Traits (filter) by Denny Edwards (denny.edwards@gmail.com)
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Advanced Player's Guide
APG
Adventurer's Armory
AAR
Carrion Crown Player's Guide
CCR
Council of Thieves Player's Guide
COT
Curse of the Crimson Throne Player's Guide
CCT
Jade Regent Player's Guide
JRG
Kingmaker Player's Guide
KNG
Mummy's Mask Player's Guide
MUM
Pathfinder Adventure Path: Shattered Star Player's Guide
STR
Pathfinder Campaign Setting: Distant Shores
DSS
Pathfinder Campaign Setting: Inner Sea Gods
ISG
Pathfinder Campaign Setting: Inner Sea Races
ISR
Pathfinder Campaign Setting: Path of the Hellknight
POH
Pathfinder Chronicles Faction Guide
CFG
Pathfinder Chronicles: Faction Guide
FGD
Pathfinder Companion: Cheliax, Empire of Devils
CED
Pathfinder Companion: Dwarves of Golarion
DOG
Pathfinder Companion: Elves of Golarion
EOG
Pathfinder Companion: Gnomes of Golarion
GOG
Pathfinder Companion: Legacy of Fire Player's Guide
LOF
Pathfinder Companion: Orcs of Golarion
OOG
Pathfinder Companion: Qadira, Gateway to the East
QGE
Pathfinder Companion: Sargava, the Lost Colony
SLC
Pathfinder Companion: Second Darkness
SDK
Pathfinder Companion: Taldor, Echoes of Glory
TEG
Pathfinder Player Companion: Agents of Evil
AOE
Pathfinder Player Companion: Bastards of Golarion
BOG
Pathfinder Player Companion: Black Markets
BLM
Pathfinder Player Companion: Blood of Angels
BOA
Pathfinder Player Companion: Blood of Fiends
BOF
Pathfinder Player Companion: Blood of the Ancients
BAN
Pathfinder Player Companion: Blood of the Elements
BOE
Pathfinder Player Companion: Blood of the Moon
BOM
Pathfinder Player Companion: Blood of the Night
BON
Pathfinder Player Companion: Champions of Balance
COB
Pathfinder Player Companion: Champions of Corruption
COC
Pathfinder Player Companion: Champions of Purity
COP
Pathfinder Player Companion: Cohorts and Companions
CNC
Pathfinder Player Companion: Demon Hunter's Handbook
DHH
Pathfinder Player Companion: Dirty Tactics Toolbox
DTT
Pathfinder Player Companion: Disciple's Doctrine
DSD
Pathfinder Player Companion: Divine Anthology
DVA
Pathfinder Player Companion: Dragon Empires Primer
DEP
Pathfinder Player Companion: Dragonslayer's Handbook
DSH
Pathfinder Player Companion: Dungeoneer's Handbook
DNH
Pathfinder Player Companion: Elemental Master's Handbook
ELM
Pathfinder Player Companion: Faiths of Balance
FOB
Pathfinder Player Companion: Faiths of Corruption
FOC
Pathfinder Player Companion: Faiths of Purity
FOP
Pathfinder Player Companion: Goblins of Golarion
GBG
Pathfinder Player Companion: Halflings of Golarion
HFG
Pathfinder Player Companion: Haunted Heroes Handbook
HHH
Pathfinder Player Companion: Heroes from the Fringe
HFF
Pathfinder Player Companion: Heroes of the Street
HOS
Pathfinder Player Companion: Heroes of the Wild
HOW
Pathfinder Player Companion: Humans of Golarion
HUG
Pathfinder Player Companion: Inner Sea Primer
ISP
Pathfinder Player Companion: Knights of the Inner Sea
KIS
Pathfinder Player Companion: Kobolds of Golarion
KOG
Pathfinder Player Companion: Legacy of Dragons
LOD
Pathfinder Player Companion: Merchant's Manifest
MRM
Pathfinder Player Companion: Pathfinder Society Primer
PSP
Pathfinder Player Companion: People of the River
POR
Pathfinder Player Companion: People of the Sands
PSN
Pathfinder Player Companion: People of the Stars
PST
Pathfinder Player Companion: People of the Wastes
POW
Pathfinder Player Companion: Plane-Hopper's Handbook
PHH
Pathfinder Player Companion: Potions & Poisons
PAP
Pathfinder Player Companion: Quests & Campaigns
QAC
Pathfinder Player Companion: Spymaster's Handbook
SPY
Pathfinder Player Companion: Undead Slayer's Handbook
USH
Pathfinder Player Companion: Varisia, Birthplace of Legends
VBL
Pathfinder Player Companion: Weapon Master's Handbook
WMH
Pathfinder Roleplaying Game: Ultimate Campaign
ULC
PCh:FG
PFG
Reign of Winter Player's Guide
ROW
Rise of the Runelords Player's Guide
RRL
Serpent's Skull Player's Guide
SKL
Skull & Shackles Player's Guide
SAS
Wayfinder #1
WAY
Wrath of the Righteous Player's Guide
WOR
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Trait List Trait Name Benefit Source
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:
  • You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is “ Strong as the Mountains. ”
  • You gain one of the following languages as a bonus language: Dwarven, Elven, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “ Success through Grace. ”
  • You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family motto is “ The Waters, Our Fields. ”
  • You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “ Endurance Overcomes All. ”
  • You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “ High Above. ”
  • You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “ Ours is the Right. ”
KNG
Campaign Trait Nontraditional Native You gain either: 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:
  • You gain a +2 trait bonus whenever you use cure spells to heal damage.
  • You gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you.
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:
  • Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower.
  • When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.
  • You gain a +2 trait bonus on Intimidate checks to demoralize opponents.
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:
  • proficiency with that specific weapon
  • a +1 trait bonus on attacks of opportunity with that specific weapon
  • a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note : You pay the standard gp cost for the weapon.
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
  • Captivation
  • Hubris
  • Insect
  • Legend
  • Lightning
  • Medicine
  • Monsoon
  • Petrification
  • Portal
  • Rites
  • Self-Realization
  • Thirst
  • Thorns
  • Truth
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.
d6 Result
1 The unstable mutagen lasts for 5 minutes per alchemist level.
2 The unstable mutagen lasts for 20 minutes per alchemist level.
3 The unstable mutagen does not grant a natural armor bonus.
4 The natural armor bonus granted by the mutagen increases by 2.
5 The penalty that the mutagen applies to the corresponding mental ability score increases by 2.
6 The unstable mutagen does not apply a penalty to the corresponding mental ability score.
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: VBL
Regional Regional Recluse You gain a +1 trait bonus on Survival checks and one of the following benefits.
  1. Gain a +1 trait bonus on Perception checks made at night.
  2. Gain proficiency with light shields.
  3. Gain Gnome as a bonus language. If you already have this language, gain a +1 trait bonus on Stealth checks made in forested areas.
  4. Gain a +1 bonus to damage on all attacks against creatures of the giant type.
  5. Gain Orc as a bonus language. If you already know this language, gain a +1 trait bonus on Intimidate checks.
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: Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill. Once this skill has been selected, it cannot be changed, nor can you gain it for any other collection you begin amassing. 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:
  • cold
  • desert
  • forest
  • jungle
  • mountains (including hills)
  • plains
  • planes (other than the Material Plane)
  • swamp
  • underground (including caves and dungeons)
  • urban
  • water
You gain a +2 bonus on all Survival checks made in your desired terrain type. At the beginning of each level, you must select a new desired terrain type to replace the old one (you cannot take the same desired terrain type two levels in a row).
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