, gaining a +2 trait bonus on one damage roll. This additional damage is precision damage. | HUG | ||||||||||||||
Race | Operatic | You gain a +1 trait bonus on Perform (sing) checks. Furthermore you have memorized the works of many sung in an ancient tongue (choose an ancient language), granting you a +2 trait bonus on Linguistics checks when trying to decipher the chosen language. | HUG | ||||||||||||||
Race | Outcast (Half-Orc) | You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you. | ULC | ||||||||||||||
Race | Pain Artist (Tiefling) | You gain a +2 trait bonus on Intimidate checks made against helpless creatures. | BOF | ||||||||||||||
Race | Pearl Diver (Half-elf) | You gain a +2 trait bonus on Perception checks while underwater and can hold your breath for a number of rounds equal to three times your Constitution score before you risk drowning. | PSN | ||||||||||||||
Race | Perfect Servant (Halfling) | You gain a +3 trait bonus on Diplomacy checks made to influence anyone with at least one level of Aristocrat. | HFG | ||||||||||||||
Race | Persuasive (Elf) | You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +3 against creatures with the elf subtype. | PST | ||||||||||||||
Race | Planar Negotiator (Aasimar) | Whenever you cast lesser planar ally, planar ally, or greater planar ally, you receive a 10% discount on the monetary cost required by the summoned outsiders. This bonus has no effect on services the outsiders may demand in order to strike a bargain. | BOA | ||||||||||||||
Race | Planetar's Visions (Aasimar) | Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider's damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature's damage reduction to below 0). | BOA | ||||||||||||||
Race | Poisonous Upbringing (Drow) | You gain a +2 trait bonus on all saves to resist poison effects. Prerequisite: Drow |
AOE | ||||||||||||||
Race | Practiced Impression (Suli) | You gain a +2 trait bonus on Diplomacy checks made against NPCs whom you have known for less than 1 hour. | BOG | ||||||||||||||
Race | Pragmatic Polytheist (Human) | You gain a +1 trait bonus on Knowledge (religion) checks and can make Knowledge (religion) checks as if trained. Once per day, you can cast resistance on yourself as a spell-like ability cast at your highest caster level (CL 1st if you have no caster level). | POR | ||||||||||||||
Race | Prankster (Gnome) | You gain a +1 trait bonus on dirty trick combat maneuver checks. You also gain a +1 trait bonus to your CMD when an opponent attempts a dirty trick combat maneuver check against you. If you succeed at a dirty trick combat maneuver check against a flat-footed opponent, increase the duration of the condition caused by 1 round. | DTT | ||||||||||||||
Race | Prayer Breaker (Tiefling) | If a divine spellcaster makes a concentration check to avoid losing a spell because of an injury you caused, increase the DC of that check by +2. | BOF | ||||||||||||||
Race | Precision Hearing (Werebat or Werebat-kin) | Whenever you succeed at a Perception check to hear a creature you can't see and your check exceeds the DC by 10 or more, you can pinpoint the exact square where the sound originated. Prerequisite: Werebat or Werebat-kin |
BOM | ||||||||||||||
Race | Pride of the Diamond Empire (Human) | If you succeed at a Will saving throw against a fear effect that would result in a lesser effect on a successful save (such as causing you to become shaken instead of panicked), you are instead unaffected. | PSN | ||||||||||||||
Race | Prideful Temper (Tiefling) | You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage. | BOF | ||||||||||||||
Race | Prolong Magic (Tiefling) | Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat. | BOF | ||||||||||||||
Race | Proud Tribesman | You gain a +2 bonus on checks to Intimidate colonialists. | SLC | ||||||||||||||
Race | Providential Passenger (Halfling) | Improve the starting attitude that ship captains, caravan leaders, and those with similar sorts of responsibilities have toward you by one step. | HFG | ||||||||||||||
Race | Purple Scales (Kobold) | In addition to speaking Draconic, you begin play with the ability to speak one of the following: Aklo, Dwarven, Goblin, or Undercommon. | KOG | ||||||||||||||
Race | Pustular (Goblin) | Whenever you’re subjected to an effect that causes the sickened condition, you may make two saving throws to avoid the effect (if a saving throw is allowed), taking the better of the two results as your actual saving throw. | GBG | ||||||||||||||
Race | Pyromancer (Aasimar) | You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait. | BOA | ||||||||||||||
Race | Rapscallion (Gnome) | You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on initiative checks. | ULC | ||||||||||||||
Race | Rat Squeeze (Wererat-kin) | Whenever you use your skinwalker ability to change shape into your bestial form, you can squeeze through narrow spaces at least half as wide as your normal space without slowing your movement; each move into or through a narrow space counts as 1 square, though you still take all the normal penalties associated with squeezing. Prerequisite: Wererat-kin |
BOM | ||||||||||||||
Race | Relic Hunter (Human) | You gain a +1 trait bonus on Appraise and Knowledge (history) checks made to examine ruined buildings more than 1,000 years old as well as any ruined objects found in them. If such an item is magical, you gain a +1 trait bonus on Spellcraft checks to identify its properties and Use Magical Device checks to activate it. | PSN | ||||||||||||||
Race | Repel Sin (Tiefling) | You gain a +2 trait bonus on saving throws made against spells and effects with the [evil] descriptor. | BOF | ||||||||||||||
Race | Repulsive (Tiefling) | You gain a +1 trait bonus on combat maneuver checks made to overrun and reposition opponents. | BOF | ||||||||||||||
Race | Reviving Rest (Werebear-kin) | Whenever you undergo complete bed rest for 24 hours, you recover an amount of hit points equal to three times your character level. Prerequisite: Werebear-kin |
BOM | ||||||||||||||
Race | Rude Songs (Goblin) | Providing an opponent can hear and understand you, you gain a +2 trait bonus on all Perform (song) checks. Perform is always a class skill for you. | GBG | ||||||||||||||
Race | Ruthless (Dwarf) | You gain a +1 trait bonus on attack rolls to confirm critical hits. | DOG | ||||||||||||||
Race | Sandy Ambush (Oread) | When prone in desert terrain, you gain a +2 trait bonus on Stealth checks and take only a –2 penalty on attack rolls (rather than –4) when attacking from prone. | PSN | ||||||||||||||
Race | Scamper (Race, Ratfolk) | During the first round of combat in which you can act, you ignore difficult terrain and gain an additional 5 feet of movement. This benefit does not apply when you are carrying a medium or heavier load. | POW | ||||||||||||||
Race | Scholar of Ruins (Human) | 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. | ULC | ||||||||||||||
Race | Scrapper (Half-Orc) | 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. | ULC | ||||||||||||||
Race | Scrounger (Halfling) | You can buy objects with the broken condition at half price (instead of the normal three-quarters price). The value of the unbroken version of these objects cannot exceed four times your character level. The price you pay for this object can never exceed more than twice your character level in gp (for example, at 5th level you can spend up to 10 gp on a broken object, meaning you can buy any object that, if not broken, has a value of 20 gp or less). | HFG | ||||||||||||||
Race | Seeker of Brightness (Elf) | Choose a Knowledge skill; you gain a +1 trait bonus on Knowledge checks of that type and on Perception checks. | EOG | ||||||||||||||
Race | Selective Health (Aasimar) | You gain a +2 trait bonus on Fortitude saves against diseases. However, whenever you must make a Fortitude saving throw against a disease inflicted by an undead creature or evil outsider (such as mummy rot or a vrock‘s spores), you do not gain this bonus, and instead take a –2 penalty on your Fortitude save. | BOA | ||||||||||||||
Race | Sensual Graces (Dhampir) | You gain a +2 trait bonus on Bluff checks made against humanoids who would be attracted to you. | BON | ||||||||||||||
Race | Shadow Stabber (Tiefling) | You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you. | BOF | ||||||||||||||
Race | Shadow Stalker (Fetchling) | Increase the miss chance gained from your shadow blending ability by 5%. Prerequisite: Fetchling |
AOE | ||||||||||||||
Race | Shared Curse (Werewolf-kin) | Once per day as a standard action , you can share a portion of your accursed heritage with a willing ally by dealing 1 point of damage to that ally with a natural weapon . The ally gains a natural bite attack, as if from your skinwalker ability, for 2 rounds. Prerequisite: Werewolf-kin |
BOM | ||||||||||||||
Race | Sharkchild (Wereshark-kin) | You gain a +1 trait bonus on Swim checks. As long as you have a swim speed (such as that granted by your bestial form), you can use the run action to move up to five times your swim speed while swimming straight down from or straight up toward the surface of the water. Prerequisite: Wereshark-kin |
BOM | ||||||||||||||
Race | Shield Bearer | When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability. | HUG | ||||||||||||||
Race | Shift the Blame (Tiefling) | You gain a +1 trait bonus on Bluff and Diplomacy checks made to convince someone that another person is actually at fault for your actions. | BOF | ||||||||||||||
Race | Shoreline Skirmisher (Wereshark-kin) | You gain a +2 trait bonus on combat maneuver checks as long as you or your opponent is on sand or in water at least 6 inches deep. Prerequisite: Wereshark-kin |
BOM | ||||||||||||||
Race | Skater's Balance (Kobold, White-Scaled) | You don't need to spend extra movement to enter a square of an ice sheet, and the DCs of your Acrobatics checks on ice sheets don't increase by 5. | KOG | ||||||||||||||
Race | Skilled Telepath (Lashunta) | The range of your limited telepathy racial ability increases by 5 feet. | PST | ||||||||||||||
Race | Slave Smuggler (Halfling) | When hiding a Medium or smaller creature from an opponent actively searching you or your cargo, both you and the creature to be smuggled can attempt Stealth checks and select the higher of the two results for your smuggled ally to use while hiding. | PSN | ||||||||||||||
Race | Slaver | You gain a +2 trait bonus on Intimidate checks to influence primitives, but you suffer a -2 penalty on Bluff or Diplomacy checks to influence them. | SLC | ||||||||||||||
Race | Slippery Step (Undine) | You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship. | PSN | ||||||||||||||
Race | Slithering Stride (Kobold, Green-Scaled) | For 3 rounds per day, you can move through light or heavy undergrowth at full speed. This ability doesn't work in terrain that has been magically manipulated to impede motion. | KOG | ||||||||||||||
Race | Smoke Resistant (Kobold, Red-Scaled) | Your vision isn't impaired by non-magical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation. This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics. | KOG | ||||||||||||||
Race | Snake Hater (Aasimar) | You gain a +2 trait bonus on Knowledge (dungeoneering) checks and Knowledge (dungeoneering) is always a class skill for you. | BOA | ||||||||||||||
Race | Snap Ignition (Ifrit) | As a full-round action, you can produce a small flame at the end of your finger that ignites combustible materials as a tindertwig. Alternatively, you can maintain a flame equivalent to a candle by spending a standard action each round to concentrate on it. | PSN | ||||||||||||||
Race | Sneaky Swimmer (Kobold, Black-Scaled) | Increase the number of rounds you can hold your breath underwater by an amount equal to your Constitution score. You gain a +2 bonus on Stealth checks in swamps and in underwater environments. | KOG | ||||||||||||||
Race | Soul Eater (Tiefling) | Whenever you use a coup de grace action to kill a creature (either by damage or through a failed Fortitude save), you gain a number of temporary hit points equal to half your character level (minimum 1) for 1 minute. These temporary hit points do not stack with multiple coups de grace. | BOF | ||||||||||||||
Race | Speech of the Wilds (Aasimar) | You can speak one extra language. | BOA | ||||||||||||||
Race | Spellcaster’s Anathema (Race, Dwarf) | You gain a +1 trait bonus on attack rolls against arcane spellcasters. | POW | ||||||||||||||
Race | Sphinxfriend (Human) | As a result of your experiences, you gain a +1 trait bonus on Diplomacy checks, Linguistics skill checks made to decipher writing in an unfamiliar language, and Sense Motive checks made to discern secret messages. | PSN | ||||||||||||||
Race | Spidery Climber (Kasatha) | You gain a +1 trait bonus on Climb checks. In addition, as long as you have two hands free, the DC to catch yourself on a wall while falling is equal to the wall's DC + 10, and the DC to catch yourself on a slope is equal to the slope's DC + 5. | PST | ||||||||||||||
Race | Spirits in the Stone (Human) | 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. | LOF | ||||||||||||||
Race | Stargazer | You gain a +1 trait bonus on Knowledge (geography) and Survival checks. | HUG | ||||||||||||||
Race | Statuesque (Oread) | Disguise becomes a class skill for you, and you gain a +2 trait bonus on Disguise checks to disguise yourself as a statue made of a specific type of stone, such as marble, sandstone, or alabaster. Furthermore, you take none of the penalties normally associated with disguising yourself as a different type of creature. You must choose the type of stone you resemble when you take this trait; once chosen, it cannot be changed. | BOE | ||||||||||||||
Race | Stoic Dignity (Oread) | As long as you are conscious, you and all allies within 10 feet gain a +1 bonus on saving throws against mind-affecting effects you are not already suffering from. This is a trait bonus for you and a morale bonus for your allies. | BOG | ||||||||||||||
Race | Strength of Body (Wereboar-kin) | Once per day, you can use your Strength modifier in place of your Constitution modifier on a single Fortitude saving throw. You must announce that you are using this ability before you roll the saving throw. Prerequisite: Wereboar-kin |
BOM | ||||||||||||||
Race | Successful Shirker (Halfling) | 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. | CED | ||||||||||||||
Race | Suicidal (Tiefling) | Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square. | BOF | ||||||||||||||
Race | Superior Clutch (Tiefling) | You gain a +1 trait bonus on damage rolls when using weapons intended for creatures of a larger size. | BOF | ||||||||||||||
Race | Superstitious | You gain a +1 trait bonus on saving throws against arcane spells. | HUG | ||||||||||||||
Race | Survivalist (Human) | You gain a +1 trait bonus on saving throws against natural environmental hazards. | HOW | ||||||||||||||
Race | Tactile Telekinesis (Lashunta) | Once per day as a swift action, you can add a trait bonus equal to your Intelligence modifier on Strength checks and Strength-based skill checks you attempt before the beginning of your next turn. | PST | ||||||||||||||
Race | Tattooed Mystic (Human) | You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives. Prerequisite: Human |
VBL | ||||||||||||||
Race | Tempter's Tongue (Tiefling) | You gain a +1 trait bonus on Diplomacy checks and on opposed Charisma checks to influence creatures you have charmed (such as with charm person). | BOG | ||||||||||||||
Race | Terrifying Lunge (Werecrocodile-kin) | Once per day, when you hit a flat-footed foe with a melee attack, you can make an Intimidate check to demoralize that foe as a swift action . Intimidate becomes a class skill for you. Prerequisite: Werecrocodile-kin |
BOM | ||||||||||||||
Race | Thoroughbred (Human) | If you gain a horse as an animal companion or mount as one of your class abilities, its base speed increases by 5 feet and it gains a bonus trick that does not count against the normal limit of tricks known by the animal. | PSN | ||||||||||||||
Race | Thrall Spotter (Dhampir) | You gain a +5 trait bonus on Sense Motive checks made to determine whether a creature is acting under the effects of a charm or compulsion. | BON | ||||||||||||||
