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Type

Category

Name

ReqRace1

ReqRace2

Req-Class Req-Align

ReqOther

Req-Faith

ReqPlace

Description

Basic

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).

Basic

Combat Accelerated Drinker

You may drink a potion as a move action instead of a


standard as long as you start your turn with the potion
in your hand.

Basic

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.

Basic

Combat Anatomist

You gain a +1 trait bonus on all rolls made to confirm


critical hits.

Basic

Combat Armor Expert

Armor check penalties for armor you wear are reduced


by 1, to a minimum of 0.

Basic

Combat Axe to Grind

Basic

Combat Battlefield Disciple

Basic

Combat Berserker of the Society

Basic

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.

Basic

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.

Basic

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.

Basic

Combat Blade of the Society

Basic

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.

Basic

Combat Bullied

You gain a +1 trait bonus on attacks of opportunity


attack rolls made with unarmed strikes.

Basic

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.

Basic

Combat Coherent Rage

Basic

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.

Basic

Combat Courageous

You gain a +2 trait bonus on saving throws against fear


effects.

Basic

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.

Basic

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.

Basic

Combat Defender of the Society

Basic

Combat Deft Dodger

Basic

Combat Demon Slayer

Basic

Combat Demon Smiter

Once per day when fighting demons, you gain a +4


trait bonus on a single attack roll.

Basic

Combat Dirty Fighter

You gain a +1 trait bonus to damage rolls against


opponents you are flanking.

Basic

Combat Disillusioned

Basic

Combat Dispelled Battler

Basic

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.

Basic

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 .

Basic

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.

Basic

Combat Excitable

Basic

Combat Faith's Hunter

Basic

Combat Fencer

Basic

Combat Firebug

Basic

Combat Hard to Kill

Basic

Combat Helpful

Basic

Combat Hidden Hand

Barbaria
n

Rogue

Society

Society

Ulfen
Guard

Fighter

Society

Member
of
Crusader
s

You gain a +1 trait bonus on damage against foes who


are threatened by only you.
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.
You may use your rage ability for 3 additional rounds
per day.

You gain a +1 trait bonus to damage rolls from sneak


attacks.

Select one of the following skills: Bluff, Escape Artist,


Handle Animal, or Stealth. You may use this skill
normally while raging.

You gain a +1 trait bonus to Armor Class when wearing


medium or heavy armor.
You gain a +1 trait bonus on Reflex saving throws.
You can attempt a Knowledge (planes) check to find a
demons weak spot. (DC 10 + the demons 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.

You gain a +2 trait bonus on Will saving throws against


emotion and fear effects.
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.

Gnome

Kobold

RedScaled

You gain a +2 trait bonus on all Initiative checks.


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.
You gain a +1 trait bonus on attacks of opportunity
made with daggers, swords, and similar bladed
weapons.
You gain a +1 trait bonus on attack rolls made with
thrown splash weapons and alchemist bombs.
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.

Halfling

When using the aid another action, you grant your ally
a +3 bonus instead of a +2 bonus.
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.

Source

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.
You gain a +1 trait bonus to your CMD against disarm
and steal combat maneuvers.

Basic

Combat Hill Fighter

Basic

Combat Holdout

Basic

Combat Honored Fist of the Society

Basic

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.

Basic

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.

Basic

Combat Indelible Ire

Each time a critical hit is confirmed against you, you


gain a +1 trait bonus on attack rolls for 1 round.

Basic

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.

Basic

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.

Basic

Combat Jungle Fighter

Your speed may not be reduced to less than 10 feet by


difficult terrain in jungles (meaning you may take a 5foot step in difficult terrain and not provoke an attack
of opportunity).

Basic

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.

Basic

Combat Killer

You gain a trait bonus to damage rolls equal to your


weapons critical hit modifier when you score a
successful critical hit with a weapon; this additional
damage is added to the final total.

Monk

Society

You increase your ki pool by 1 point.

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.
When you use the Intimidate skill on a creature while
wielding a firearm, you are considered one size
category larger than your actual size.
When you gain a monk bonus feat, you may instead
take a performance feat for which you meet the
prerequisites.
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.
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.
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.

Basic

Combat Kin Guardian

Basic

Combat Larger Than Life

Basic

Combat Martial Performer

Basic

Combat Muscle of the Society

Basic

Combat Nature's Mimic

Basic

Combat Never Stop Shooting

Basic

Combat Pillager

Basic

Combat Reactionary

Basic

Combat Reckless

Basic

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.

Basic

Combat Resilient

You gain a +1 trait bonus on Fortitude saves.

Basic

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.

Basic

Combat River Fighter

Basic

Combat Savanna Hunter

Basic

Combat Scarred Descendant

Basic

Combat Slippery

Basic

Combat Soaring Sprinter

Basic

Combat Sprint

Basic

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.

Basic

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.

Basic

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. You can only
gain this benefit once per round.

Basic

Combat Surprise Weapon

You gain a +2 trait bonus on attack rolls with


improvised weapons.

You gain a +1 trait bonus on combat maneuver checks


to perform disarm and steal combat maneuvers.
You gain a +2 trait bonus to Initiative checks.
You gain a +1 bonus on Acrobatics checks, and
Acrobatics is always a class skill for you.

You may swim downstream or cross-current as a


charge if you make your Swim DC by 5 or more.
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.
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.
Special
Network

You gain a +1 trait bonus on Stealth checks and


Stealth is always a class skill for you.
You gain a +2 trait bonus on Acrobatics checks to keep
your balance or jump, and Acrobatics becomes a class
skill for you.

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.

Choose a creature type from ranger's list of favored


enemies. You gain a +1 trait bonus on attacks of
opportunity against the chosen creature type.
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.
When you use Combat Expertise, reduce the number
you subtract from your melee attack rolls by 1.
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.
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.

Basic

Combat Sworn Enemy

Basic

Combat Tactician

Basic

Combat Threatening Defender

Basic

Combat Tracker of the Society

Basic

Combat Unblemished Barrel

Basic

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.

Basic

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.

Basic

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.

Basic

Combat Witty Repartee

Ranger

Society

Academy
You gain a +1 trait bonus on Bluff checks and Bluff is
Members
always a class skill for you.
hip
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.
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.

Basic

Faith

Authoritarian

Basic

Faith

Beacon of Faith

Basic

Faith

Birthmark

Your birthmark can serve as a divine focus for casting


spells and you gain a +2 trait bonus on all saving
throws against charm and compulsion effects.

Basic

Faith

Blessed

Once per day as a swift action, you gain a +1 trait


bonus on all saving throws for 1 round.

