traits

Bandit (Regional-River Kingdoms): 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.

Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Bully: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

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.

Child of Nature (Gozreh): 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.

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.

Courageous: You gain a +2 trait bonus on Saving Throws against fear effects.

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.

Dirty Fighter: 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.

Erastil’s Speaker (Erastil): You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

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.

Faithful Feedback: Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.

Fast-Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Fencer: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Friend of the Fey (Regional-Lands of the Linnorm Kings): You gain a +2 trait bonus on Diplomacy checks against fey creatures.

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).

Gifted Adept: Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level.

Hedge Magician: Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.

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.

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.

Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Issian Noble (Regional-Brevoy): You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.

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.

Militia Veteran (any town or village): Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

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.

Night Market 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.

Patient Optimist (Erastil): 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.
Reactionary: You gain a +2 trait bonus on Initiative checks.

Rich Parents: Your starting cash increases to 900 gp.

River Fighter: You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.

River Rat (Marsh or River): You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.

Riverfolk (Regional-River Kingdoms): You gain a +2 trait bonus on Profession (sailor) checks and any skill checks involving rope use.

Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Savannah Child (Plains): Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Swordlord’s Page (Regional-Brevoy): You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with.

Ustalavic Noble (Regional-Ustalav): 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.

Vagabond Child (Urban): Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Veteran of Battle (Gorum): You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Viking Blood (Regional-Lands of the Linnorm Kings): You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

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.

Without A Past:You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.

Bastard (limited to human characters): You take a –1 penalty on all Charisma-based skill checksmade when dealing with members of Brevic nobility bu tgain a +1 trait bonus on Will saves as a result of your tubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Brigand: You begin the campaign 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.

Issian: Your agile mind grants you a +1 trait bonus on allWill saves made to resist mind-affecting effects.

Noble Born (Garess): You ignore the movement penalty for the first 5 feet of rocky difficultt 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.

Noble Born (Lebeda): As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan.

Noble Born (Lodovka): You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you.

Noble Born (Medvyed): 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.

Noble Born (Orlovsky): 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.

Noble Born (Surtova): You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon.

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.

Rostlander: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Sword Scion:You begin play with a longsword or Aldori duelingsword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

traits

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