Race | Thunderborn (Sylph) | Once per day when you cast a spell that deals electricity damage, you can choose to make half of the damage electricity damage and the other half sonic damage. | BOE | ||||||||||||||
Race | Tiger's Claw (Weretiger or Weretiger-kin) | Whenever you use the charge action, you gain a +1 trait bonus on your weapon damage roll. Prerequisite: Weretiger or Weretiger-kin |
BOM | ||||||||||||||
Race | Tongue of Many Towns | You gain a +1 trait bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics. | HUG | ||||||||||||||
Race | Tough Skin (Tiefling) | You gain a +1 trait bonus to AC when opponents attempt to confirm critical hits with either bludgeoning or slashing weapons. | BOF | ||||||||||||||
Race | Toxophilite (Aasimar) | You gain a +2 trait bonus on attack rolls made to confirm critical hits with bows. | BOA | ||||||||||||||
Race | Trade Talk (Half-elf raised by Humans) | You gain a +1 trait bonus on checks with the chosen skill, and a +1 trait bonus on Bluff and Sense Motive checks when dealing with people in the context of that craft or profession. | BOG | ||||||||||||||
Race | Trailblazer | While traversing any wilderness, you gain a +1 trait bonus on Survival checks, and gain a +1 trait bonus on Fortitude saving throws against diseases. | HUG | ||||||||||||||
Race | Transitional (Triaxian) | Once per day when you attempt a Survival check to predict the weather, you can add a trait bonus equal to 3 + 1/2 your character level. In addition, you gain a +1 trait bonus on Fortitude saves against the effects of cold and hot weather. | PST | ||||||||||||||
Race | Traumatic Shift (Skinwalker) | You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you. Prerequisite: Skinwalker |
BOM | ||||||||||||||
Race | Triaxian Dragonslayer (Triaxian) | You receive a +2 trait bonus on saving throws against the spells and spell-like abilities of dragons and a +1 trait bonus on caster level checks to overcome dragons' spell resistance. | PST | ||||||||||||||
Race | Trifler | You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st. | PFG | ||||||||||||||
Race | Tropical Botanist (Elf) | You gain a +1 trait bonus on Knowledge (nature) checks to locate or identify plants and on saving throws against the extraordinary abilities of plants. | PSN | ||||||||||||||
Race | Tunnel Fighter (Dwarf) | 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). | ULC | ||||||||||||||
Race | Tusked | Half-Orc, Orc Benefit(s) Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5. | OOG | ||||||||||||||
Race | Twilight Zeal (Tiefling) | You gain a +1 trait bonus on Will saving throws when in dim light or darkness. | BOF | ||||||||||||||
Race | Ugly Swine (Goblin) | You gain a +2 trait bonus on Disguise checks, and Disguise is a class skill for you. | GBG | ||||||||||||||
Race | Undead Slayer (Dhampir) | You gain a +1 trait bonus on attack and damage rolls against undead creatures. | BOG | ||||||||||||||
Race | Underling (Tiefling) | You gain a +2 trait bonus on Bluff and Diplomacy checks made to either join or imply that you already belong to an evil organization. | BOF | ||||||||||||||
Race | Undine Loyalty (Undine) | Choose one teamwork feat that requires an ally with the same feat to be adjacent to you. You may benefit from that teamwork feat as long as you have an ally within 10 feet of you (though your ally does not benefit from the teamwork feat unless it also has this trait or a similar ability). | BOG | ||||||||||||||
Race | Unearth Secrets (Tiefling) | You gain a +2 trait bonus on Sense Motive checks when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed. | BOF | ||||||||||||||
Race | Unflappable Arrogance (Ifrit) | The DC to demoralize you with the Intimidate skill increases by 5. If an opponent's Intimidate check would be high enough to cause you to become demoralized for more than 1 round, you are instead demoralized for only 1 round. | BOE | ||||||||||||||
Race | Unidentifiable Appeal (Dhampir) | You gain a +1 trait bonus on Disguise checks and a +1 trait bonus on Diplomacy checks made to influence those who would be attracted to you. | BON | ||||||||||||||
Race | Vermin Wrangler (Gnome) | You gain a +2 trait bonus on Knowledge (dungeoneering) checks to identify vermin and on saving throws against vermin's extraordinary abilities. | PSN | ||||||||||||||
Race | Vile Kiss (Tiefling) | You gain a +2 trait bonus on combat maneuver checks to perform a dirty trick combat maneuver for the purpose of making your opponent sickened. | BOF | ||||||||||||||
Race | Voice of Velvet | You gain a +1 trait bonus on Diplomacy and Perform (oratory) checks. | HUG | ||||||||||||||
Race | Warrior of Old (Elf) | You gain a +2 trait bonus on initiative checks. | ULC | ||||||||||||||
Race | Warsmith (Dwarf) | You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you. | DOG | ||||||||||||||
Race | Wary (Aasimar) | You gain a +1 trait bonus on Disguise and Sense Motive checks. | BOA | ||||||||||||||
Race | Wasteland Hunter (Human) | Whenever you throw a club, shortspear, spear, or javelin, reduce the penalty for throwing the weapon beyond its initial range increment by 2 (to a minimum penalty of 0). For example, a club (with a range of 10 feet) thrown at a target 25 feet away would incur only a –2 penalty with this trait. | POR | ||||||||||||||
Race | Weathered (Fetchling) | Because of your natural resistances, you gain a +2 trait bonus on saves to resist cold or electricity effects and hazards. Prerequisite: Fetchling |
AOE | ||||||||||||||
Race | Well-Informed (Halfling) | 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. | ULC | ||||||||||||||
Race | Whiteout (Undine) | In areas of non-magical fog, rain, snow, or similar conditions (such as the spray of a waterfall), you gain the effects of concealment, but with a miss chance of 10%. If the precipitation would already grant you concealment, the miss chances stack. | BOE | ||||||||||||||
Race | Wild Domesticator (Half-elf) | Handle Animal is always a class skill for you. Additionally, you gain a +2 trait bonus on Handle Animal checks to train an animal, and can teach a trained animal one additional trick beyond its normal maximum. | HOW | ||||||||||||||
Race | Wild Ferocity (Half-orc) | While in this terrain type, taking a standard action while disabled does not cause you to take the normal 1 point of damage. You can use this trait when acting as if disabled despite having a negative hit point total as a result of orc ferocity or the Diehard feat. | HOW | ||||||||||||||
Race | Wild Shadow (Halfling) | You can attempt Stealth checks in this terrain in normal light without having cover or being invisible. You still can't attempt Stealth checks in areas of bright light without invisibility or cover. | HOW | ||||||||||||||
Race | Wild Stride (Elf) | You can move through naturally occurring difficult terrain without any penalty while within your favored terrain. Terrain created or modified by magic or traps affects you normally. | HOW | ||||||||||||||
Race | Wind-Carried Voices (Sylph) | You gain a +1 trait bonus on Sense Motive checks to tell when someone is lying to you. Additionally, at will, as long as you are outdoors or in an area where there is noticeable air movement, you can whisper to any creature from up to 30 feet away. You can only designate one person in sight to hear your voice, and nearby creatures can hear these messages with a successful DC 20 Perception check. This is an extraordinary ability that otherwise functions as message. | BOE | ||||||||||||||
Race | World Traveler (Human) | 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. | ULC | ||||||||||||||
Race | Youthful Mischief (Elf) | You gain a +1 trait bonus on Reflex saves. | EOG | ||||||||||||||
Race | Zest for Battle (Dwarf) | Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls. | DOG | ||||||||||||||
Regional | Aberration Hunter | You gain a +1 trait bonus on attacks of opportunity against aberrations. | DEP | ||||||||||||||
Regional | Abyssal Eavesdropper | You add Abyssal to your list of languages known, though you take a –2 penalty on Diplomacy, Intimidate, and Bluff checks made while speaking Abyssal, as well as a –2 penalty on Linguistics checks made to read Abyssal text. If you gain Abyssal as a language again at a later time (such as by taking a rank in Linguistics and selecting Abyssal as a learned language), these skill check penalties become +2 trait bonuses instead. | DHH | ||||||||||||||
Regional | Acupuncturist | You gain a +2 trait bonus on all Fortitude saves made against poison effects. | DEP | ||||||||||||||
Regional | Addict | You start with only half of the normal starting cash, but your knowledge of the addicts lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you. | ISP | ||||||||||||||
Regional | Advocate for the Empire | You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you. | DEP | ||||||||||||||
Regional | Agent of the Sultana (Plane of Earth) | You gain a +2 trait bonus on Disable Device checks to disarm any traps that you know deal f ire damage, and you gain a +2 trait bonus on attack rolls to confirm critical hits against creatures with the fire subtype. | BOE | ||||||||||||||
Regional | Airship Captain (Plane of Air) | You gain a +2 trait bonus on Wisdom checks to move in a plane with subjective directional gravity (see planar rules) and a +2 trait bonus on driving checks (see the vehicle rules). | BOE | ||||||||||||||
Regional | Alabaster Odalisque | You gain a +1 trait bonus on two Charisma-based skills of your choice. In addition, once per day as a swift action, you can brush your fingers against a closed door or stone wall up to 1 foot thick. Doing so allows you to ignore penalties on Perception checks to listen through the designated object for 1 minute. | BOE | ||||||||||||||
Regional | Alchemical Fence (Regional) | When determining whether a given potion is available in a settlement, there is a 90% chance that it is available if it is within the settlement’s base value for available magic items rather than a 75% chance. Additionally, when you use Diplomacy to gather information about a topic related to alchemy or poisons (including making poisons), you gain a +3 trait bonus on the check. | PAP | ||||||||||||||
Regional | Alchemical Prodigy (Newer Version) | If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts. | PSN | ||||||||||||||
Regional | Alchemical Prodigy (Older Version) | Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list. | QGE | ||||||||||||||
Regional | Alchemists Apprentice | Upon imbibing a potion containing a spell on your formula list of a spell level you are capable of casting, you can attempt a Spellcraft check (DC 15 + extract level). On a success, you can immediately add the spell to your formula book. | BOE | ||||||||||||||
Regional | Alien Experiment | You gain a +1 trait bonus on saving throws against pain effects and the spell-like abilities of undead. | PST | ||||||||||||||
Regional | Alien Ferocity | Once per day, the first time you are brought below 0 hit points but not killed, you can fight on for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately fall unconscious and begin dying. | PST | ||||||||||||||
Regional | Alien Origins (Strange Monument) | You start play with a unique compass that doesn't point north and is riddled with indecipherable alien markings—the only object you have that you know to be tied to your home. In addition, your inscrutable mannerisms give you a +2 trait bonus on opposed Bluff checks. | DNH | ||||||||||||||
Regional | Alien Tradition | Choose disease or cold. You gain a +2 trait bonus on saves against spells and spell-like abilities with the chosen descriptor. If you choose disease, you gain the bonus on Fortitude saves against non-magical diseases as well. | PST | ||||||||||||||
Regional | Altruistic Diplomat | You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait. | DEP | ||||||||||||||
Regional | Ancestral Weapon | Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material. | POR | ||||||||||||||
Regional | Antiquities Smuggler | 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. | ISP | ||||||||||||||
Regional | Anuli Engineer | You gain a +2 bonus on Perception checks to notice unusual stonework, traps, and hidden doors in worked stone and artificial constructions. Knowledge (engineering) is always a class skill for you. | DSS | ||||||||||||||
Regional | Aquatic Survivalist (Plane of Water) | You gain a +2 trait bonus on Stealth checks while underwater. Once per day, you can attempt a Stealth check to hide in plain sight (as the ranger class feature of the same name) while underwater. This is only effective against creatures that rely on blindsense, blindsight, or tremorsense. Creatures with other senses perceive you normally. | BOE | ||||||||||||||
Regional | Arbiter | You gain a +1 bonus on all Knowledge checks to find a legitimate way to avoid, negate, or escape an existing obligation. | HFG | ||||||||||||||
Regional | Arcane Dabbler | Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level. | ISP | ||||||||||||||
Regional | Arcane Graduate | You gain a +2 trait bonus on concentration checks when casting arcane spells. | ISP | ||||||||||||||
Regional | Armor Master | When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0. | ISP | ||||||||||||||
Regional | Artifact Hunter | You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you. | ISP | ||||||||||||||
Regional | Ash Bane (Regional, Wastelands) | You gain a +2 trait bonus on Fortitude saving throws to resist the disease abilities of ash giants and creatures with the vermin type. In addition, you gain a +1 trait bonus on melee attack rolls against vermin. | POW | ||||||||||||||
Regional | Aspiring Hell Knight | You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. | ISP | ||||||||||||||
Regional | Awakened from Stasis | As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. | PST | ||||||||||||||
Regional | Balanced Education | Once per day, you can draw on this training to apply a physical ability modifier to a skill check instead of its usual mental ability modifier, or apply a mental ability modifier to a skill check instead of its usual physical ability modifier. You can only exchange ability modifiers between the following pairings: Strength with Intelligence, Dexterity with Wisdom, and Constitution with Charisma. | DSS | ||||||||||||||
Regional | Bandit | Choose one Profession skill and one ability score other than Wisdom. You add that ability score's modifier in addition to your Wisdom modifier on checks with the chosen Profession skill. | POR | ||||||||||||||
Regional | Bandit | 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. | ISP | ||||||||||||||
Regional | Betrayed Ex-Noble (City of Brass) | Whenever an enemy attempts to feint against you in combat, the DC to do so is equal to 10 + your base attack bonus + your Wisdom modifier, or 10 + your Intimidate bonus, whichever is higher. | BOE | ||||||||||||||
Regional | Black Eagle Recruit | You gain a +1 trait bonus on saves against fear effects; this bonus increases to +3 if an evil outsider caused the effect. | POR | ||||||||||||||
Regional | Blighted Physiology | You gain a +1 natural armor bonus to AC, but your body does not work as a normal creature's would. You become sickened for 1 round anytime you receive magical healing. | POR | ||||||||||||||
Regional | Blood Potion Brewer (Regional) | Twice per day when you brew a potion, you can add some of an enemy’s blood to the mixture. When you do, the potion’s caster level is treated as 1 higher when you drink it for the purpose of determining the duration of the potion’s effects. This ability has no effect if another creature drinks the potion. This trait does not grant the ability to brew potions. | PAP | ||||||||||||||
Regional | Blood Steed | 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). | VBL | ||||||||||||||
Regional | Blooded (Dwarf) | You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs. | DOG | ||||||||||||||
Regional | Border Guard | You gain a +2 trait bonus on rolls to confirm critical hits against foes with the aquatic subtype. | DEP | ||||||||||||||
Regional | Born Rider | You gain a +1 trait bonus on Handle Animal and Ride checks. | DEP | ||||||||||||||
Regional | Born under the Green Star | You treat your caster level as 1 higher when casting spells and spell-like abilities with the mind-affecting descriptor. | PST | ||||||||||||||