Basic

Faith

Blessed Touch

Basic

Faith

Called

Basic

Faith

Caretaker

Basic

Faith

Child of the Temple

Basic

Faith

Chosen One

Basic

Faith

Defy Madness

Basic

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.

Basic

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.

Basic

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.

Basic

Faith

Ease of Faith

Basic

Faith

Exalted of the Society

Basic

Faith

Faithful Feedback

Basic

Faith

Fate's Favored

Basic

Faith

Fearless Defiance

You heal 1 additional point of damage when using lay


on hands, channeling energy, or casting a cure spell.
Once per day upon rolling a natural 1 on an attack roll,
you may reroll the die and take the second result
instead.
You gain a +1 trait bonus on Heal checks, and Heal is
always a class skill for you.

Old Cults

You gain a +1 trait bonus on Knowledge (nobility and


royalty) and Knowledge (religion) checks, and one of
these skills (your choice) is always a class skill for you.
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.
You gain a +1 trait bonus on any saving throws against
Old Cults confusion, insanity, madness, and Wisdom damage
and drain.

You gain a +1 bonus on Diplomacy checks, and


Diplomacy is always a class skill for you.
Cleric

Society

You may channel energy 1 additional time per day.


Whenever you cast a spell belonging to the healing
subschool on someone of your religion, increase the hit
points healed by +1.
Whenever you gain a luck bonus, that bonus increases
by 1.
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.
You do not gain the normal spell-like abilities for the
gnome magic racial trait. Instead, if you have a
Wisdom of 11 of higher, you gain the following spelllike abilities: 1/daydetect 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 spells level + your
Wisdom modifier.
You gain a +2 trait bonus on saving throws against
charm and compulsion effects.

Basic

Faith

First Memories

Gnome

Basic

Faith

Focused Disciple

Basic

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 made against divine spells.

Basic

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.

Basic

Faith

Indomitable Faith

Basic

Faith

Inspired

Basic

Faith

Irrepressible

Basic

Faith

Loyalty across Lifetimes

Basic

Faith

Martial Manuscript

Basic

Faith

Mystery Initiate

Basic

Faith

Necrotic Aura

Basic

Faith

Oathbound

You gain a +1 trait bonus on Will saving throws.


Once per day as a free action, roll twice and take the
better result on a skill check or ability check.
You can use your Charisma modifier in place of your
Wisdom modifier when attempting Will saving throws
against charm and compulsion effects.
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
saving throws against enchantment spells and effects.
You gain a +2 trait bonus on rolls to confirm critical
hits when you're using an unarmed strike or monk
weapon.
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.
Group

You gain a +1 trait bonus on saving throws against


spells from the necromancy school or any effect that
deals negative energy damage.
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.

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.
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.

Basic

Faith

Omen

Basic

Faith

Patient Calm

Basic

Faith

Perpetual Companion

You gain a +2 trait bonus on all saving throws against


fear effects whenever your eidolon is within 30 feet.

Basic

Faith

Planar Savant

You may use your Charisma modifier when making


Knowledge (planes) checks instead of your Intelligence
modifier.

Basic

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.

Basic

Faith

Prophesied

Basic

Faith

Redeemer

Basic

Faith

Reincarnated

Basic

Faith

Sacred Conduit

Whenever you channel energy, you gain a +1 trait


bonus to the save DC of your channeled energy.

Basic

Faith

Sacred Touch

As a standard action, you may automatically stabilize a


dying creature merely by touching it.

Basic

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.

Basic

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.

Basic

Faith

Spell Intuition

You gain a +1 trait bonus on Spellcraft checks, and


Spellcraft becomes a class skill for you.

Basic

Faith

Spirit Sense

You gain a +2 trait bonus on Perception checks to


avoid being surprised and to detect invisible or
incorporeal creatures.

Basic

Faith

Stalwart of the Society

Basic

Faith

Tireless Avenger

Basic

Faith

Unnatural Presence

Basic

Faith

Wanderer's Shroud

Basic

Faith

Zealot

Basic

Faith

Zealous Striker

Basic

Magic

Air-Touched

Basic

Magic

Alchemical Adept

Basic

Magic

Alchemical Intuition

Basic

Magic

Arcane Revitalization

Basic

Magic

Arcane Temper

Basic

Magic

Ascendant Recollection

Basic

Magic

Beast of the Society

Basic

Magic

Bladed Magic

Basic

Magic

Charlatan

You gain a +1 trait bonus on Diplomacy checks and


Intimidate checks when interacting with anyone
familiar with you or your reputation.
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.
You gain a +2 trait bonus on saving throws against fear
and death effects.

Paladin

Your aura of courage class ability grants an additional


+1 trait bonus on saving throws against fear effects.

Society

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.
Old Cults

Druid

Gnome

Society

Nonlawful

You can use your Intimidate skill to demoralize animals


and vermin; Intimidate is always a class skill for you.
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 mindreading effects that allow saving throws.
You gain a +1 trait bonus on Knowledge (religion)
checks, and that skill is always 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 negative racial effect normally associated
with your race.
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.
You gain DR 1/ against creatures and attacks with
the air type.

Must
match
deity

Gnome

Old Cults

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.
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.
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.
You gain a +1 trait bonus on concentration and
initiative checks.
Your sorcerer level is considered to be 1 level higher
when determining the effects of your 1st-level
bloodline power.
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.
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.
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.
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.
You gain a +1 trait bonus on Spellcraft checks, and
Spellcraft is always a class skill for you.

Basic

Magic

Child of the Moon

Basic

Magic

Classically Schooled

Basic

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.

Basic

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.

Basic

Magic

Dangerously Curious

Basic

Magic

Deep Guardian

Basic

Magic

Desperate Resolve

Dwarf

You gain a +1 bonus on Use Magic Device checks, and


Use Magic Device is always a class skill for you.
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.
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.

Basic

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.

Basic

Magic

Diabolical Dabbler

Fiendish animals you conjure with summon spells gain


+1 hp per hit die for the duration of the spell that
summoned it.

Basic

Magic

Distance Aptitude

Treat your caster level as 1 higher for the purposes of


determining the range of spells and spell-like abilities.

Basic

Magic

Domineering

Choose one 1st-level enchantment spell you are


capable of casting. The DC of that spell increases by 1.

Basic

Magic

Earth-Touched

You gain DR 1/ against attacks from creatures with


the earth subtype.

Basic

Magic

Earthbound

Basic

Magic

Eldritch Delver

Basic

Magic

Eldritch Smith

Basic

Magic

Enduring Mutagen

The bonuses and penalties granted by your mutagens


last for 1 additional minute per alchemist level.

Basic

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.

Basic

Magic

Flame-Touched

Basic

Magic

Focused Burn

Basic

Magic

Focused Mind

Basic

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.

Basic

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).

Basic

Magic

Gifted Adept

Pick a spell when you choose this traitfrom this point


on, whenever you cast that spell, its effects manifest
at +1 caster level.

Basic

Magic

Greater Adept of the Society

Basic

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.

Basic

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.

Basic

Magic

Havoc of the Society

Basic

Magic

Hedge Magician

Whenever you craft a magic item, you reduce the cost


of gp required to make the item by 5%.

Basic

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.

Basic

Magic

Inured to Death

Basic

Magic

Keen Appraiser

Basic

Magic

Kin Bond

Basic

Magic

Knowledgeable Caster

Basic

Magic

Linked Surge

Basic

Magic

Lucid Dreamer

Basic

Magic

Magic Crafter

Basic

Magic

Magical Flair

Basic

Magic

Magical Knack

Your druid spells use a handful of earth or sand as a


divine focus in addition to the normal components.
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.

Dwarf

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.
Whenever you use the Craft skill or a crafting feat to
make stone or metal items, or items which include
stone or metal in their design, you reduce the cost of
making the item by 5%.

Dwarf

You gain DR 1/ against creatures and attacks with


the fire type.
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.
You gain a +2 trait bonus on concentration checks.

Wizard

Sorcerer

Society

Society

You gain one additional 0-level spell slot.

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.

You gain a +2 trait bonus on saving throws against


death effects.
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).
Choose a 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.
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.
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.
You receive a +1 trait bonus on Knowledge (planes)
checks and a +2 trait bonus on Will saving throws
against effects on your dreaming mind or
subconscious, such as a night hags dream haunting
ability, the nightmare spell, and illusions of the
phantasm subschool.
You gain a +1 trait bonus on Appraise checks and a +1
bonus on any Craft checks attempted while making
magic items.
Choose a school of magic. The Spellcraft DC to identify
spells you cast from that school of magic increases by
2. Creatures that 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.
Pick a class when you gain this traityour caster level
in that class gains a +2 trait bonus as long as this
bonus doesnt increase your caster level higher than
your current Hit Dice.

Basic

Magic

Magical Lineage

Basic

Magic

Magical Talent

Basic

Magic

Malleable Magic

Basic

Magic

Mathematical Prodigy

Basic

Magic

Meticulous Concoction

Pick one spell when you choose this trait. When you
apply metamagic feats to this spell, treat its actual
level as 1 lower for determining the spells final
adjusted level.
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
abilitys save DC is Charisma-based.
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.
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.
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.
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 mindaffecting effect. However, the eye is unsettling, and
you take a 1 penalty on Bluff and Diplomacy checks
against humanoids who can see it.

Basic

Magic

Mutant Eye

Basic

Magic

Naturally Gifted

Basic

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.

Basic

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.

Basic

Magic

Partial Protege

Basic

Magic

Pathfinder's Focus

Basic

Magic

Perfectionist's Brew

Basic

Magic

Possessed

Basic

Magic

Pragmatic Activator

Basic

Magic

Precise Treatment

Basic

Magic

Reluctant Apprentice

Basic

Magic

Resilient Caster

Basic

Magic

Scorned by Magic

Basic

Magic

Second Tongue

Basic

Magic

Self-Taught Scholar

Basic

Magic

Shrouded Casting

Basic

Magic

Skeptic

You gain a +2 trait bonus on all saving throws against


illusions.

Basic

Magic

Spark of Creation

You gain a +1 trait bonus on Craft checks, and the cost


of creating magic items is reduced by 5%.

Basic

Magic

Storm-Touched

You gain DR 1/ against creatures and attacks with


the electricity type.

Basic

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.

Basic

Magic

Strength of the Land

Basic

Magic

Tenacious Shifting

Basic

Magic

Theoretical Magician

Basic

Magic

Transmuter

Basic

Magic

Trickster

Basic

Magic

Twinned Presence

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 abilityone day you might
use dancing lights twice, only to use the additional
casting for speak with animals the next day.

Gnome

You gain a +1 trait bonus on Bluff checks and on Use


Magic Device checks made to emulate a class feature.
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.
You gain a +2 trait bonus on all Craft (alchemy) checks
and on Spellcraft checks made to brew potions.
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.
You may use your Intelligence modifier when making
Use Magic Device checks instead of your Charisma
modifier.
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.
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.

Old Cults

Dwarf

Your caster level is treated as 1 level higher whenever


someone attempts to dispel one of your spells.
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).
Any summoning or divination spell you cast to
Old Cults summon or contact a Great Old One or one of their
minions is cast at +1 caster level.
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.
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.

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.
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.
You gain a +2 trait bonus on Spellcraft checks, or a +3
bonus if you aren't a spellcaster.
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.

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.
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.

Basic

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.

Basic

Magic

Unscathed

Each type of energy resistance you have (if any)


increases by 2 points.

Basic

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.
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.
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.

Basic

Magic

Unstable Mutagen

Basic

Magic

Volatile Conduit

Basic

Magic

Water-Touched

Basic

Social

Acrobat

Basic

Social

Adopted

Basic

Social

Affable

Basic

Social

Ambitious

Basic

Social

Artisan

Basic

Social

Avid Reader

Basic

Social

Bastard

You gain a +1 trait bonus on Sense Motive checks, and


Sense Motive is always a class skill for you.

Basic

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.

Basic

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.

Basic

Social

Bully

You gain a +1 trait bonus on Intimidate checks, and


Intimidate is always a class skill for you.
Once per day while negotiating 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.

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.
You gain DR 1/ against creatures and attacks with
the water type.
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.
You
may select
a race trait from your adoptive parents
race.
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.
You gain a +4 trait bonus on Diplomacy checks made
to influence creatures with at least 5 Hit Dice more
than you possess.
You gain a +2 trait bonus on a single Craft skill (your
choice).
Choose one Knowledge skill. You can always choose to
take 10 on checks with the chosen Knowledge skill,
even when distracted or threatened.

Basic

Social

Calculated Bribe

Basic

Social

Canter

Basic

Social

Charming

Basic

Social

Child of the Streets

Basic

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.

Basic

Social

Clever Wordplay

Choose one Charisma-based skill. You attempt checks


with that skill using your Intelligence modifier instead
of your Charisma modifier.
Select one of the following skills: Craft (any one),
Disable Device, Escape Artist, Perform (any one),
Spellcraft. 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.

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.
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.
You gain a +1 trait bonus on Sleight of Hand checks,
and Sleight of Hand is always a class skill for you.

Basic

Social

Collector

Gnome

Basic

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).

Basic

Social

Contagious Mettle

If you follow this code, you gain a +1 trait bonus on


Will saving throws against fear. In addition, any allies
adjacent to you receive a +1 morale bonus on Will
saving throws against fear.