Regional | Bounty Hunter | 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. | ISP | ||||||||||||||
Regional | Brave | You gain a +2 trait bonus on saving throws against fear effects. | DEP | ||||||||||||||
Regional | Brave Words (Regional Trait) | You inherit your forebears’ ability to fight off terror with bragging or insults. As a swift action, when you have the frightened condition, you can function as if you only have the shaken condition for 1 round by shouting at the source of your fear. You must be able to see the source of the fear condition. You can use this trait only once per fear effect. This trait grants no benefits against the shaken or panicked conditions. | BAN | ||||||||||||||
Regional | Briar Bandit (Forest) | When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks. | KOG | ||||||||||||||
Regional | Builders Apprentice | You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the style of your guild. | CED | ||||||||||||||
Regional | Candidate for Perfection | You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. | ISP | ||||||||||||||
Regional | Cavalry Rider | You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you. | ISP | ||||||||||||||
Regional | Channel the Earth (Plane of Earth) | Whenever you channel positive energy to heal living creatures, affected targets gain a +2 profane bonus to CMD to resist bull rush, reposition, and trip combat maneuvers. Alternately, if you channel negative energy to harm living creatures, affected targets take a –2 penalty to CMD against such combat maneuvers. This effect lasts 1 round. | BOE | ||||||||||||||
Regional | Charau-Ka Slayer | You gain a +1 trait bonus to AC against attacks made with thrown weapons. | DHH | ||||||||||||||
Regional | Charger | When charging, add 10 feet to your base speed. | ISP | ||||||||||||||
Regional | Cheap to Feed | You gain a +3 trait bonus on Bluff checks made in order to gain food, water, or shelter. | HFG | ||||||||||||||
Regional | Child of the Crusades | You have inherited their indomitable spirit, and you gain a +2 trait bonus on all saves against fear. | ISP | ||||||||||||||
Regional | Child of the Necropolis | Your effective cleric level is 1 higher for the purposes of channeling positive energy to damage undead. Your effective cleric level cannot exceed your character level. | USH | ||||||||||||||
Regional | Chivalrous | You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks. | ISP | ||||||||||||||
Regional | Chosen Child | Your starting money increases by 900 gp. | DEP | ||||||||||||||
Regional | City Defender | You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons. | ISP | ||||||||||||||
Regional | Clan Artisan | One Craft skill. Benefit : You gain a +2 trait bonus on checks with the chosen skill, and it becomes a class skill for you. | DEP | ||||||||||||||
Regional | Cliff Jumper | You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling. | CED | ||||||||||||||
Regional | Cliff Strider (Regional) | As a move action while climbing, you can climb 5 feet without provoking an attack of opportunity, even if you don’t have a climb speed. | HFF | ||||||||||||||
Regional | Cliff-Master | You gain a +1 trait bonus on all Climb and Survival checks. | GBG | ||||||||||||||
Regional | Clumsy Slave | The first time you attack someone with an attack that deals nonlethal damage, your target must make a Sense Motive opposed by your Bluff check minus the damage dealt to realize you actually intended to harm him; failure means he believe the injury was an accident on your part instead (though he may still want to punish you for it). | HFG | ||||||||||||||
Regional | Coin Hoarder (Dwarf) | Your starting cash increases to 500 gp | DOG | ||||||||||||||
Regional | Coincunning | You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking. | VBL | ||||||||||||||
Regional | Cold Heart | You gain a +2 trait bonus on saving throws against spells and effects with the emotion descriptor. | KIS | ||||||||||||||
Regional | Cold Resilience | You gain a +4 trait bonus on saves to avoid nonlethal damage from cold environments. In addition, you begin play with a cold-weather outfit at no cost. | PST | ||||||||||||||
Regional | Commercial Savvy | Whenever you buy from or sell to a merchant, you treat a settlement's Base Value and Purchase Limit as 10% higher. | COB | ||||||||||||||
Regional | Community-Minded | Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds. | PSN | ||||||||||||||
Regional | Confidante to the Oppressed | You gain a +2 trait bonus on Diplomacy checks to improve the attitude of oppressed, enslaved, or imprisoned subjects, and unless they have reason to distrust you, their starting attitude toward you is at least indifferent, if not better. | KIS | ||||||||||||||
Regional | Conscientious Miner | You gain a +1 trait bonus on Appraise checks, and a +1 trait bonus on Profession (miner) checks. In addition, Profession (miner) becomes a class skill for you. | DEP | ||||||||||||||
Regional | Construct Crafter | You gain a +1 trait bonus on Craft (alchemy) checks. | ISP | ||||||||||||||
Regional | Corpse Dodger | Once per day, you can cast hide from undead as a spell-like ability. The casting time is a swift action and the caster level for this effect is always 1st; this ability is otherwise identical to the spell. | USH | ||||||||||||||
Regional | Cosmopolitan | You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you. | DEP | ||||||||||||||
Regional | Crusader Road Acolyte | If you trained with hell knights, you gain a +1 trait bonus on saving throws against chaotic spells and the spell-like abilities of chaotic outsiders. If you trained with paladins, you gain this bonus against evil spells and evil outsiders instead. | POR | ||||||||||||||
Regional | Crusader Tactician | 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. | ISP | ||||||||||||||
Regional | Cynic | You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. | ISP | ||||||||||||||
Regional | Cypher Resistance | You gain a +2 trait bonus on saving throws against spells with the word “glyph” or “symbol” in their name. | VBL | ||||||||||||||
Regional | Darkblight Survivor (Regional) | You gain a +2 trait bonus on Fortitude saving throws against diseases and poisons inflicted by fey, plants, and forest-related hazards. | POW | ||||||||||||||
Regional | Dealer | You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. | LOF | ||||||||||||||
Regional | Deepsea Native | You gain a +2 trait bonus on Knowledge checks to identify aquatic monsters. Anytime you are looking through water and would take a penalty on vision-based Perception checks due to murkiness or other natural circumstances, reduce the penalty by 2. | BOE | ||||||||||||||
Regional | Demon Eradicator | Anytime an outsider with the demon subtype must make a Will save against one of your spells, increase the DC of that save by +1. | KIS | ||||||||||||||
Regional | Demon Slayer | You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. | ISP | ||||||||||||||
Regional | Demon-Proof Mind | You gain a +2 trait bonus on saving throws against the mind-affecting effects of evil outsiders. | DHH | ||||||||||||||
Regional | Desert Child (Desert) | 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. | ULC | ||||||||||||||
Regional | Desert Nomad | You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects. | ISP | ||||||||||||||
Regional | Destined For Greatness (Large City) | You start with a kit worth no more than 300 gp, and the expendable contents of the kit are automatically restored to their original capacity at no cost to you whenever you enter a settlement with a population of at least 2,500. | DNH | ||||||||||||||
Regional | Devotee of the Holy Prophecies | You gain a +1 trait bonus on Appraise checks, and a +1 trait bonus on Bluff checks when trying to make a deal with nonbelievers. | ISP | ||||||||||||||
Regional | Dim Seer | You gain a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you. | VBL | ||||||||||||||
Regional | Diplomat | You gain a +1 trait bonus on Diplomacy and Sense Motive checks. | DEP | ||||||||||||||
Regional | Disbeliever | You gain a +2 trait bonus on saving throws against divine spells, but you must make a saving throw even when that magic is beneficial to you. | ISP | ||||||||||||||
Regional | Disbeliever | You gain a +1 trait bonus on saving throws against divine spells. | DEP | ||||||||||||||
Regional | Discerning Beliefs | You gain a +2 trait bonus on saving throws to disbelieve illusions. | DEP | ||||||||||||||
Regional | Disease Resistant | You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases. | PSN | ||||||||||||||
Regional | Diver | You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you. | ISP | ||||||||||||||
Regional | Divine Deceiver | Once per day as a full-round action, you can sacrifice a prepared arcane spell or spell slot to manifest healing magic. This acts as cure light wounds, except you heal 1d6 points of damage per level of the spell or spell slot sacrificed (maximum 5d6) and the hit points healed are temporary (lasting 1 hour). | COC | ||||||||||||||
Regional | Dominator | You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill. | ISP | ||||||||||||||
Regional | Draconic Vigil | You gain a +1 bonus on initiative rolls when entering combat against creatures of the dragon type or humanoids of the orc subtype. | DSH | ||||||||||||||
Regional | Dreadful Forethought | You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (planes) checks. | DHH | ||||||||||||||
Regional | Dungeon Dweller (Any Subterranean Dungeon) | You start with one additional language chosen from the following list: Aklo, Dark Folk, Draconic, Goblin, Necril, Orc, or Undercommon. In addition, whenever you must attempt a Survival check to avoid getting lost in a dungeon, you may roll the check twice and take the better result. | DNH | ||||||||||||||
Regional | Dusk Agent | You have quite a bit more spending cash than most others of your age as a result, and start with twice the normal amount of starting gold. In addition, your reputation remains strong and any transactions you make in your home city are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear. | LOF | ||||||||||||||
Regional | Dusk Dancer | You gain a +2 trait bonus on Reflex saves in dim light or darkness. | HFG | ||||||||||||||
Regional | Elemental Endowment | As an immediate action, once per day when you cast a spell with the air, earth, fire, or water descriptor, you can gain a number of temporary hit points equal to the spell's level. This effect lasts for 1 minute. | COB | ||||||||||||||
Regional | Elemental Pupil | Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type. | QGE | ||||||||||||||
Regional | Elven Bitterness | When you cast an enchantment spell on a chaotic evil outsider, the DC of that spell is increased by 2. | DHH | ||||||||||||||
Regional | Emissary | You gain a +2 trait bonus on Diplomacy checks when dealing with aberrations, monstrous humanoids, undead, and creatures with the giant subtype. | VBL | ||||||||||||||
Regional | Enemy of the Dead | You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature. | ISP | ||||||||||||||
Regional | Engineer (Regional) | When you’re wielding a broken early firearm, the amount your misfire value increases by is reduced by 1. | POW | ||||||||||||||
Regional | Equality for All | You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you. | HFG | ||||||||||||||
Regional | Evident Supporter | The Sense Motive DC needed for a city guard, a politician, or other governmental functionary in a large town or larger settlement to gain a hunch about your trustworthiness is 25 (instead of 20). On a failed check, you're seen as trustworthy regardless of the situation. | COB | ||||||||||||||
Regional | Exhibition Fighter (Regional Trait) | You fight at your best in martial arts tournaments. While others may attempt to cheat or chafe against the constraints placed upon them, you thrive under such limitations. You gain a +1 bonus on attack and damage rolls when fighting as part of a tournament or other structured setting with rules and restrictions, so long as you do not break these rules. | BAN | ||||||||||||||
Regional | Exiled Scholar | You gain a +1 trait bonus on Knowledge (arcana) and (religion) checks. In addition, choose one Knowledge skill; you can attempt untrained checks with this skill as long as the DC is lower than 15. | USH | ||||||||||||||
Regional | Expert Smuggler | Other creatures never gain the +4 bonus on their Perception checks (opposed by your Sleight of Hand check) while frisking you. | BOG | ||||||||||||||
Regional | Eye of the Falcon | 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. | KIS | ||||||||||||||
Regional | Famed Performer | Once per day when you start a bardic performance, you can increase the DC of the saving throw to resist your performance's effects by 1. This effect lasts until you switch performances or end your performance. | PSN | ||||||||||||||
Regional | Fey-Wise | You gain a +1 trait bonus on saving throws against the spell-like and supernatural abilities of fey and a +1 trait bonus on Sense Motive checks against fey. | POR | ||||||||||||||
Regional | Fiery Dominance (Plane of Fire) | You gain a +1 trait bonus on Intimidate checks against humanoids of a subtype different from your own (or all non-human humanoids, if you are not a humanoid), and the DC for such creatures to demoralize you with Intimidate is 2 higher than usual. | BOE | ||||||||||||||
Regional | Fixer | 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). | HFG | ||||||||||||||
Regional | Flotsam (Coastline) | You gain a +2 bonus on Reflex saves against spells and effects with the fire descriptor. | DSH | ||||||||||||||
Regional | Footsteps of the North (Regional) | You gain a +1 trait bonus on Fortitude saving throws to resist the effects of cold weather. Survival is a class skill for you, and you gain a bonus language native to northern people. | MRM | ||||||||||||||
Regional | Forbidden Knowledge | Anytime you would roll a Knowledge (planes) check, you may roll a Knowledge (history) or Knowledge (religion) check instead. | USH | ||||||||||||||
Regional | Free People (Regional) | You gain a +1 trait bonus on Sense Motive checks and on Will saves against mind-affecting effects. | HFF | ||||||||||||||
Regional | Freed Slave | You gain a +1 trait bonus on Will saves. | ISP | ||||||||||||||
Regional | Freed Slave | You gain a +1 trait bonus on Fortitude saves. | LOF | ||||||||||||||
Regional | Freedom Fighter | You gain a +1 trait bonus on attacks made with improvised weapons. If you do not possess the Catch Off-Guard or Throw Anything feats, you still take penalties on these attack rolls as normal. | DEP | ||||||||||||||
Regional | Freedom Fighter | You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will. | ISP | ||||||||||||||
Regional | Friend of the Dead | You gain a +2 trait bonus on Diplomacy checks against sentient undead. | ISP | ||||||||||||||
Regional | Friend of the Fey | You gain a +2 trait bonus on Diplomacy checks against fey creatures. | ISP | ||||||||||||||
Regional | Frontier-Forged (Any Frontier Area) | You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild. | ULC | ||||||||||||||
Regional | Frostborn | 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. | DOG | ||||||||||||||
Regional | Gallant Imposter | You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. In addition, you gain a +2 trait bonus on both Disguise and Bluff checks while attempting to impersonate a knight. | KIS | ||||||||||||||
Regional | Garbage Picker | You gain a +3 trait bonus on Perception checks to search for concealed items. | CED | ||||||||||||||
Regional | Gate Keeper (Elf) | You gain a +1 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus to caster level checks when casting teleportation spells. You know the proper commands to operate a particular elf gate (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way elf gate). | EOG | ||||||||||||||
Regional | Genie-Caller | Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal. | ISP | ||||||||||||||
Regional | Ghost Survivor | You gain a +2 trait bonus on Knowledge (religion) checks to identify incorporeal undead and a +2 trait bonus on Fortitude saving throws against effects that inflict negative levels. | USH | ||||||||||||||