Basic

Social

Convincing Liar

Basic

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.

Basic

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.

Basic

Social

Destined Diplomat

You gain a +2 trait bonus on Diplomacy checks toward


outsiders, and Diplomacy is always a class skill for you.

Basic

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.

Basic

Social

Doublespeak

You gain a +2 trait bonus on Bluff checks to pass along


secret messages.

Special
Network

You gain a +1 trait bonus on Bluff or Intimidate checks


and one of these skills (your choice) is always a class
skill for you.

Basic

Social

Enemy of Slavers

Basic

Social

Etymologist

Basic

Social

Explorer

Basic

Social

Fast-Talker

Basic

Social

Free Spirit

Basic

Social

Friend in Every Town

Basic

Social

Friends in High Places

Basic

Social

Friends in Low Places

Basic

Social

Gnomish Alchemist

Basic

Social

Gregarious

Basic

Social

Grief-Filled

Basic

Social

Grim Optimism

Basic

Social

Hardly a Fool

Basic

Social

Harvester

Basic

Social

Hell Knight Ancestry

Basic

Social

Hunter's Blood

Basic

Social

Imposing Scion

Basic

Social

Influence

Basic

Social

Knowing the Enemy

Basic

Social

Law Enforcer

Basic

Social

Life of Toil

Basic

Social

Lost Nobility

Basic

Social

Maestro of the Society

Basic

Social

Mediator

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.
You gain a +1 trait bonus on Linguistics checks, know
one additional bonus language, and treat Linguistics as
a class skill.

Gnome

When you gain a level, select a 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).
You gain a +1 trait bonus on Bluff checks, and Bluff is
always a class skill for you.
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.
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.
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.
Diplomacy checks to gather 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.
You gain a +2 trait bonus on all Craft (alchemy)
checks.

Gnome

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.
You gain a +2 trait bonus on all saving throws against
emotion spells and effects.
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.
You gain a +1 trait bonus on Sense Motive checks and
a +1 trait bonus on saving throws against illusion
effects.
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.
You gain a +2 trait bonus on Diplomacy checks to
influence Hellknights and a +2 trait bonus on
Intimidate checks to influence enemies of the
Hellknights.
You gain a +1 trait bonus on Diplomacy checks to
gather information, to Knowledge (religion) checks,
and to Survival checks to track undead. Choose one as
these as a class skill. Undead gain a +1 bonus on any
rolls made to determine if they know anything about
you.
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.
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.
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.
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.
You gain a +1 trait bonus on Fortitude saves.
You gain a +1 trait bonus on attack and damage rolls
against government officials of your homeland.
Bard

Society

You may use bardic performance 3 additional rounds


per day.
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.
When you modify a creature's attitude with Diplomacy
or Intimidate, the attitude change lasts 1-1/2 times
longer than it otherwise would. Your spells or effects
with the fear or mind-affecting descriptors that impose
a penalty or bonus with a duration of at least 2 rounds,
lasts 1 additional round.
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.
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.

Basic

Social

Memorable

Basic

Social

Mentored

Basic

Social

Mercenary

Basic

Social

Merchant

Basic

Social

Natural-Born Leader

Basic

Social

Noble Savage

Basic

Social

Nonchalant Thuggery

Basic

Social

Ordinary

You gain a + 4 trait bonus on Stealth checks whenever


you attempt to hide in a crowd.

Basic

Social

Orphaned

You gain a +1 trait bonus on Survival checks, and


Survival is always a class skill for you.

Basic

Social

Poverty-Stricken

You gain a +1 bonus to Survival checks, and Survival is


always a class skill for you.

Ulfen
Guard

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.
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.
You gain a +2 trait bonus on Diplomacy and Perform
checks when dealing with people of high social
standing.
You gain a +4 trait bonus on Bluff checks to keep
others from noticing your aggressive actions.

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.
You gain a +1 trait bonus on saving throws against
effects produced by spell completion and spell trigger
items.
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.

Basic

Social

Prince/Princess

Basic

Social

Relic-Proof

Basic

Social

Rest for the Wicked

Basic

Social

Rich Parents

Basic

Social

Savage

Basic

Social

Savant

Basic

Social

Secret-Keeper

Basic

Social

Seeker

Basic

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.

Basic

Social

Simple Disciple

You gain a +1 trait bonus on checks with a Profession


or Craft skill of your choice.

Basic

Social

Snowbound

You gain a +1 trait bonus on saving throws against


cold effects and a +2 trait bonus on Fortitude saving
throws against the effects of cold weather.

Basic

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).

Basic

Social

Style Sage

Basic

Social

Supportive

Basic

Social

Suspicious

You gain a +1 trait bonus on Sense Motive checks, and


Sense Motive is always a class skill for you.

Basic

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.

Basic

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.

Basic

Social

Tropical Upbringing

You gain a +1 trait bonus on saving throws against fire


effects and a +2 trait bonus on Fortitude saving throws
against the effects of hot weather.

Basic

Social

Trustworthy

Basic

Social

Truth's Agent

Basic

Social

Unintentional Linguist

Basic

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.

Basic

Social

Unpredictable

You gain a +1 trait bonus on Bluff checks, and Bluff is


always a class skill for you.

Basic

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.

Basic

Social

Wanderlust

Treat your base land speed as 10 feet higher when


determining your overland speed.

Basic

Social

Weathered Emissary

You gain a +1 trait bonus on Linguistics and Survival


checks, and Linguistics is always a class skill for you.

Basic

Social

Without a Past

Social

Worldly

Basic

Academy
Members
hip

Your starting wealth increases to 900 gp.


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.
Chose 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.
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.
You gain a +1 trait bonus on Perception checks, and
Perception is always a class skill for you.

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.
You gain a +1 trait bonus on skill checks to use the aid
another action.

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.
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.
You gain a +1 trait bonus on 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.

You gain a +1 trait bonus to Bluff and Linguistics when


forging documents, and you may choose one of the
two as always a class skill for you.
Once per day when attempting a skill check for a skill
you're untrained in, you can roll twice and take the
better result.

Campaig
n

Carrion
Chance Savior
Crown

Campaig
n

Carrion
Inspired by Greatness
Crown

Choose one spell you can cast. From now on, you
always cast this spell at +1 caster level.

Campaig
n

Carrion
Making Good on Promises
Crown

You gain a +2 trait bonus on saving throws against fear


effects.

Campaig
n

Carrion
On the Payroll
Crown

You begin play with an additional 150 gp in starting


wealth.

Campaig
n

Carrion
Subject of Study
Crown

Choose a non-humanoid creature type (and subtype if


outsider). You gain a +1 bonus on damage rolls against
creatures of this type.

Campaig
n

Carrion
Teachers Pet
Crown

You gain a +2 trait bonus to one Knowledge skill of


your choosing and consider it a class skill.

Council
Campaig
Child of Infamy
of
n
Thieves

You gain a +2 trait bonus on Initiative checks.

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.

Campaig
n

Council
of
Conspiracy Hunter
Thieves

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.

Campaig
n

Council
of
Diabolist Raised
Thieves

You gain a +1 bonus on Bluff, Diplomacy, Intimidate,


and Sense Motive checks made against local nobility,
and a +1 bonus on all saving throws made against
mind-affecting attacks from devils.

Campaig
n

Council
of
Firebrand
Thieves

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.

Campaig
n

Council
of
Infernal Bastard
Thieves

You are a tiefling but you lack a tieflings standard


resistances to cold, electricity, and fireinstead, 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
dayinstead, you may choose any one 0-level spell
that you can instead use at will as a spell-like ability.

Campaig
n

Council
of
Shadow Child
Thieves

Campaig
n

Council
of
The Pathfinder's Exile
Thieves

Curse of
Campaig
the
Drug Addict
n
Crimson
Throne

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.
You gain a battered and tarnished, yet functional
wayfinder. 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.
Choose "friend" or "self". If you choose "friend", you
gain a +2 bonus on Knowledge (local) checks or
Diplomacy checks to gather information (choose one
when selecting this trait). If you choose "self" you were
the addict. You gain a +1 bonus on Fortitude saving
throws.

Curse of
Campaig
the
Framed
n
Crimson
Throne

You gain a +2 bonus on Spellcraft checks.

Curse of
Campaig
the
Love Lost
n
Crimson
Throne

Choose "parent" or "lover". If you choose "parent" you


gain a +2 bonus on one of the following skills: Craft,
Perform, or Profession. If you choose "lover" you gain a
+2 bonus on Intimidate checks.

Curse of
Campaig
the
Missing Child
n
Crimson
Throne

Choose "sibling" or "child". If you choose "sibling"


Diplomacy and Sense Motive are always class skills for
you. If you choose "child" you gain a +1 trait bonus on
Will saves.

Curse of
Campaig
the
Unhappy Childhood
n
Crimson
Throne

You gain a +1 bonus on Reflex saving throws.

Campaig
n

Jade
Best Friend
Regent

Campaig
n

Jade
Caravan Guard
Regent

Choose An NPC. 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 or 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.
You gain a +1 trait bonus on Survival checks, and
Survival becomes a class skill for you.

Campaig
n

Jade
Childhood Crush
Regent

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 youre 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 youre
ever lucky enough to win the NPCs love, this +1 trait
bonus on saving throws applies at all times, as long as
your relationship remains active.

Campaig
n

Jade
Foster Child
Regent

You have an adoptive mother. Choose any Knowledge


skillyou 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.

Campaig
n

Jade
Friend of the Family
Regent

You have a close family friend. 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.

Campaig
n

Jade
Hero Worship
Regent

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.

Campaig
n

Jade
Rescued
Regent

Campaig
n

Jade
Student Survivalist
Regent

Campaig
n

Jade
Younger Sibling
Regent

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 or you gain a +1 trait
bonus on Acrobatics checks and Acrobatics is always a
class skill for you.
You have a helpful mentor NPC. You gain a +2 trait
bonus on all Survival checks, and Survival is always a
class skill for you. In addition, you gain a +1 trait
bonus on all attack rolls against foes that threaten
your mentor.
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 or you gain a +1 trait bonus on all Fortitude
saving throws. If youre the younger sibling of a
specific NPC (consult your GM), your quick reflexes
give you a +1 trait bonus on all Reflex saving throws.

Campaig Kingmak
Bastard
n
er

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.)

Campaig Kingmak
Brigand
n
er

You begin with an extra 100 gp in equipment. You also


gain a +1 trait bonus on Bluff, Diplomacy, Intimidate,
and Sense Motive checks when dealing with brigands,
thieves, bandits, and their ilk.

Campaig Kingmak
Issian
n
er

You gain a +1 trait bonus on all Will saves made to


resist mind-affecting effects.

Campaig Kingmak
Noble Born
n
er

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, Hallit, 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 Stealthyou 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.

Campaig Kingmak
Pioneer
n
er

You begin play with a horse. Choose one of the


following skills: Climb, Handle Animal, Knowledge
(nature), Perception, Ride, Survival, or Swimyou gain
a +1 trait bonus on this skill.

Campaig Kingmak
Riverlander
n
er

Your gain a +1 trait bonus on all Fortitude saves.

Campaig Kingmak
Sword Scion
n
er

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.

Campaig Legacy of
Earning Your Freedom
n
Fire

Choose Fortitude, Reflex, or Will; you gain a +1 trait


bonus on all saving throws of that type.

Campaig Legacy of
Finding Your Kin
n
Fire

The class you chose at 1st level is always a favored


class to you. 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.

Campaig Legacy of
Gnoll Killer
n
Fire

Campaig Legacy of
Missionary
n
Fire

Campaig Legacy of
Reclaiming your Roots
n
Fire

Campaig Legacy of
Seeking Adventure
n
Fire

Campaig Mummy's
Blood of Pharaohs
n
Mask

Campaig Mummy's
Devotee of the Old Gods
n
Mask

Campaig Mummy's
Foreign Opportunist
n
Mask

Campaig Mummy's
Inquisitive Archaeologist
n
Mask

Campaig Mummy's
Mummy-Cursed
n
Mask

Campaig Mummy's
Necropolis Native
n
Mask

Campaig Mummy's
Resurrected
n
Mask

Campaig Mummy's
Sphinx Riddler
n
Mask
Campaig Mummy's
Trap Finder
n
Mask
Campaig Mummy's
Undead Crusader
n
Mask

You gain a +1 trait bonus on attack rolls and weapon


damage rolls made against gnolls. If you are a
barbarian and youre fighting gnolls, your rage lasts 1
round longer than normal. If youre 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 youre a spellcaster, you gain
a +1 trait bonus to spell save DCs for damaging spells
against gnolls.
Pick 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.
You begin with a piece of jewelry worth 350 gp, or any
masterwork weapon or armor worth not 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.
You begin with a wayfinder. 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.
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.
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.
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.
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.
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.
You gain a +2 trait bonus on saving throws 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.
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.
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.
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.
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.