Regional | Ghoulish Affinity | You gain a +2 trait bonus on Perception checks to notice undead disguised as living creatures, and a +2 trait bonus on Fortitude saves against diseases and poisons inflicted by undead. | USH | ||||||||||||||
Regional | Gladiatorial Alumnus | You gain a +1 trait bonus on performance combat checks and a +1 trait bonus on combat maneuver checks to perform the selected maneuver. | POR | ||||||||||||||
Regional | Glory of Old (Dwarf) | You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. | DOG | ||||||||||||||
Regional | Gravelwalker (Usually Under Warm Mountains) | You can move normally through such obstructed spaces, and can run or charge though them with a successful Acrobatics check. | KOG | ||||||||||||||
Regional | Great Market Merchant | You gain a +1 trait bonus to Appraise checks, and Appraise is always a class skill for you. | QGE | ||||||||||||||
Regional | Grit Goggles (Usually Under Deserts) | 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. | KOG | ||||||||||||||
Regional | Group Fighter | You gain a +1 trait bonus on attacks made while flanking an opponent. | DEP | ||||||||||||||
Regional | Guerilla | 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. | DEP | ||||||||||||||
Regional | Guide of the Streets | You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks. | ISP | ||||||||||||||
Regional | Heart of Clay | You gain a +1 trait bonus on Fortitude saves. | DEP | ||||||||||||||
Regional | Heavenly Touch | At will, you can touch a dying creature to stabilize it as a standard action. | DEP | ||||||||||||||
Regional | Heavy Hitter | You gain a +1 trait bonus on damage rolls made with unarmed attacks. | DEP | ||||||||||||||
Regional | Highlander (Hills or Mountains) | 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. | ULC | ||||||||||||||
Regional | Hobgoblin Slayer | Whenever you’re within 60 feet of an enemy hobgoblin, you gain a +1 trait bonus on all weapon damage rolls. | GBG | ||||||||||||||
Regional | Holy Tattoo | Your holy symbol tattoo functions in all ways as a holy symbol. When you use your holy symbol tattoo to keep a vampire at bay, the DC for the vampire to overcome its revulsion is 28 (rather than the normal 25). | USH | ||||||||||||||
Regional | Honeyed Tongue | You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you. | DEP | ||||||||||||||
Regional | Humble Beginnings | 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.) | VBL | ||||||||||||||
Regional | Hunter of Outsiders | You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider. | CED | ||||||||||||||
Regional | Imperial Soldier | 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. | ISP | ||||||||||||||
Regional | Inspiring Speaker | You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more. | ISP | ||||||||||||||
Regional | Instigator of Rebellion | You gain a +1 trait bonus on Diplomacy and Intimidate checks. | DEP | ||||||||||||||
Regional | Iron Lungs (Usually Under Marshlands) | You can hold your breath for twice as long and gain a +2 trait bonus on saving throws against the effects of inhaled poisons. | KOG | ||||||||||||||
Regional | Iron Mind | You gain a +2 trait bonus on saving throws against spells and effects that would reduce your Intelligence score or cause you to forget something. | KIS | ||||||||||||||
Regional | Jungle Guide | 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. | ISP | ||||||||||||||
Regional | Jungle Walker | You gain a +2 trait bonus on Survival checks in jungle terrain. | ISP | ||||||||||||||
Regional | Justiciar | You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks to settle disputes or arbitrate laws. Once per day if you succeed at an Intimidate check to demoralize a foe who has repudiated or ignored a pronounced judgment you've made, you may choose to cause the creature to be sickened instead of shaken. The duration of the effect remains the same. | COB | ||||||||||||||
Regional | Kami Talker | You gain a +2 trait bonus on Diplomacy and Intimidate checks made against outsiders that have the native subtype. | DEP | ||||||||||||||
Regional | Keeper of the Veil | You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you. | QGE | ||||||||||||||
Regional | Lair Snake (Dragon's Lair) | You gain a +1 trait bonus on Appraise checks, and your starting wealth increases by 200 gp. | KOG | ||||||||||||||
Regional | Language Scholar (Regional) | You gain an ancient language as a bonus language, and you gain a +2 trait bonus on Appraise and Use Magic Device checks when attempting to identify or use artifacts. | HFF | ||||||||||||||
Regional | Lesser Noble | You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is. | ISP | ||||||||||||||
Regional | Light Sleeper | You need to sleep only 4 hours to get a full night's rest (restoring 1 hit point per character level). You do not receive extra benefits for sleeping additional hours, and you must still rest for 24 hours to receive the benefits of complete bed rest. | BOE | ||||||||||||||
Regional | Lightning Rider | 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. | ISP | ||||||||||||||
Regional | Liquid Healing (Regional) | Whenever you consume a potion that heals any number of hit points, you heal 2 additional hit points. | PAP | ||||||||||||||
Regional | 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. | VBL | ||||||||||||||
Regional | Log Roller (Forest) | You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks. | ULC | ||||||||||||||
Regional | Long Jumper | When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is. |
VBL | ||||||||||||||
Regional | Lost Role Model (Settlement Near A Famous Dungeon) | On the last day you ever saw your hero, the adventurer gave you a unique dungeon guide worth no more than 750 gp and with an accuracy modifier of no greater than +2. | DNH | ||||||||||||||
Regional | Lucky Turnabout | Whenever you succeed at a Reflex saving throw, you may draw a weapon as an immediate action, or a hidden weapon as a move action. | VBL | ||||||||||||||
Regional | Mammoth Master | You gain a +4 trait bonus on Handle Animal checks related to these creatures. | ISP | ||||||||||||||
Regional | Master Illusionist | You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to disbelieve illusions. | ISP | ||||||||||||||
Regional | Master of Peaks | You gain a +2 trait bonus on Fortitude saving throws made against the effects of cold dangers and altitude sickness. | DEP | ||||||||||||||
Regional | Mechanical Expertise (Regional) | Select one of the following skills: Craft (any), Disable Device, or Knowledge (engineering). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. | HFF | ||||||||||||||
Regional | Merchant’s Child | You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you. | ISP | ||||||||||||||
Regional | Metamagic Master | A spell of 3rd level or below. Benefit : When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. | DEP | ||||||||||||||
Regional | Militia | Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you. | ISP | ||||||||||||||
Regional | Militia Veteran (Any Town or Village) | 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. | ULC | ||||||||||||||
Regional | Miner | You gain a +1 trait bonus on Appraise checks, and Appraise becomes a class skill for you. | DEP | ||||||||||||||
Regional | Mordant Heritage | You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects. | ISP | ||||||||||||||
Regional | Mountain Guide | 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. | ISP | ||||||||||||||
Regional | Natural Artist | One Perform skill. Benefit : You gain a +1 trait bonus on checks with the chosen performance skill, and it becomes a class skill for you. | DEP | ||||||||||||||
Regional | Natural Climber | You gain a +2 trait bonus on Acrobatics and Climb checks while climbing trees. | GBG | ||||||||||||||
Regional | Naturalist (Regional Trait) | Your ancestors taught you the importance of using what nature provides. You gain a +3 trait bonus on Survival checks when attempting to survive in the wilderness. | BAN | ||||||||||||||
Regional | Navigator | You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you. | DEP | ||||||||||||||
Regional | Necrotoxin Resistance (Regional) | You gain a +3 trait bonus on saving throws against disease and poison abilities and effects inflicted by creatures of the undead type (such as ghoul fever or a vargouille’s poison). | PAP | ||||||||||||||
Regional | Noble | You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks. | ISP | ||||||||||||||
Regional | Noble-in-Exile | You gain a +1 trait bonus on Diplomacy checks while interacting with aristocrats and nobles, and a +1 trait bonus on Intimidate checks while interacting with commoners. | POR | ||||||||||||||
Regional | Numerologist | Once per day, you can attempt a Perception check while studying a trap (a standard action). The DC of this check is equal to the Disable Device DC of the trap – 5. If you succeed, you identify the DC necessary to disable the trap, as well as the DC of the Reflex save (if any) to avoid its effects. | PSN | ||||||||||||||
Regional | Obsequious Morsel | Once per day as a swift action, you can use sanctuary as a spell-like ability (caster level = your highest caster level, or 1st if you have no caster level), with a DC equal to 10 + 1/2 your caster level (minimum 0) + your Charisma modifier. Only undead must save to attack you (other creature types are not affected). The effect ends as soon as you attack a creature, as normal. | COC | ||||||||||||||
Regional | Observant Archer (Aquatic origin) | You gain a +1 trait bonus on ranged attack rolls when your target is at least 10 feet above or below you. | HFF | ||||||||||||||
Regional | Offspring of the Ascension | You gain a +1 trait bonus on Will saves against fear effects. Any time you become confused, reduce the duration of the effect by a number of rounds equal to your Wisdom modifier to a minimum of 1 round of confusion). | PST | ||||||||||||||
Regional | 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. | QGE | ||||||||||||||
Regional | One-on-One Duelist | You gain a +1 trait bonus on damage rolls when you are the only one threatening your opponent. | POR | ||||||||||||||
Regional | Open-Minded Explorer | You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when you're speaking the racial or ethnic language of the target creature. | BOG | ||||||||||||||
Regional | Orc Impaler | 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. | KIS | ||||||||||||||
Regional | Orphan | You gain a +1 trait bonus on Fortitude saves. | ISP | ||||||||||||||
Regional | Palm Potion (Regional) | You have mastered these techniques; whenever you consume a potion, you can attempt a Sleight of Hand check with a +2 trait bonus opposed by onlookers’ Perception checks to hide the fact that you are drinking a potion (as if you were using Sleight of Hand to hide an object). The observer’s success doesn’t prevent you from drinking the potion, just from doing so unnoticed. This does not hide any visible effects that the potion might have on you, only the physical act of drinking the potion. | PAP | ||||||||||||||
Regional | Paragon of Speed | You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks. | ISP | ||||||||||||||
Regional | Pearl Diver | You gain a +1 trait bonus on Appraise and Swim checks. | DEP | ||||||||||||||
Regional | Perseverance | When you have more than one Will saving throw to overcome an effect (such as from greater command or hold person , or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect. | ISP | ||||||||||||||
Regional | Pirate | You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you. You might also have a peg leg or a hook for a hand, but that’s not so helpful. | GBG | ||||||||||||||
Regional | Pirate | You gain a +1 trait bonus on Knowledge (geography) checks and Profession (sailor) checks, and one of these skills becomes a class skill for you. | DEP | ||||||||||||||
Regional | Plainsman | You gain a +1 trait bonus on all Knowledge (geography) and Survival checks regarding the plains. | SLC | ||||||||||||||
Regional | Planar Historian (Plane of Water) | You gain a +2 trait bonus on Knowledge (planes) checks to identify outsiders with the water subtype. In addition, you treat your caster level as 1 higher when casting conjuration (summoning) spells to summon outsiders with the water subtype. | BOE | ||||||||||||||
Regional | Planar Negotiator | When dealing with an outsider within one step of your alignment, you gain a +1 trait bonus on Diplomacy and Sense Motive checks. Increase these bonuses to +2 if you and the outsider worship the same deity. | DHH | ||||||||||||||
Regional | Planar Scholar (Plane of Air) | You gain a +1 trait bonus on Knowledge (planes) checks and checks made with one other Knowledge skill of your choice. This bonus increases to +3 when used to identify a creature with the air subtype. Knowledge (planes) becomes a class skill for you, and your bonus language options at 1st level include Auran. This choice is in addition to the bonus languages available to the character because of her race. | BOE | ||||||||||||||
Regional | Poison Connoisseur (Regional) | You gain a +2 trait bonus on saving throws against ingested poisons. Additionally, you can cast detect poison as a spell-like ability once per day, using your character level as your caster level. | PAP | ||||||||||||||
Regional | Poisoned Blade Resistance (Regional) | You gain a +2 trait bonus on Fortitude saving throws against injury poisons. Additionally, you are immune to one specific non-magical injury poison. You must choose this poison when you choose this trait and cannot change it. | PAP | ||||||||||||||
Regional | Pomp and Pageantry | 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. | HFG | ||||||||||||||
Regional | Powerful Bloodline | One of the following sorcerer bloodlines: fey, maestro, starsoul, or stormborn. Benefit : 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. | DEP | ||||||||||||||
Regional | Precocious Spellcaster | Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level. | TEG | ||||||||||||||
Regional | Privileged Slave | You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you. | DEP | ||||||||||||||
Regional | Prospector | You gain a +1 trait bonus on Appraise and Knowledge (dungeoneering) checks. | DEP | ||||||||||||||
Regional | Purchased Loyalty | Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm effects and take the better result. | ISP | ||||||||||||||
Regional | Pure Legion Recruit | You gain a +2 trait bonus on Perception checks to see through disguises and mundane attempts to conceal religious iconography or dress. You also gain a +2 trait bonus on Sense Motive checks to see through lies about a target's religious beliefs and to understand secret messages relating to the gods. | PSN | ||||||||||||||
Regional | Quick Improvisation | Once per day after you attempt a Perform check and before the results of the roll are revealed by the GM, you can attempt a Bluff check and use the result of that check in place of your Perform check. You must use the result of that Bluff check, even if it is lower. | POR | ||||||||||||||
Regional | Quick Reactor | You gain a +1 trait bonus on Reflex saves. | DEP | ||||||||||||||
Regional | Rabble Rebel | If you have at least three allies threatening your opponent, you gain a +2 bonus on Bluff checks to feint him and a +2 bonus on Sleight of Hand checks against him. | HFG | ||||||||||||||
Regional | Rancher | You gain a +1 trait bonus on Handle Animal checks and Handle Animal is a class skill for you. Your animal companion or bonded mount gains a permanent +3 trait bonus to its maximum hit point total. | POR | ||||||||||||||
Regional | Rebel Leader | If you take the Leadership feat, you receive a +1 trait bonus to your Leadership score. | DEP | ||||||||||||||
Regional | Reformed Acolyte | You gain a +1 trait bonus on Knowledge (local) and Knowledge (religion) checks, and one of these skills is always a class skill for you. This bonus increases to +2 when dealing with specifics of a specific faith. | ISP | ||||||||||||||
Regional | Regional Influence | Determine the city-state of which your home is a holding. You gain a +1 trait bonus on checks with one Profession skill and one of the following benefits:
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VBL | ||||||||||||||
Regional | Regional Recluse | You gain a +1 trait bonus on Survival checks and one of the following benefits.