Rise of
Campaig
the
Black Sheep
n
Runelord
s

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 notorious citizen
from below as an ally; depending on the person you
pick, youll get different benefits.
Apothecarist: You start the game with 400 gp worth of
poison, and the apothecarist will continue to sell you
poison as long as you dont spread the word.
Bitter Nobleman: Choose one of the following skills:
Bluff, Sleight of Hand, or Stealth. You gain a +1 trait
bonus on that skill, and it is always a class skill for you.

Rise of
Campaig
the
Favored Child
n
Runelord
s

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, youll get different benefits.
Local noble and Innkeeper: You gain an additional 10%
over the amount of gp you normally would get from
selling off treasure.
Town Sheriff: You can call in a favor from him once per
game session. A favor can either get you out of a legal
jam, hook you up with a town guard for help, or give
you a one-time +10 bonus on a Bluff, Diplomacy, or
Intimidate check made against any local person.

Rise of
Campaig
the
Outlander
n
Runelord
s

Choose one of the following:


Lore Seeker: You gain a +1 trait bonus on Knowledge
(arcana) checks, and Knowledge (arcana) is always 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: You gain a +2 trait bonus on Initiative checks.
Missionary: You gain a +1 trait bonus on Knowledge
(religion) checks, and Knowledge (religion) is always 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.

Campaig Second
Fools for Friends
n
Darkness

Campaig Second
Into Enemy Territory
n
Darkness
Campaig Second
Looking for Work
n
Darkness
Campaig Second
Optimistic Gambler
n
Darkness
Campaig Second
Researching the Blot
n
Darkness
Campaig Second
Scouting for Fiends
n
Darkness
Campaig Serpent's
Boarded [A]
n
Skull
Campaig Serpent's
Boarded [B]
n
Skull
Campaig Serpent's
Boarded [C]
n
Skull
Campaig Serpent's
Boarded [D]
n
Skull
Campaig Serpent's
Colonial
n
Skull

Whenever you perform the Aid Another action, 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.
Pick one of the three categories of saving throw. You
gain a +1 trait bonus on all saving throws of that type.
Pick 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.
Effects that grant you morale bonuses persist 1d4
rounds longer than they normally would as a result.
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
items caster level.
You gain a +1 trait bonus on all attack rolls made
against foes you know to be evil outsiders.
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.
You gain Polyglot as a bonus language and receive a
+1 trait bonus on all Knowledge (nature) checks
regarding the jungle.
Choose Fort, Reflex, or Will. You gain a +1 trait bonus
on all saving throws of that type.
You 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.
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.

Campaig Serpent's
Get the Cargo Through
n
Skull

Your characters 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.

Campaig Serpent's
Jungle Scholar
n
Skull

You gain Polyglot as a bonus language and receive a


+1 trait bonus on all Knowledge (history) checks
regarding the jungle.

Campaig Serpent's
Ship's Crew
n
Skull

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.

Campaig Serpent's
Stowaway
n
Skull
Campaig Shattere
Alabaster Outcast
n
d Star

Campaig Shattere
Exchange Agent
n
d Star

Campaig Shattere
Former Assassin
n
d Star

Campaig Shattere
Monument Scholar
n
d Star

Campaig Shattere
Nontraditional Native
n
d Star

Campaig Shattere
Ruin Raider
n
d Star

Campaig Shattere
Serpent Runner
n
d Star

You gain a +1 trait bonus on Stealth checks and


Survival checks to find food.
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.
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.
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.
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.
You gain either a +1 trait bonus on Knowledge
(geography) checks made relating to a specific city
and a +1 trait bonus on damage rolls made during the
surprise round when you're wielding a bladed scarf or
starknife, or you gain a +1 trait bonus on Survival
checks made while in a specific city and gain a +1 trait
bonus on rolls to confirm critical hits made using an
earth breaker or a klar.
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.
Choose one of the following benefits: a) Choose a
specific type of armor. When wearing armor of that
type, you treat its armor check penalty as if it were 1
lower, or b) when fighting with two weapons, the
penalty imposed on your primary weapon is reduced
by 1, or c) you gain a +2 trait bonus on Intimidate
checks to demoralize opponents.

Campaig Skull &


Ancient Explorer
n
Shackles

You gain a +1 trait bonus on Knowledge (history) and


Knowledge (local) checks, and one of these skills is
always a class skill for you. In addition, you gain
Cyclops or Polyglot as a bonus language.

Campaig Skull &


Barroom Talespinner
n
Shackles

You gain a +1 trait bonus on Diplomacy checks and


one category of Perform checks, and one of these skills
is always 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 in
the area.

Campaig Skull &


Buccaneer's Blood
n
Shackles

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.

Campaig Skull &


Dockside Brawler
n
Shackles

Campaig Skull &


Eye for Plunder
n
Shackles

You begin with brass knuckles in addition to your


starting wealth. You gain a +1 trait bonus on damage
rolls with brass knuckles and improvised weapons.
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.

Campaig Skull &


Native
n
Shackles

You gain a +1 trait bonus on Sense Motive checks, and


Sense Motive is always 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.

Campaig Skull &


Natural Born Sailor
n
Shackles

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).

Campaig Skull &


Peg Leg
n
Shackles

You gain a +1 trait bonus on Fortitude saves and a +1


trait bonus on damage rolls against sharks and other
animals with the aquatic subtype.

Campaig Skull &


Ship's Surgeon
n
Shackles

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 always a class skill for you.

Campaig Skull &


Touched by the Sea
n
Shackles

You gain a +1 trait bonus on Swim checks and Swim is


always a class skill for you. In addition, penalties on
attack rolls made underwater are lessened by 1.

Equipme
nt

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.

Equipme
nt

Dealmaker

Once per week, when looking for an item with a price


greater than the local communitys base value, 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) youre 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.

Equipme
nt

Extremely Fashionable

Equipme
nt

Heirloom Weapon

Equipme
nt

Improvisational Equipment

Equipme
nt

Iron Liver

You gain a +2 trait bonus on Fortitude saving throws


against poison and drugs, and a +4 trait bonus on
Fortitude saves to avoid the effects of alcohol.

Equipme
nt

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.

Equipme
nt

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.

Equipme
nt

Quick Learner

After your first attack in a combat 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.

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.

Equipme
nt

Stage Magic

When you use an alchemical item such as a flask of


alchemists fire, smokestick, thunderstone, or another
appropriate alchemical item (GMs 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 alchemists 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.

Equipme
nt

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.

Equipme
nt

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.

Faction

A Sure Thing

Once per day, you gain a +2 bonus on a single attack


against an evil-aligned creature. If the creature is not
evil-aligned, this ability is wasted with no benefit.

Faction

Aid Allies

Faction

Attuned to the Ancestors

Faction

Bad Reputation

Faction

Beneficient Touch

Faction

Captain's Blade

Faction

Comparative Religion

Faction

Dervish

Faction

Desert Shadow

Equipme
nt

Whenever you are wearing clean and presentable


clothing and/or jewelry worth at least 150 gp, you gain
a +1 trait bonus on Bluff, Diplomacy, and Intimidate
checks. One of these skills (your choice) is always a
class skill for you.
Choose a non-masterwork simple or martial weapon
and one of the following benefits: a) You gain
proficiency with that specific weapon; b) You gain a +1
trait bonus on attacks of opportunity with that specific
weapon; or c) You gain a +2 trait bonus on one kind of
combat maneuver when using that specific weapon.
Note: This trait does not give you that item, it must
still be purchased normally.
When using an item for anything other than its
intended purposesuch as using a crowbar as a
grappling hook or an old shirt to bandage a deadly
woundreduce 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 orcs
face to your own face wont help you disguise yourself
as an orc.

When using the aid another action, you give your ally
a +3 bonus instead of a +2 bonus.
Once per day, you can surround yourself with an aura
of unlife. Unintelligent undead ignore you unless you
take action against them, per hide from undead. The
protection lasts for 1 round per two character levels
you possess. If you take any offensive action against
any undead, this effect immediately ends. This is a
supernatural ability.
You gain a +2 trait bonus on Intimidate checks, and
Intimidate becomes a class skill for you.
Once per day, when you cast a spell or use a class
ability that heals hit point damage, reroll any 1s that
appear on the dice and take the new roll (even if it is
another 1).
While on board any vessel afloat on water, you gain a
+1 trait bonus on Acrobatics and Climb checks. One of
these skills (your choice) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (religion) skill
checks, and Knowledge (religion) becomes a class skill
for you.
You gain a +1 dodge bonus to Armor Class against
attacks of opportunity caused when you move out of
or within a threatened area. Dodge bonuses stack with
each other, unlike most types of bonuses.
When using the Stealth skill to move at full speed you
no longer suffer a -5 penalty on your Stealth skill
check.

You gain a +2 trait bonus on all Bluff, Diplomacy,


Intimidate, and Sense Motive checks when dealing
with outsiders of the evil subtype.
You gain a +4 trait bonus on Fortitude checks to resist
nonlethal damage from hot conditions and can always
move through non-magical sand as if it were normal
terrain.
Once per day you may select one single spell that you
are casting that allows for a saving throw. You may
increase the DC of that spell by +2.

Faction

Devil's Mark

Faction

Dunewalker

Faction

Eastern Mysteries

Faction

Expert Duelist

You gain a +1 trait bonus to your Armor Class so long


as you are adjacent to a single foe. This trait bonus is
not applied to your Armor Class for touch attacks or
when denied your Dex bonus.

Faction

Fashionable

As long as you are wearing clothing and jewelry worth


at least 80 gp, you gain a +1 trait bonus on Bluff,
Diplomacy, and Sense Motive checks. One of these
skills (your choice) becomes a class skill for you.

Faction

Fiendish Presence

You gain a +1 trait bonus on Diplomacy and Sense


Motive checks. One of these skills (your choice) is
always a class skill for you.

Faction

Fires of Hell

Once per day, as a swift action, you can imbue a single


weapon you hold with a nimbus of fire that deals an
extra 1 point of fire damage for as many rounds as
your Charisma bonus. This fire gives off light
equivalent to a torch. This is a supernatural ability.

Faction

Force For Good

Faction

Fortified

Faction

Goldfinger

Faction

Greasy Palm

Faction

Horse Lord

Faction

Hunter's Eye

Faction

I Know a Guy

Faction

Impressive Presence

Faction

Indomitable

Faction

Insider Knowledge

Choose either Diplomacy or Knowledge (local). You


gain a +1 trait bonus on all related checks, and the
chosen skill is always a class skill for you.

Faction

Loyalty

You gain a +1 trait bonus on saving throws against


enchantment spells and spell-like abilities

Faction

Master of Pentacles

Once per day, when casting a spell of the conjuration


school, you are at +2 caster level when determining
the duration of the spell.

Faction

Medic

You gain a +2 trait bonus on Heal checks made to treat


diseases and poisons. Additionally, your caster level is
considered one higher when casting spells of the
healing subschool with remove in the spells name.

Faction

Meridian Strike

Once per day when you roll damage on a successful


critical hit, reroll any 1s and take the new roll (even if
it is another 1).

Faction
Faction

Meticulous Artisan
Mind Over Matter

Faction

Mummy-Touched

Faction

Observant

Faction

Performance Artist

Faction

Proper Training

Faction

Saint's Ward

Faction

Secrets of the Sphinx

Faction

Shadow Diplomat

Faction

Shiv

Faction

Sotto Voce

Faction

Soul-Drinker

Faction

Storyteller

Faction

Teaching Mistake

Faction

Tomb Raider

Faction

Trouper

Faction

Unorthodox Strategy

Your good-aligned spells function at +1 caster level.


This trait makes your aura more powerful (one step
higher), as outlined in the detect evil spell.
You gain the ability to negate a critical hit or sneak
attack scored against you once per day. This functions
as the fortification armor quality with a 20% chance of
success.
You gain a +1 trait bonus on Disable Device and
Sleight of Hand checks, and one of these skills (your
choice) becomes a class skill for you.
When bribing an NPC, you pay 10% less than a
character without this trait would, garnering the same
results.
You gain a +2 trait bonus on Ride checks, and the Ride
skill becomes a class skill for you.
You do not suffer a penalty for the second range
increment when using a longbow or shortbow and you
are always considered proficient with one of these
weapons (your choice).
You gain a +2 trait bonus on Diplomacy checks made
to gather information and a +1 trait bonus on
Knowledge (local) skill checks.
Once per day as a full-round action, you may attempt
to distract adjacent foes with a lengthy display of your
martial prowess. All adjacent foes must succeed on a
Will save (DC 10 + 1/2 your level + your Charisma
modifier) or gain the shaken condition. This condition
persists for one round.
You gain a +1 trait bonus on saving throws versus
enchantment spells and effects.

You gain a +1 trait bonus on Craft checks.


You gain a +1 trait bonus on Will saving throws.
You gain a +2 trait bonus on saving throws versus
diseases and curses.
Choose Perception or Sense Motive. You gain a +1 trait
bonus on all related checks, and the chosen skill is
always a class skill for you.