|
VBL | ||||||||||||||
Regional | Region's Finest | You gain a +1 trait bonus on all rolls to confirm critical hits. | DEP | ||||||||||||||
Regional | Resilient | You gain a +2 trait bonus on Fortitude saves against poison effects. | DEP | ||||||||||||||
Regional | Resolute | You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons. | ISP | ||||||||||||||
Regional | Resourceful Alchemy (Regional) | You gain a +2 trait bonus on Craft (alchemy) skill checks. This bonus increases to +3 when you are using Craft (alchemy) to craft an alchemical item. | PAP | ||||||||||||||
Regional | Resourceful Scavenger (Regional) | You gain a +2 trait bonus on Perception checks when you search a location for valuables or resources. Appraise is always a class skill for you. | HFF | ||||||||||||||
Regional | Rice Runner | You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. | DEP | ||||||||||||||
Regional | River Rat (Marsh or River) | 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. | ULC | ||||||||||||||
Regional | Riverfolk | You gain a +2 trait bonus on Profession (sailor) checks and any skill checks involving rope use. | ISP | ||||||||||||||
Regional | Runaway Slave | You gain a +1 trait bonus on saves against fear effects and gain low-light vision 10 feet. If you already have low-light vision, its range extends by 10 feet. | DHH | ||||||||||||||
Regional | Savage Breaker | You gain a +2 trait bonus on combat maneuver checks made to sunder simple or primitive armor and weapons, or any other equipment the GM deems “barbarian-made.” |
VBL | ||||||||||||||
Regional | Savannah Child (Plains) | 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. | ULC | ||||||||||||||
Regional | Seafarer | 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. | ISP | ||||||||||||||
Regional | Seasoned Climber | You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you. | DEP | ||||||||||||||
Regional | Sea-Souled (Coastline or Island) | You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming. | ULC | ||||||||||||||
Regional | Secret Cultist | You gain a +5 trait bonus on Bluff checks to receive secret messages, and a +5 trait bonus on Sense Motive checks to intercept secret messages from others of your faith. | ISP | ||||||||||||||
Regional | Seeker of Portals | You gain a +1 trait bonus on Knowledge (history) checks and Perception checks to notice secret doors, and Knowledge (history) becomes a class skill for you. | POR | ||||||||||||||
Regional | Shadowcaster | Choose one spell with the shadow descriptor—from this point on, whenever you cast this spell, its effect manifest at +1 caster level. | ISP | ||||||||||||||
Regional | Shadowsight | As a swift action once per day, your eyes can pierce the surrounding darkness—you gain the benefit of low-light vision for a number of rounds equal to your level. | COC | ||||||||||||||
Regional | Signature Spell | Pick one spell when you choose this trait—from this point on, whenever you cast that spell, you do so at +1 caster level. | ISP | ||||||||||||||
Regional | Silent Hunter | You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. | ISP | ||||||||||||||
Regional | Silvertongued | You gain a +1 trait bonus on Knowledge (nobility) and Diplomacy checks. | DEP | ||||||||||||||
Regional | Sky Spirit Worshiper | You gain a +2 trait bonus on saves against fear effects. | DEP | ||||||||||||||
Regional | Skymetal Affinity | You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals. | PST | ||||||||||||||
Regional | Slayer of the Deep | You gain a +1 trait bonus on damage rolls made against creatures of the aberration type. | DEP | ||||||||||||||
Regional | Smuggler | You gain a +1 trait bonus on Bluff and Sleight of Hand checks. | DEP | ||||||||||||||
Regional | Snake Bleeder | You gain a +2 trait bonus on Craft (alchemy) checks when brewing poisons, and Craft (alchemy) becomes a class skill for you. | DEP | ||||||||||||||
Regional | Snake Handler (Regional) | You gain a +2 bonus on Fortitude saves against poison. Handle Animal is always a class skill for you. | HFF | ||||||||||||||
Regional | Snowstride (Usually Under Cold Mountains) | You gain a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one. | KOG | ||||||||||||||
Regional | Sodden Child (Regional) | You move normally through shallow bogs (as long as the terrain hasn’t been magically manipulated) but are still affected by deep bogs as normal. | POW | ||||||||||||||
Regional | Soldier of the Faith | You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. | ISP | ||||||||||||||
Regional | Solidarity (City of Brass) | Any time you successfully use the aid another action to help an ally succeed at a Bluff or Escape Artist check, you add a +3 bonus to this check (rather than a +2 bonus). | BOE | ||||||||||||||
Regional | Sophisticated Citizen (Regional) | Choose Knowledge (geography), Knowledge (local), or Sense Motive; that skill is a class skill for you. In addition, you know one additional bonus language. | MRM | ||||||||||||||
Regional | Sound of Mind | You gain a +2 trait bonus on saving throws against mind-affecting effects. | DEP | ||||||||||||||
Regional | Spell Duel Prodigy | You gain a +2 trait bonus on Spellcraft checks to identify a spell as it is being cast and on dispel checks to counterspell a spell. | BOG | ||||||||||||||
Regional | Spellpiercer | You gain a +2 trait bonus on concentration checks when spellcasting. | ISP | ||||||||||||||
Regional | Spiritual Forester | You gain a +1 trait bonus on Knowledge (nature) and Knowledge (planes) checks, and one of these skills becomes a class skill for you. | DEP | ||||||||||||||
Regional | Stable | You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks. | APG | ||||||||||||||
Regional | Star Reader (Regional) | While under starlight, the caster level of all your divination spells is increased by 1. If the target of your spell is a demon, the caster level is increased by 2. | DHH | ||||||||||||||
Regional | Stargazer (Regional Trait) | Having spent your youth staring at the night sky, you gain a +1 trait bonus on Knowledge (arcana) and Knowledge (nature) checks. One of these skills becomes a class skill for you. | BAN | ||||||||||||||
Regional | Storm Hunter | When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons. | DEP | ||||||||||||||
Regional | Storm Pilot | You gain a +2 trait bonus on Profession (sailor) checks, and you treat the wind force of environmental wind effects (see Table: Wind Effects) as one step less powerful for the purposes of determining any penalties on ranged attacks and Fly checks as well as whether you would be checked or blown away. | BOE | ||||||||||||||
Regional | Stormrunner | 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. | ISP | ||||||||||||||
Regional | Stream Nomad (Usually Under Rivers) | You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you. You increase the speed of any raft, barge, keelboat, or rowboat you pilot by 4 miles per day (1/2 mile per hour). | KOG | ||||||||||||||
Regional | Suck In Your Gut (Any) | You're able to move normally when squeezing and take only a –2 penalty on attack rolls and to AC. | KOG | ||||||||||||||
Regional | Sun Orchid Harvester (Grasslands) | You gain a +1 bonus on Knowledge (nature) and Survival checks made in desert environments. | DSH | ||||||||||||||
Regional | Superstitious | As long as you do not possess any levels in a class that grants arcane spellcasting power, you gain a +1 trait bonus on all saving throws against arcane spells. | ISP | ||||||||||||||
Regional | Superstitious Ward | You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. | ISP | ||||||||||||||
Regional | Surface Stranger (Underground) | Your miss chance for concealment or total concealment due to either mundane or magical darkness decreases by 10%. You are dazzled for 1 round when you are suddenly exposed to bright light. | ULC | ||||||||||||||
Regional | Survivalist | 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. | CFG | ||||||||||||||
Regional | Survivalist | You gain a +1 trait bonus on Fortitude saves. | ISP | ||||||||||||||
Regional | Survivor | You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you. | TEG | ||||||||||||||
Regional | Swamp Rebel | You gain a +2 trait bonus on Stealth checks in swampy terrain, and Stealth becomes a class skill for you. | DEP | ||||||||||||||
Regional | Swamp Survivor (Marshlands) | You gain a +2 bonus on Survival checks to find fresh water, and magical liquids in your possession gain a +2 bonus on Will saves to avoid being corrupted or otherwise spoiled. | DSH | ||||||||||||||
Regional | Swordsman's Page | You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with. | ISP | ||||||||||||||
Regional | Talented Blacksmith | Either Craft (armor) or Craft (weapons). Benefit : You gain a +1 trait bonus on the chosen skill, and it becomes a class skill for you. | DEP | ||||||||||||||
Regional | Tangle Guerrilla (Regional) | You can use this trap once per day within a forest. The DC for your trap is equal to 10 + half your character level + your Wisdom modifier (minimum +0), and it lasts for 1 day. If you are not a ranger, you can set only extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2. | POW | ||||||||||||||
Regional | Tattooed Wanderer | Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you. | ISP | ||||||||||||||
Regional | Technic Tinkerer | Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. | ISP | ||||||||||||||
Regional | Technological Brewmaster (Regional) | When brewing a potion, you can increase its base creation cost by 10% to brew it in half the normal amount of time. This trait does not grant the ability to brew potions. | PAP | ||||||||||||||
Regional | Temple Guard | You gain a +1 trait bonus on attacks of opportunity made with polearm weapons. | DEP | ||||||||||||||
Regional | The Vessel Between | You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit. | POR | ||||||||||||||
Regional | Thoughtful Wish-Maker (Plane of Fire) | You gain a +2 trait bonus on Sense Motive checks. Furthermore, if you succeed at a DC 25 Sense Motive check prior to making any wish granted by an outsider, you become aware of your wish's potential pitfalls. If you succeed at this check by 5 or more, you figure out how to word your wish in such a way that your words are not twisted. | BOE | ||||||||||||||
Regional | Touch of the Gods | You have the ability to stabilize a dying creature with a touch as a standard action. | ISP | ||||||||||||||
Regional | Town Gossip | Choose a community that you've lived in for at least 5 years. You gain a +2 trait bonus on Diplomacy checks while in that community. | VBL | ||||||||||||||
Regional | Trained Medic | You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you. | QGE | ||||||||||||||
Regional | Trap Savvy (Any) | You gain a +1 trait bonus on Craft (traps) checks, and gain a +1 bonus to AC against attacks by traps or on saving throws against effects created by traps. | KOG | ||||||||||||||
Regional | Traveling Merchant | You gain a +1 trait bonus on Appraise, Bluff, and Sense Motive checks made for business deals and transactions. | ISP | ||||||||||||||
Regional | 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. | ISP | ||||||||||||||
Regional | True Believer | You gain a +2 trait bonus on concentration checks made while casting divine spells. | DEP | ||||||||||||||
Regional | True Name Caller (Regional) | Choose a plane other than the Material Plane. When attempting to discover the true name of an outsider from the chosen plane, you halve the amount of research time required and gain a +4 trait bonus on the Knowledge (planes) check made to learn the outsider's name. | DHH | ||||||||||||||
Regional | Tundra Child (Tundra or Cold Regions) | 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. | ULC | ||||||||||||||
Regional | Underworld Explorer | You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you. | DEP | ||||||||||||||
Regional | Unflinching Faith | Once per day, you may reroll a Will saving throw made against an attack or effect that originates from an undead creature. You must decide to use this trait after the first saving throw is rolled, but before the results are revealed. You must take the result of the second roll, even if it is lower. | USH | ||||||||||||||
Regional | Urchin | You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls and all skill checks for the next minute. | LOF | ||||||||||||||
Regional | Vagabond Child (Urban) | 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. | ULC | ||||||||||||||
Regional | Veteran Jungle Guide | You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you. | DEP | ||||||||||||||
Regional | Viking Blood | You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. | ISP | ||||||||||||||
Regional | Void Child | You gain a +1 trait bonus on saves against fear; this bonus increases to +2 whenever you are 30 feet or farther from your nearest ally. | PST | ||||||||||||||
Regional | Walking Ward | Choose one of the following energy types: acid, cold, electricity, or fire; you gain a +1 bonus on saving throws against spells that deal damage of this type or have this subtype. | QGE | ||||||||||||||
Regional | Wardbreaker | Once per day, you can attempt a melee touch attack against an opponent that you believe has a deflection bonus to AC. If your attack is successful, your foe's deflection bonus to AC is halved (to a minimum of +0) for a number of rounds equal to your Charisma modifier. You can use this ability twice per day at 10th level and three times per day at 20th level. | COC | ||||||||||||||
Regional | Warrior Poet | You gain a +1 trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance ability. | DOG | ||||||||||||||
Regional | Wary | You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill for you. | POR | ||||||||||||||
Regional | Wastes Explorer | You gain a +1 trait bonus on Knowledge (geography) checks and Survival checks made in the desert. | DEP | ||||||||||||||
Regional | Weed Resistance (Regional) | You gain a +3 trait bonus on saving throws against poison and disease abilities and effects inflicted by creatures of the plant type (such as a basidirond’s spores). | PAP | ||||||||||||||
Regional | Well Bred | You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks but take a –1 penalty on all Sense Motive checks. | DSH | ||||||||||||||
Regional | Wharf Rat | You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers. | CED | ||||||||||||||
Regional | Whole-Hearted | You gain a +2 trait bonus on saving throws against charms and compulsions. | BOG | ||||||||||||||
Regional | Winter Warrior | You gain a +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain. | ISP | ||||||||||||||
Regional | Winter’s Soul | You may cast ray of frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. | ISP | ||||||||||||||
Regional | Woodland Diplomat | You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. | ISP | ||||||||||||||
Religion | A Shining Beacon | 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 against a demon. This damage is added only after the damage is totaled, and is not multiplied by the critical hit multiplier. | ISG | ||||||||||||||
Religion | Accident Resistant | You gain a +2 trait bonus on Reflex saves when denied your Dexterity bonus or during a surprise round. | ISG | ||||||||||||||
Religion | Adventurous Imbiber | You gain a +1 trait bonus on saving throws against poison. | ISG | ||||||||||||||
Religion | Affinity for the Elements | an elemental lord to worship; once chosen, it cannot be changed. Benefit(s) Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship. | ISG | ||||||||||||||
Religion | Agent of Chance | Once per day, you can allow an adjacent ally to reroll a skill check as an immediate action before the result is revealed. The ally must take the second roll, even if it is worse. | ISG | ||||||||||||||
Religion | Alluring | You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster Level equal to your character level. | DOG | ||||||||||||||
Religion | Always Threatening | As a move action, you can draw a light, concealed weapon for which you have Weapon Focus. If you have the Quick Draw feat, drawing this weapon is a free action. | ISG | ||||||||||||||
Religion | Ambassador | You gain a +2 trait bonus to Diplomacy checks. | TEG | ||||||||||||||
Religion | Arcane Depth | You gain a bonus of either +1 on Spellcraft checks or +2 on Knowledge (arcana) checks. You must choose which bonus you receive when you take the trait; once chosen, it cannot be changed. | ISG | ||||||||||||||
Religion | Backstabber | When you hit a foe you are flanking, you deal an additional 1 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. | HFG | ||||||||||||||
Religion | Battlefield Caster | You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting. | DOG | ||||||||||||||
Religion | Battlefield Surgeon | Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day. | ISG | ||||||||||||||
Religion | Bestial Wrath | You gain a +2 trait bonus on critical confirmation rolls. | ISG | ||||||||||||||
Religion | Blade of Mercy (3.5) | worship of the associated Deity Benefit When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. | LOF | ||||||||||||||
Religion | Blessed Orphan | Once per day, you gain a +1 trait bonus on any saving throw. You must use this ability after the roll is made but before the result is revealed. | ISG | ||||||||||||||
Religion | Blessing of the Feast | Whenever you eat the flesh or drink the blood of another creature of your own kind—a full-round action that provokes attacks of opportunity— you gain the favor of your god or goddess and receive a +1 natural armor bonus for 1 minute/level. You can only receive this benefit once per day. Prerequisite: Worship a god or goddess of blood, cannibalism, or vampires |
OOG | ||||||||||||||
Religion | Broken Mind | You gain a +2 trait bonus on saving throws against madness and confusion effects. | ISG | ||||||||||||||
Religion | Builder’s Insight | You gain a +2 trait bonus on caster level checks to overcome the spell resistance of constructs. | POW | ||||||||||||||
Religion | Call for Help | When you take the total defense action, allies gain a +1 trait bonus on rolls made against a creature threatening you. | FOB | ||||||||||||||
Religion | Centered | You gain a +1 trait bonus on saving throws against charm and compulsion effects, and the DC of any attempts to use the Intimidate skill on you increases by 1. | ISG | ||||||||||||||
Religion | Child of Nature | You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you. | ISG | ||||||||||||||
Religion | Child of Nature | 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. | ULC | ||||||||||||||
Religion | Cleansing Light | When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1. | ISG | ||||||||||||||
Religion | Cleansing the Twisted | You gain a +1 trait bonus to slashing weapon damage against all aberrations. | LOF | ||||||||||||||
Religion | Clockwork Surgeon | You begin play with a special healer’s kit at no cost and can fully restock your kit by expending materials worth 10 gp and spending 8 hours assembling medical devices. When using this healer’s kit to treat deadly wounds, you can either halve the time required to perform the action or add your Intelligence modifier to the number of hit points healed. | BAN | ||||||||||||||
Religion | Contract Master | You gain a +1 trait bonus on Linguistics checks, and Linguistics is a class skill for you. | ISG | ||||||||||||||
Religion | Corpse Cannibal | You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects. | ULC | ||||||||||||||
Religion | Corpse Hunter | You gain a +1 trait bonus on attacks made against undead. | ISG | ||||||||||||||
Religion | Courtesan | 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. | ULC | ||||||||||||||
Religion | Covenant of Abaddon | You gain a +2 trait bonus on Fortitude saving throws against level-draining effects. | ISG | ||||||||||||||
Religion | Dawn Renewal | When you use the Heal skill to provide long-term care, your patients heal an extra 2 hit points at sunrise. | HFG | ||||||||||||||
Religion | Deadeye Bowman | When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC. | ISG | ||||||||||||||
Religion | Deathspeaker | You gain a +2 trait bonus on Diplomacy checks when dealing with undead, as well as a +2 trait bonus on Charisma checks to influence undead (such as with the command undead spell). | ISG | ||||||||||||||
Religion | Deck Fighter | You gain a +1 trait bonus on attacks of opportunity when fighting aboard a ship. | ISG | ||||||||||||||
Religion | Deep Wounding | When you deal bleed damage with a melee weapon, a successful DC 20 Heal check is required to stop the bleed damage. Magical healing stops the damage as normal. | ISG | ||||||||||||||
Religion | Defensive Strategist | You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle. Prerequisite: : must worship associated deity |
ISG | ||||||||||||||
Religion | Deformed | You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. | ISG | ||||||||||||||
Religion | Demon Hunter | 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. | ULC | ||||||||||||||
Religion | Demonic Persuasion | You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype. | ISG | ||||||||||||||
Religion | Demoralizing Presence | You gain a +2 trait bonus on Intimidate checks made to demoralize opponents. | ISG | ||||||||||||||
Religion | Denial of Fate | Once per day while you are below 0 hit points, at the start of your turn you can choose to stabilize without needing to succeed at a Constitution check. | ISG | ||||||||||||||
Religion | Destructive Blows | You gain a +2 trait bonus on Strength checks to break objects, as well as on combat maneuver checks to sunder. | ISG | ||||||||||||||
Religion | Devotee of a Dead God | You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you. | TEG | ||||||||||||||
Religion | Diseased Heart | Any creature that performs a blood drain or swallow whole attack on you must succeed at a Fortitude saving throw (DC = 10 + your character level + your Constitution modifier) or become infected with filth fever. This is a poison effect. | ISG | ||||||||||||||
Religion | Divine Artist | You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you. | FOP | ||||||||||||||
Religion | Divine Connection | Once per day when casting a divine spell, you can speak or whisper the name of your deity in place of using a divine focus. | ISG | ||||||||||||||
Religion | Divine Warrior | 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. | ULC | ||||||||||||||
Religion | Dragon Tracker | You gain a +2 trait bonus on Survival checks to track dragons, and you can track a dragon with Survival untrained if the check's DC is 15 or lower. | ISG | ||||||||||||||
Religion | Dragonslayer | You gain a +1 trait bonus on attack rolls against creatures of the dragon type. | ISG | ||||||||||||||
Religion | Ear for Music | 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. | ULC | ||||||||||||||
Religion | Elemental Resilience | You gain a +1 trait bonus on saving throws against spells with that descriptor. Once the energy type is chosen, it cannot be changed. | ISG | ||||||||||||||
Religion | Elven Polytheist | You gain a +1 trait bonus on Knowledge (religion) skill checks, and Knowledge (religion) is a class skill for you. | ISG | ||||||||||||||
Religion | Empty Heart, Full Heart | You gain a +1 trait bonus on saving throws against charm effects, and targets of your charm spells take a –1 penalty on their saving throws. | ISG | ||||||||||||||
Religion | Empyreal Focus | Once per day, before you attempt a skill check, you gain a +2 trait bonus on that skill check. | ISG | ||||||||||||||
Religion | Enchanting Conniver | You gain a +2 trait bonus on Bluff and Diplomacy checks against creatures affected by one of your charm or compulsion effects. | ISG | ||||||||||||||
Religion | Eternal Understanding | You can attempt Knowledge checks with a DC of 15 or lower untrained. | ISG | ||||||||||||||
Religion | Extended Toil | When you cast a spell that creates a loyal servant to fulfill a specific or mindless task (such as unseen servant, mount , or spiritual weapon, but not summon monster spells), you may choose to increase its duration by 50%. This does not stack with the Extend Spell feat. The effect weakens the spell, however; dispel checks against spells you cast in this manner gain a +4 bonus. | ISG | ||||||||||||||
Religion | Eye for Quality | You gain a +1 trait bonus on Appraise checks, you don't suffer the effects of failing such checks by 5 or more, and Appraise is a class skill for you. | ISG | ||||||||||||||
Religion | Eye of the Father | Choose one Craft skill; you gain a +1 trait bonus on Craft checks of the selected type. | ISG | ||||||||||||||
Religion | Eyes and Ears of the City | You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. | ULC | ||||||||||||||
Religion | Eyes of the Wild | You gain a +2 trait bonus on Perception checks in natural settings. | ISG | ||||||||||||||
Religion | Faithful Artist | Choose one Perform skill; you gain a +1 trait bonus on Perform checks of the selected type, and Perform is a class skill for you. | ISG | ||||||||||||||
Religion | Faithful of the Dead God | You gain a +1 trait bonus on Diplomacy checks; this bonus increases to +3 if you are dealing with a follower of a dead god. | SLC | ||||||||||||||
Religion | Fatal Trapper | You gain a +1 trait bonus on Craft (traps) checks, as well as a +1 trait bonus on Disable Device checks to disable traps. | ISG | ||||||||||||||
Religion | Favored Prey | You gain a +1 trait bonus on damage rolls when making bow attacks against a creature whose tracks you have successfully followed in the last hour. | ISG | ||||||||||||||
Religion | Fiendish Confidence | You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. | ISG | ||||||||||||||
Religion | Flame of the Dawn | Whenever you score a critical hit with a scimitar, you deal 2 additional points of fire damage to your target. | ULC | ||||||||||||||
Religion | Flames of Hell | Add 1 to the DC of saving throws made to resist the effects of your channel energy ability. | ISG | ||||||||||||||
Religion | Flounderer | You gain a +1 trait bonus on Swim checks, and can hold your breath for a number of rounds equal to three times your Constitution score before you risk drowning. | GBG | ||||||||||||||
Religion | Focus on Freedom | Once per day, before you make a skill check, you can use this boon to grant that skill check a +2 trait bonus. | FOP | ||||||||||||||
Religion | Forge’s Flame | Whenever you confirm a critical hit, you deal 1 additional point of damage to your target. This damage is considered precision damage. | POW | ||||||||||||||
Religion | Fortified Drinker | Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour. | ULC | ||||||||||||||
Religion | Frightening Speed | Once per day during a combat encounter, you can move an additional 5 feet as a part of a move action without penalty. | ISG | ||||||||||||||
Religion | Furious Vengeance | Once per day as an immediate action, you gain a +1 trait bonus on a single attack roll. In addition, if the target has damaged you within the last round, you deal 1 additional point of damage on a successful hit. You must choose to use this ability before making the attack roll. | ISG | ||||||||||||||
Religion | Gifted Medium | You gain a +1 trait bonus on your caster level when using divinations to reach out to other entities, such as commune or speak with dead. | ISG | ||||||||||||||
Religion | Good Dreams | Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day. If you have the Halfling Jinx trait, you cannot select this trait, and vice versa. | HFG | ||||||||||||||
Religion | Good-Natured | You gain a +2 trait bonus on saving throws against fear effects. | ISG | ||||||||||||||
Religion | Guardian of the Forge | 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. | ULC | ||||||||||||||
Religion | Hatred of the Gods | You gain a +1 trait bonus on saving throws made against divine spells. | ISG | ||||||||||||||
Religion | Holy Schemer | You receive a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. | ISG | ||||||||||||||
Religion | Honeyed Words | You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions , sleep , or a suggestion to lay down arms. | DOG | ||||||||||||||
Religion | Honey-Tongued | You gain a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, such as judges, guards, and paladins. | ISG | ||||||||||||||
Religion | Illuminator | You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. | ISG | ||||||||||||||
Religion | Inheritor’s Immunity | Once per day, you can reroll a saving throw against a disease or poison. You must take the second result, even if it is worse. | POW | ||||||||||||||
Religion | Inner Beauty | Once per day when you manifest your faith in your deity, you gain a + 4 trait bonus on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM. | ISG | ||||||||||||||
Religion | Inoculated | You gain a +2 trait bonus on saving throws against disease effects. | ISG | ||||||||||||||
Religion | Inspiring Leader | When you cast a spell that grants allies a morale bonus, you cast that spell at +1 caster level. | ISG | ||||||||||||||
Religion | Intense Artist | Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you. | ISG | ||||||||||||||
Religion | Iron Grip | You gain a +2 trait bonus to your CMD against disarm attempts. | ISG | ||||||||||||||
Religion | Know the Land | You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you. | ISG | ||||||||||||||
Religion | Lessons of Faith | Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse. | ISG | ||||||||||||||
Religion | Liar's Tongue | You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you. | ISG | ||||||||||||||
Religion | Light Sleeper | Your modifier to Perception DCs when sleeping is +5 instead of +10. | ISG | ||||||||||||||
Religion | Light-Bringer | Once per day, you can use light as a spell-like ability. Your caster level is equal to your character level. | ISG | ||||||||||||||
Religion | Loreseeker | You gain a +2 trait bonus on Spellcraft checks made to identify magical items. | FOC | ||||||||||||||
Religion | Lover of the Law | You receive a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if you are directed to break the law. | ISG | ||||||||||||||
Religion | Loyal Bond | When you cast spells that offer protection to an ally at your expense (such as shield other) or spells whose duration is divided when shared among many (such as water breathing or any of the communal spells), you do so at +1 caster level. | ISG | ||||||||||||||
Religion | Magic is Life | 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. | ULC | ||||||||||||||
Religion | Magic's Might | You gain a +1 trait bonus on caster level checks to overcome spell resistance. | ISG | ||||||||||||||
Religion | Mother’s Teeth | You can make a bite attack for 1d2 points of damage as a secondary attack. | GBG | ||||||||||||||
Religion | Mother's Rage | You receive a +1 trait bonus on Survival checks, and you treat your caster level as +1 higher when summoning creatures. Prerequisite: Must worship a god or goddess of Madness, Monsters or Nightmares |
OOG | ||||||||||||||
Religion | Natural Philosopher | You can attempt Knowledge (geography) and Knowledge (nature) checks as if you were trained. | ISG | ||||||||||||||
Religion | Nimble Fingers, Keen Mind | You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you. | ISG | ||||||||||||||
Religion | Opener of Doors | You gain a +2 trait bonus on Perception checks to find secret doors. | ISG | ||||||||||||||
Religion | Opportune Slayer | You gain a +2 trait bonus on damage rolls against those you hit with attacks of opportunity. | ISG | ||||||||||||||
Religion | Opportunistic | You gain a +1 trait bonus on attacks of opportunity when using a dagger, sword, or whip. | FOB | ||||||||||||||
Religion | Pain Is Pleasure | You gain a +1 trait bonus on Fortitude and Will saves whenever you have fewer than half your maximum number of hit points. | ULC | ||||||||||||||
Religion | Pantheist | You gain a +1 trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge (architecture and engineering) checks, Survival checks to hunt game, Constitution checks to run, and Spellcraft checks involving crystals or gems. | EOG | ||||||||||||||
Religion | Pantheist | You gain a +1 trait bonus on all Knowledge (religion) skill checks, and Knowledge (religion) is always a class skill for you. | FOP | ||||||||||||||
Religion | Patient Optimist | 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. | ULC | ||||||||||||||
Religion | Peace Maker | You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. | ISG | ||||||||||||||
Religion | Pirate Queen’s Strength | Once per day when attempting a Swim check, you can treat the water as if it were one category calmer (as if stormy water were rough water or rough water were calm water). | POW | ||||||||||||||
Religion | Planar Wayfarer | Once per day you can meditate on the nature of the planes for 1 hour to gain energy resistance 2 against acid, cold, electricity, fire, or sonic damage. This resistance lasts 24 hours or until you perform this meditation again and choose a new resistance. | BAN | ||||||||||||||
Religion | Poisonous Slayer | You gain a +1 trait bonus on attack rolls when you are wielding a weapon treated with poison. | ISG | ||||||||||||||
Religion | Potent Concoctions | Choose any two poisons; when you attempt to inflict either of these poisons on an enemy, the DC to resist it increases by 1. | ISG | ||||||||||||||
Religion | Practiced Deception | You gain a +1 trait bonus on Disguise checks, and you can apply and remove a disguise in half the normal time. | ISG | ||||||||||||||
Religion | Propitiation | You gain a +2 trait bonus on that skill until the start of the next day. | ISG | ||||||||||||||
Religion | Prostitute | 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. . | APG | ||||||||||||||
Religion | Protective Faith | When you use the aid another action to grant your ally a bonus to AC, you grant a +3 bonus to AC instead of the normal +2. | ISG | ||||||||||||||
Religion | Provider | You gain a +1 trait bonus on any d20 roll to acquire food or water for others. Though this bonus most often applies to Survival checks, it could also apply to attacking monsters that are safe and nutritious to eat (mainly animals and plants). However, your god takes a dim view of waste and of those who scorn his favor, and if you abuse this gift (for example, by using the bonus to defeat a bear, then only eating one bite of it), he punishes you with a –2 penalty on attacks, checks, and saves for 24 hours. | HFG | ||||||||||||||
Religion | Purity of Faith | You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype. | ISG | ||||||||||||||
Religion | Reckless Luck | When you make a charge attack in the surprise round or first round of combat, you gain a +2 trait bonus to your AC for 1 round. | ISG | ||||||||||||||
Religion | Regal Presence | You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. | ISG | ||||||||||||||
Religion | Resigned | You receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks and ability checks. | DOG | ||||||||||||||
Religion | Restless Hunger | If you have a piece of food (or something a goblin might consider food), you can quickly eat it as part of a charge attack once per day. Doing so increases your speed by 10 feet for 1 round. | GBG | ||||||||||||||
Religion | River Freedom | While touching flowing water, you gain a +2 trait bonus on saving throws against effects that would hamper your movement. | ISG | ||||||||||||||
Religion | Sacred Avenger | When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is a noted racial or favored enemy this bonus increases to +2. | EOG | ||||||||||||||
Religion | Sacred Orienteer | You begin play with a compass, and any compass or wayfinder in your possession also functions as a holy symbol. Either Knowledge (geography) or Survival becomes a class skill for you. Once per day you can consult your compass or wayfinder as a full-round action to gain a +2 trait bonus on one Knowledge (geography) or Survival check. | BAN | ||||||||||||||
Religion | Sacred Smasher | Whenever you make an attempt to break an object, you receive a +2 trait bonus on your Strength check. Prerequisite: Must worship a god or goddess of Madness, Monsters or Nightmares |
OOG | ||||||||||||||
Religion | Scaly Ally | You gain a +2 trait bonus on Diplomacy checks involving reptiles or those of draconic blood, whether they are good-aligned or not. | ISG | ||||||||||||||
Religion | Searing Beacon | You deal additional precision damage equal to your Wisdom modifier when you score a critical hit with a melee weapon against an undead opponent. | KIS | ||||||||||||||
Religion | Second Chance | Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. | FOP | ||||||||||||||
Religion | Secret Knowledge | You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed. | ISG | ||||||||||||||
Religion | Seer of Reality | You gain a +2 trait bonus on saving throws against illusion magic. | ISG | ||||||||||||||
Religion | Self-Sacrifice | As a move action, you can use your own body to grant soft cover to an adjacent ally regardless of the difference in your respective sizes. | HFG | ||||||||||||||
Religion | Sense of Order | You gain a +3 trait bonus on any Perception check made to identify any changes to a location that have occurred since you last visited it. | HFG | ||||||||||||||
Religion | Sensing Imperfection | Sense Motive is a class skill for you, and you gain a +1 trait bonus on Sense Motive checks. | HFG | ||||||||||||||
Religion | Serpentine Squeeze | You gain a +1 trait bonus on combat maneuver checks to grapple a foe, as well as a +1 trait bonus to your CMD whenever an opponent tries to grapple you. | ISG | ||||||||||||||
Religion | Shadow Caster | You gain a +4 trait bonus on concentration checks when casting spells with the darkness, pain, or shadow descriptor. | ISG | ||||||||||||||
Religion | Shadow Whispers | You gain a +1 trait bonus on Knowledge (local) checks and a +2 trait bonus on Intimidate checks made to demoralize opponents. | ULC | ||||||||||||||
Religion | Shaper of Reality | Once per day, you can cast either a conjuration spell or a transmutation spell at +1 caster level. | ISG | ||||||||||||||
Religion | Shared Ancestors | You gain a +1 trait bonus on Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Sense Motive checks associated with any creature who shares your type and at least one of your subtypes. One of these skills becomes a class skill. | BAN | ||||||||||||||
Religion | Shield-Trained | Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you. | ISG | ||||||||||||||
Religion | Spirit Guide | You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. | ISG | ||||||||||||||
Religion | Spirit Talker | You gain a +1 racial bonus on Will saves against divine spells and spell-like effects employed against you by clerics or paladins of non-shamanistic gods or faiths but you suffer a -1 penalty on Will saves against divine spells cast by devotees of shamanistic faiths. | SLC | ||||||||||||||
Religion | Split-Second Defense | When you are the target of an attack by an opponent that is flanking you, as an immediate action once per day you can foil that opponent's attack. For that attack, the opponent does not gain any of the bonuses or effects that are associated with flanking. | ISG | ||||||||||||||
Religion | Stabilizing Touch | Once per day, you can use stabilize as a spell-like ability, but with a range of touch. | ISG | ||||||||||||||
Religion | Starchild | You can automatically determine where true north is. You gain a + 4 trait bonus on Survival checks to avoid becoming lost. | ULC | ||||||||||||||
Religion | Steady Strength | When you wear medium or heavy armor, your armor check penalty on Strength-based skills is reduced by 2. | ISG | ||||||||||||||
Religion | Stoic Optimism | You receive a +2 trait bonus on saving throws against fear effects. | FOP | ||||||||||||||
Religion | Strength of the Barghest | Once per day as a free action, you can gain a +2 trait bonus on any Strength check or Strength-based skill check. | GBG | ||||||||||||||
Religion | Strength of the Sun | During the day, you gain a +1 trait bonus on all Charisma-based checks. | LOF | ||||||||||||||
Religion | Strength's Fanfare | When you are the subject of any sonic effect that grants a morale bonus on attack or damage rolls, you also gain a +1 trait bonus on Strength-based skill checks; on combat maneuver checks to bull rush, grapple, and reposition; and to your CMD against those combat maneuvers. | ISG | ||||||||||||||
Religion | Strict Judgment | Any spells you cast that prescribe certain behaviors with a consequence for breaking these directives (such as mark of justice or geas) have their save DC increased by 1. | ISG | ||||||||||||||
Religion | Strip the Veils | You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. | ISG | ||||||||||||||
Religion | Strong Heart | You gain a +1 trait bonus on saves against fear effects, and the DC of Intimidate checks against you increases by 2. | ISG | ||||||||||||||
Religion | Strong Swimmer | You gain a +2 trait bonus on all Swim checks, and can hold your breath for an extra 2 rounds when underwater. | FOB | ||||||||||||||
Religion | Strong Willed | You receive a +2 trait bonus on saving throws against charm and compulsion effects. | FOP | ||||||||||||||
Religion | Structural Knowledge | You gain a +1 trait bonus on Knowledge (engineering) checks, and Knowledge (engineering) is a class skill for you. | ISG | ||||||||||||||
Religion | Talented Organizer | You gain a +1 trait bonus on Sense Motive skill checks, and Sense Motive is a class skill for you. | ISG | ||||||||||||||
Religion | The City Protects | In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within your aura of courage. | LOF | ||||||||||||||
Religion | The Flexing Arm | You can use Strength instead of Dexterity as your base ability for Escape Artist skill checks to free yourself from bondage. Additionally, you gain a +1 trait bonus on such Escape Artist checks. | ISG | ||||||||||||||
Religion | Thirst for Knowledge | You gain a +1 trait bonus on Linguistics checks, and Linguistics is a class skill for you. | ISG | ||||||||||||||
Religion | Thrill-Seeker | Once per day, when you attempt an Acrobatics check, you can roll twice and take the better result. You must choose to use this ability before making the check. | ISG | ||||||||||||||
Religion | Toilcrafter | Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1 armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes twice as long as normal. These items cannot be upgraded with new abilities. | DOG | ||||||||||||||
Religion | Undead Slayer | You gain a +1 trait bonus on weapon damage rolls against undead. | ULC | ||||||||||||||
Religion | Under Siege | You gain a +1 trait bonus on Bluff and Sense Motive checks. One of these skills (your choice) is always a class skill for you. | TEG | ||||||||||||||
Religion | Underlying Principles | You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is a class skill for you. | ISG | ||||||||||||||
Religion | Unhinged Mentality | This madness gives you a +2 trait bonus on saves against confusion, insanity, and fear effects. | FOC | ||||||||||||||
Religion | Unspeakable Bond | You gain a +2 trait bonus on Diplomacy checks when dealing with creatures of the aberration type. | ISG | ||||||||||||||
Religion | Unswaying Love | You gain a +2 trait bonus on saving throws against charm or compulsion effects. | ISG | ||||||||||||||
Religion | Veils upon Veils | Once per day when casting an illusion spell, you can do so at +1 caster level. | ISG | ||||||||||||||
Religion | Venom-Drenched | You are immune to one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects. | HFG | ||||||||||||||
Religion | Veteran of Battle | 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. | ULC | ||||||||||||||
Religion | Vindictive Strike | Once per day during a combat encounter, you can choose to gain a +1 trait bonus on a single attack roll against the creature that last hit you. | FOC | ||||||||||||||
Religion | Voice of Monsters | Once per day, you can cast speak with animals. When you cast this spell, it can affect animals (as normal) as well as aberrations and magical beasts with an Intelligence of 2 or lower. | ULC | ||||||||||||||
Religion | Wasp Whisperer | You gain a +1 trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or wild empathy checks if you are a druid or ranger) to improve a Hostile or Unfriendly insectile vermin's attitude toward Indifferent. | EOG | ||||||||||||||
Religion | Wave’s Sight | You can see normally up to 5 feet away in areas of non-magical fog, mist, rain, or similar conditions (such as the spray of a waterfall). Your sight is still obscured beyond 5 feet as normal in these conditions. | POW | ||||||||||||||
Religion | Wedded Bliss | You gain a +2 trait bonus on saving throws against charm and compulsion effects. | ISG | ||||||||||||||
Religion | Well-Prepared | You gain a +1 trait bonus on attack rolls made as part of a readied action, and a +1 trait bonus on caster level checks when casting a spell as a readied action. | ISG | ||||||||||||||
Religion | Wisdom in the Flesh | Select any 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. | ULC | ||||||||||||||
Religion | Wise Teacher | If you have 4 or more ranks in Survival or Knowledge (Nature), when you aid another with these skills, you grant a +4 bonus on the check you are aiding instead of the normal +2. | FOP | ||||||||||||||
Religion | Wolf Cub | Once per day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute. | GBG | ||||||||||||||
Religion | Worthless Pawn | You may prepare and cast spells whose alignment is in opposition to your patron's, but doing so causes you to take 1 point of Wisdom damage per spell level when the spell is cast. This does not permit you to use spell trigger or completion items of opposing alignments. | ISG | ||||||||||||||
Religion | Wrecking Wrath | Once per day, after successful hitting a foe with a melee weapon, you can add your Strength modifier to the damage roll a second time (your Strength modifier is not doubled if you are using a two-handed weapon). Doing so has a 25% chance of giving your weapon the broken condition. | ULC | ||||||||||||||
Religion | Wronged | You gain a +2 trait bonus on Sense Motive checks against male creatures of your race, and the DC for men to intimidate you increases by 2. | ISG | ||||||||||||||
Social | Acrobat | 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. | ULC | ||||||||||||||
Social | Adopted | As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race. | ULC | ||||||||||||||
Social | Affable | You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you. | COP | ||||||||||||||
Social | Ambitious | You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess. | ULC | ||||||||||||||
Social | Amiable Blunder | Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC's attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character's attitude doesn't change, as though you had failed the original check by 4 or less. | COB | ||||||||||||||
Social | Amiable Briber | Your attempts to bribe others usually come off as playful or as a gag. The first time someone refuses a bribe you offer, that person's attitude toward you doesn't worsen, even if the offer would normally offend the person (as though you had failed a Diplomacy check by 5 or more). | AAR | ||||||||||||||
Social | Ancestral Armor | You begin play with a set of masterwork armor of your choice. You must be proficient in wearing this armor, and the armor’s total cost cannot exceed 300 gp. | BAN | ||||||||||||||
Social | Artisan | You gain a +2 trait bonus on a single Craft skill (your choice). | ULC | ||||||||||||||
Social | Avid Reader | Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened. | QAC | ||||||||||||||
Social | Balanced Determination | Once per day, before attempting a saving throw against a spell ability originating from another creature, you can invoke the determination of those dragons. You take 10 on the saving throw (treat the d20 die result as if it were a 10). | LOD | ||||||||||||||
Social | Bastard | You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. | ULC | ||||||||||||||
Social | Beast Bond | 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. | ULC | ||||||||||||||
Social | Beastkin | You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you. | HOW | ||||||||||||||
Social | Bruising Intellect | Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. | ULC | ||||||||||||||
Social | Bully | You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. | ULC | ||||||||||||||
Social | Calculated Bribe | Once per day while haggling with a merchant or striking a bargain with another intelligent creature, you can spend a number of gold pieces equal to your level × 10 in order to reroll a Diplomacy check you just made, before the results are revealed. You must take the result of the reroll, even if it's worse than the original roll. In addition, you begin play with a set of extravagant noble's clothes worth 100 gp. | KIS | ||||||||||||||
Social | Canter | 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. | ULC | ||||||||||||||
Social | Charming | 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. | ULC | ||||||||||||||
Social | Child of the Streets | You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. | ULC | ||||||||||||||
Social | Chip on the Shoulder | Whenever a creature fails an Intimidate check against you, you gain a +2 trait bonus on your next Intimidate check against that creature and Intimidate is a class skill for you. | BOG | ||||||||||||||
Social | Civilized | You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you. | ULC | ||||||||||||||
Social | Clever Wordplay | Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. | PSP | ||||||||||||||
Social | Collector (Gnome) | Select one of the following skills:
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GOG | ||||||||||||||
Social | Competitive | Whenever another creature within 30 feet attempts a skill check and you attempt a check with the same skill before the start of that creature's next turn, you gain a +1 trait bonus on your check (this includes attempting an opposed skill check against the creature). | QAC | ||||||||||||||
Social | Contagious Mettle | If you follow this code, you gain a +1 trait bonus on Will saves against fear. In addition, any allies adjacent to you receive a +1 morale bonus on Will saves against fear. | KIS | ||||||||||||||
Social | Convincing Liar | You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you. | CFG | ||||||||||||||
Social | Criminal | 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. | ULC | ||||||||||||||
Social | Cutting Condescension | You gain a +2 trait bonus on Intimidate checks to force a creature to act friendly towards you, and can attempt such checks in half the normal time. | HOS | ||||||||||||||
Social | Cynical Ear | Add 2 when determining your Hit Dice for Intimidate checks, and increase the DC or all Diplomacy checks against you by 2. | BOG | ||||||||||||||
Social | Destined Diplomat | You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you. | ULC | ||||||||||||||
Social | Detect Disobedience | You gain a +2 trait bonus on Sense Motive checks to detect when an underling is trying to hide something from you, and can attempt such checks instead of Perception checks to notice and react to a subordinate's surprise attack against you. | COC | ||||||||||||||
Social | Dismantle Order | Once per day, you can use detect law as a spell-like ability (caster level 1st). If you have levels in a class that can cast detect law, your caster level for this spell-like ability is equal to that class level. | KIS | ||||||||||||||
Social | Doublespeak | You gain a +2 trait bonus on Bluff checks to pass along secret messages. | BOG | ||||||||||||||
Social | Draconic Destiny | When dying, you gain a +2 trait bonus on Constitution checks to become stable. In addition, you die from hit point loss only once your hit points equal or exceed a negative amount equal to your Constitution score + 2. | LOD | ||||||||||||||
Social | Dragon Pact | Choose one category of true dragon (chromatic, metallic, primal, etc.). You gain a +1 trait bonus on Diplomacy checks against that category of dragon and a +1 trait bonus on Intimidate checks against all creatures of the dragon type that are not of the same category of true dragon. | LOD | ||||||||||||||
Social | Dragon-Hunted | You gain a +1 trait bonus on Will saves against fear effects, and against any saving throw from a spell or effect created by a dragon. | LOD | ||||||||||||||
Social | Drake Anatomist | You gain a +1 trait bonus on damage rolls against creatures with the dragon creature type, and a +2 trait bonus on Knowledge (arcana) checks to identify dragons and their special powers and vulnerabilities. | LOD | ||||||||||||||
Social | Drake-Trained | You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on skill checks attempted as part of trying to influence a dragon. | LOD | ||||||||||||||
Social | Ecumenical | You gain a +2 trait bonus on Knowledge (religion) checks involving entities other than the most influential gods. You also gain a +2 trait bonus on Diplomacy checks to influence worshipers of such entities. | DSD | ||||||||||||||
Social | Elemental Negotiator | You have traveled to the Elemental Planes under the protection of a powerful group of merchants or spellcasters. At character creation, you learn one of the following languages as a bonus language: Aquan, Auran, Ignan, or Terran. Additionally, your options for bonus languages from having a high Intelligence score include the other three elemental languages, in addition to those language options allowed by your race and class. You gain a +2 trait bonus on Diplomacy and Bluff checks when using one of these languages to communicate with a creature originating from the language's corresponding Elemental Planes. | ELM | ||||||||||||||
Social | Enemy of Slavers | You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will. | KIS | ||||||||||||||
Social | Etymologist (Gnome) | You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill. | GOG | ||||||||||||||
Social | Excellent Penmanship | You are a master of calligraphy. The DC to detect forgeries you create increases by 2. If you attempt to persuade someone via a written message, you gain a +2 bonus on any Bluff, Diplomacy, or Intimidate check attempted for that communication. Linguistics is always a class skill for you. | BAN | ||||||||||||||
Social | Explorer (Gnome) | At the beginning of each character level, select one desired terrain type from the following list:
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GOG | ||||||||||||||
Social | Fast-Talker | You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. | ULC | ||||||||||||||
Social | Feral Speech | You gain one of the following languages of your choice as a bonus language: Aklo, Aquan, Auran, Giant, Ignan, or Sylvan. With your GM's permission, you can instead select Druidic, but druids are protective of their language—you are likely to find yourself hunted by druids wishing to eliminate you as a threat to their sole ownership of their secrets. | HOW | ||||||||||||||
Social | Free Spirit | You gain a +1 trait bonus on saving throws against language-dependent and effects with the sonic descriptor. In addition, the DC to Intimidate you increases by 2. | QAC | ||||||||||||||
Social | Friend in Every Town | 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. | ULC | ||||||||||||||
Social | Friends in High Places | Whenever you are in an area in which you have used the Diplomacy skill to gather information, you gain a +1 trait bonus on Diplomacy and Intimidate checks. This bonus increases to +2 when dealing with government officials. | QAC | ||||||||||||||
Social | Friends in Low Places | Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful. | BOG | ||||||||||||||
Social | Fury of the Red | If you ever take a class that requires you to select a draconic heritage, you must select a red dragon as your type. After successfully completing a charge attack, you gain a +2 trait bonus on Will saves for a full round. | LOD | ||||||||||||||
Social | Gesture Expertise | You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill. | BLM | ||||||||||||||
Social | Gifted Smuggler | You have a knack for hiding goods on your person. Any small object you attempt to hide on your body is treated as an extraordinarily small object for the purpose of Sleight of Hand checks. | AAR | ||||||||||||||
Social | Gnomish Alchemist | You gain a +2 trait bonus on all Craft (alchemy) checks. | GOG | ||||||||||||||
Social | Gregarious | Once per day, when you attempt a Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. | QAC | ||||||||||||||
Social | Grief-Filled | You gain a +2 trait bonus on all saving throws against emotion spells and effects. | ULC | ||||||||||||||
Social | Grim Optimism | As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours. | QAC | ||||||||||||||
Social | Hardly a Fool | You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects. | COP | ||||||||||||||
Social | Harvester | 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. | ULC | ||||||||||||||
Social | Hell Knight Ancestry | You gain a +2 trait bonus on Diplomacy checks to influence Hell Knights and a +2 trait bonus on Intimidate checks to influence enemies of the Hell Knights. | CED | ||||||||||||||
Social | Hunter's Blood | You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you. | WAY | ||||||||||||||
Social | Imposing Scion | 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. | ULC | ||||||||||||||
Social | Inexorable Authority | You gain a +2 trait bonus on Intimidate checks when enforcing or pronouncing a lawful judgment that you're legitimately deputed to enforce or pronounce. | COB | ||||||||||||||
Social | Influence | 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. | ULC | ||||||||||||||
Social | Keen Ear | You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so. | HOS | ||||||||||||||
Social | King in Waiting | You gain a +1 trait bonus on saves to resist curses and spells with the curse descriptor and a +3 trait bonus on saves to resist curses originating from a linnorm. | LOD | ||||||||||||||
Social | Knowing the Enemy | 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. | ULC | ||||||||||||||
Social | Law Enforcer | You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles. | KIS | ||||||||||||||
Social | Life of Toil | You gain a +1 trait bonus on Fortitude saves. | ULC | ||||||||||||||
Social | Lost Nobility | You gain a +1 trait bonus on attack and damage rolls against government officials of your homeland. | CED | ||||||||||||||
Social | Maestro of the Society (Bard, Society) | You may use bardic performance 3 additional rounds per day. Prerequisite: : You must have the bardic performance class feature. |
FGD | ||||||||||||||
Social | Marked by Unknown Forces | You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers). | BOG | ||||||||||||||
Social | Master Messenger | Your secret messages are rarely misunderstood. If you fail your Bluff check to pass a simple message by 5 or more, you deliver no message instead of delivering the wrong message. | AAR | ||||||||||||||
Social | Mediator | You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms. | COP | ||||||||||||||
Social | Memorable | When you modify a character's attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds. | QAC | ||||||||||||||
Social | Mentored | 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. | ULC | ||||||||||||||
Social | Mercenary | 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. | ULC | ||||||||||||||
Social | Merchant | 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. | ULC | ||||||||||||||
Social | Mock Gladiator | You take no penalty on attack rolls when dealing nonlethal damage with that weapon, and once per day if you score a critical hit with the weapon, you can immediately attempt an Intimidate check to demoralize your target. | HOS | ||||||||||||||
Social | Natural-Born Leader | All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score. | ULC | ||||||||||||||
Social | Noble Savage | You gain a +2 trait bonus on Diplomacy and Perform checks when dealing with people of high social standing. | CFG | ||||||||||||||
Social | Nonchalant Thuggery | You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions. | CED | ||||||||||||||
Social | Ordinary | You gain a + 4 trait bonus on Stealth checks whenever you attempt to hide in a crowd. | ULC | ||||||||||||||
Social | Orphaned | You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you. | ULC | ||||||||||||||
Social | Outsider Enemy | One of your ancestors was a conjurer who specialized in binding outsiders of a particular type. You have inherited some of his skills, but also some of his enemies. Choose a single outsider subtype. The DC of your spells increases by 1 against outsiders of the chosen subtype. Outsiders of the chosen subtype gain a +1 morale bonus on attack and damage rolls made against you, and their starting attitude toward you is reduced by one step. | BAN | ||||||||||||||
Social | Pack Savvy | You gain a +3 trait bonus on Charisma-based skill checks when dealing with gnolls. | POW | ||||||||||||||
Social | Passionate Inertia | You gain a +2 trait bonus on Will saves to resist having your mind changed about something, but you take a –1 penalty on Will saves to resist temptation and compulsions you might reasonably be already inclined toward. | COC | ||||||||||||||
Social | Poverty-Stricken | You gain a +1 bonus on Survival checks, and Survival is always a class skill for you. | ULC | ||||||||||||||
Social | Practiced Disruptor | You can attempt Knowledge (arcana) checks untrained; if you have ranks in that skill, you instead gain a +1 trait bonus on those checks. The concentration DC to cast a spell defensively in your threatened area increases by 1. | HOS | ||||||||||||||
Social | Prince/Princess | You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you. | QGE | ||||||||||||||
Social | Questing Hell Knight | You are a quick study when it comes to local laws. Once per day, you can attempt a Knowledge (local) check untrained to recall information about local laws, rulers, and popular locations. Additionally, you gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. You must be of a lawful alignment to take this trait. | POH | ||||||||||||||
Social | Relic-Proof | You gain a +1 trait bonus on saving throws against effects produced by spell completion and spell trigger items. | PSP | ||||||||||||||
Social | Rest for the Wicked | You heal temporary ability damage at a rate of 3 points per day of complete bed rest. A normal night of rest (8 hours) still heals you at a rate of only 1 point of temporary ability damage per night of rest. | BOG | ||||||||||||||
Social | Rich Parents | Your starting wealth increases to 900 gp. | ULC | ||||||||||||||
Social | Rugged Dragon Hunter | You gain a +2 trait bonus on Survival checks to track dragons. If you have the favored terrain class ability, add a +1 bonus to check for skills affected by this ability, as long as you’re using these skills in regards to a dragon. | LOD | ||||||||||||||
Social | Savage | 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. | ULC | ||||||||||||||
Social | Savant | Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. | CFG | ||||||||||||||
Social | Seafaring Reputation (Social) | You gain a +1 trait bonus on Diplomacy and Intimidate checks against sailors and residents of regions that know of your crew or ship. | HOS | ||||||||||||||
Social | Secret-Keeper | You gain a +1 trait bonus on Bluff checks and a +1 trait bonus on saving throws against divinations, domination effects, and effects that would compel you to speak the truth. | QAC | ||||||||||||||
Social | Seeker | You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. | ULC | ||||||||||||||
Social | Self-Reliant | When attempting Craft checks, you take no penalty when using improvised tools. At the GM's discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty. | HOW | ||||||||||||||
Social | Signature Moves | Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands. | BOG | ||||||||||||||
Social | Simple Disciple | You gain a +1 trait bonus on checks with a Profession or Craft skill of your choice. | ULC | ||||||||||||||
Social | Snowbound | You gain a +1 trait bonus on saving throws against cold effects and a +2 trait bonus on Fortitude saves against the effects of cold weather. | QAC | ||||||||||||||
Social | Student of Philosophy | You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). | QAC | ||||||||||||||
Social | Style Sage | You gain a +1 trait bonus on checks with your choice of either Knowledge (local) or Knowledge (history), and the one you choose is always a class skill for you. In addition, you gain a +1 trait bonus on Diplomacy checks made to gather information about any person with levels in monk. | ULC | ||||||||||||||
Social | Subjective Truth | You gain a +2 trait bonus on Bluff checks to lie, provided the person you're lying to has never known you to lie to him. Failing this check counts as being caught in a lie by the target, negating any future use of this bonus against that person. | COC | ||||||||||||||
Social | Supportive | You gain a +1 trait bonus on skill checks to use the aid another action. | QAC | ||||||||||||||
Social | Suspicious | You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. | ULC | ||||||||||||||
Social | Talented | 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. | ULC | ||||||||||||||
Social | Tireless Logic | Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result. | ULC | ||||||||||||||
Social | Tropical Upbringing | You gain a +1 trait bonus on saving throws against fire effects and a +2 trait bonus on Fortitude saves against the effects of hot weather. | QAC | ||||||||||||||
Social | Trustworthy | 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. | ULC | ||||||||||||||
Social | Truth's Agent | 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. | ULC | ||||||||||||||
Social | Unabashed Gall | Whenever you commit an unexpected and outrageously unlawful act (such as knowingly destroying or stealing something) that would elicit a hostile response from another creature, you may attempt a Bluff check opposed by the opponent's Sense Motive check. If you're successful, you and any allies who were willfully expecting your unlawful deed may act in a surprise round. For each ally willfully expecting your unlawful deed, you take a cumulative –2 penalty on your Bluff check. If your Bluff check fails, there is no surprise round. Regardless of whether your Bluff check succeeds, you and any allies willfully taking advantage of your unlawful deed treat your initiative checks for the duration of combat as though you had each rolled a 1. | COB | ||||||||||||||
Social | Unintentional Linguist | You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran. | ULC | ||||||||||||||
Social | Unnatural Revenge | 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. | ULC | ||||||||||||||
Social | Unpredictable | You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. | ULC | ||||||||||||||
Social | Untapped Potential | Once per day, you can cast detect psychic significance or telekinetic projectile as a spell-like ability, with a caster level equal to your character level. | LOD | ||||||||||||||
Social | Unwelcome Business | You gain a +1 trait bonus on Disguise or Sleight of Hand checks, and that skill becomes a class skill for you. In addition, choose one humanoid species; you ignore the –2 penalty on Disguise checks to disguise yourself as a member of that species. | MRM | ||||||||||||||
Social | Veiled Disciple | 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. | ULC | ||||||||||||||
Social | Vigilant Spycatcher | If you roll less than 10 on Perception checks to see through disguises, determine your result as if you had rolled 10. | HOS | ||||||||||||||
Social | Wanderlust | Treat your base land speed as 10 feet higher when determining your overland speed. | QAC | ||||||||||||||
Social | Wasteland Vagrant | When you gain this trait, pick one type of wasteland from the following list: blighted, Abyssal, desert, or waterlogged. You gain a +2 trait bonus on Survival checks in that type of wasteland terrain. (The GM determines whether terrain falls into the chosen type of wasteland.) Once you choose a type of wasteland terrain to gain this benefit in, you cannot change it later. | POW | ||||||||||||||
Social | Weathered Emissary | You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you. | ULC | ||||||||||||||
Social | Wicked Leader | You gain a +1 trait bonus on Charisma checks against evil creatures. If you select the Leadership feat or the Vile Leadership feat at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil. | COC | ||||||||||||||
Social | Without a Past | You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill. | WAY | ||||||||||||||
Social | Worldly | Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result. | ULC |