Member
of
Crusader
s

You gain a +1 trait bonus on related Perform skill


checks. This bonus increases to +5 when using that
Perform skill to make money.
Choose either Knowledge (geography) or Knowledge
(history). You gain a +1 trait bonus on all related
checks, and the chosen skill is always a class skill for
you.
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).
Once per day, you may gain a +2 trait bonus on any
single Knowledge skill check. Additionally, choose one
Knowledge skillthis skill becomes a class skill for
you.
You gain a +1 trait bonus on Diplomacy checks, and
Diplomacy becomes a class skill for you.
You gain a +1 trait bonus on damage rolls made with
one- handed piercing or slashing weapons in a surprise
round.
You may cast sotto voce 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.
Once per day as a swift action, you may gain a number
of temporary hit points equal to the Hit Dice of your
most recent enemy slain. This is a supernatural ability.
These temporary hit points last for 1 minute.
Once per scenario, you can make a Knowledge skill
check with a trait bonus equal to your Intelligence
modifier plus 3 (minimum +1). You can make this
check even if you do not have ranks in the required
Knowledge skill.
Once per scenario, when you roll a natural 1 on any
saving throw, you gain a +1 trait bonus on your next
saving throw, used before the end of the scenario.
You gain a +1 bonus on Perception and Knowledge
(dungeoneering) checks, and one of these skills (your
choice) becomes a class skill for you
You gain a +1 trait bonus on checks using a Perform
skill of your choice and a +1 trait bonus on saving
throws against abilities that rely upon the Perform skill
to function, such as the bardic performance class
ability.
You gain a +2 trait bonus on Acrobatics checks made
to move through an enemys threatened squares.

Faction

Vindictive

Faction

Watchdog

Faction

Weapon Style

You gain a +1 trait bonus on damage rolls against a


single adjacent opponent who damaged you in the
previous round of combat.
You gain a +1 trait bonus on Sense Motive skill checks,
and Sense Motive becomes a class skill for you.
You gain proficiency in a monk weapon.

Race

Bloodline Blood of Dragons

Any

Race

Bloodline Deathtouched

Any

Race

Bloodline Fiend Blood

Any

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.
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).
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.
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.

Race

Adaptable Flatterer

Fetchling

Race

Adrift

Aasimar

You receive a +1 trait bonus on saving throws made to


resist charm and compulsion effects.

Race

Advantageous Distraction

Goblin

Once per day as a swift action, you can be


momentarily distracted in combatducking 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.

Race

Adventurous Explorer

Race

Aerial Observer

Sylph

Race

Alchemical Breath

Kobold

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.

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.

Race

Animalistic Affliction

Race

Anticipate Evil

Tiefling

Race

Arcane Dabbler

Elf

Race

Arcane Student

Race

Arms Master

Race

Artistic Dilettante

Race

Aspiring Bard

Race

Assimilated Native

Race

Auspicious Tattoo

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.

Race

Beast Bully

Tiefling

You can make an Intimidate check instead of a Handle


Animal check when trying to handle or push an animal.

Race

Bent Body

Tiefling

You gain a +2 trait bonus to CMD when resisting


grapple attempts.

Race

Big Boned

Tiefling

Race

Big Ears

Goblin

Race

Blade Bravado

Race

Blessing of Darkness

Tiefling

Race

Blood Stalker

Tiefling

Race

Boar Resilience

Race

Bog Scamp

Kobold

Race

Born Damned

Tiefling

Race

Born in the Light

Race

Born to the Water

Race

Bouncy

When frightened or shaken, you only take a -1 penalty


on your rolls instead of -2.
You gain a +2 trait bonus on Perception checks while
you are at least 30 feet above ground level.
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.

GreenScaled

You gain a +1 trait bonus on Handle Animal and wild


empathy checks.
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.
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 Charismabased (chosen when you select this trait).
You gain a +1 trait bonus on Knowledge (arcana) and
Spellcraft checks, and you may make these checks
untrained.
You take a 2 penalty on attack rolls made with
weapons with which you are not proficient instead of
the normal 4.
You gain a +1 trait bonus on Appraise checks, and on
checks for one Craft skill of your choice.

Tiefling

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 music scene.

Human

Jungle

You gain a +2 trait bonus on Intimidate checks to


influence natives, but you suffer a -2 on Diplomacy
checks to influence them.
You gain a +1 trait bonus on Will saving throws.

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.
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.
When wielding a one-handed weapon and nothing in
your off hand, you gain a +1 trait bonus on Acrobatics
and Bluff checks.

Wereboar
-kin

Dhampir

Goblin

BlackScaled

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 spells effects.
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.
You do not gain the disabled condition when you have
exactly 0 hit points. In addition, you can ignore the
Endurance prerequisite for the Diehard feat.
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.
You gain a +2 trait bonus on saving throws against
curses and magical effects that produce curses.
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.
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.
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.

Race

Bralani's Step

Aasimar

Once per day, you may move an additional 5 feet as


part of a move action.

Race

Bred for War

Human

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.

Race

Brewmaster

Dwarf

Race

Brute

Half-Orc

Race

Buried Anxiety

Tiefling

Race

Burnished Skin

Aasimar

Race

Caravan Drover

Half-orc

Race

Carefully Hidden

Human

Race

Carnation Scales

Kobold

Race

Celestial Tracker

Aasimar

Race

Centaur Vengeance

Centaur

You gain a +2 bonus on saving throws against any


dragon's frightful presence.

Race

Chain Master

Tiefling

You gain a +2 trait bonus on combat maneuver checks


made to trip opponents with a spiked chain or whip.

Race

Child of Platinum

Dwarf

You gain a +1 trait bonus to weapon damage against


undead.

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.

Race

Clergy Member

Race

Cold Fortitude

Race

Colonial Entitlement

Race

Colonial Sympathizer

Race

Color Thief

Race

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.
You gain a +1 trait bonus on Intimidate checks, and
Intimidate is always a class skill for you.
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.
You gain a +2 trait bonus on saving throws made to
disbelieve illusions.
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.
You gain a +1 trait bonus to Will saves and a +2 trait
bonus to saving throws versus divination effects.
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.
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.

Carnation
-Scaled

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 nonmagical item worth 50 gp or less.

Aasimar

Kobold

WhiteScaled

You gain a +4 trait bonus on Fortitude saving throws


against nonlethal cold damage.
You gain a +2 trait bonus on Intimidate checks against
primitives.
Jungle

You gain a +1 trait bonus on Bluff and Diplomacy


checks involving colonials and others with this trait.

Goblin

You gain a +2 trait bonus on Stealth checks, providing


you wear only light armor or no armor.

Creative Manipulator

Changeli
ng

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.

Race

Crocodile Swim

Werecroc
odile-kin

Race

Curse in the Blood

Skinwalk
er

Race

Dark Magic Affinity

Tiefling

Race

Deadly Rush

Tiefling

You gain a +2 trait bonus on critical hit confirmation


rolls made as part of a charge.

Race

Deaths 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.

Race

Deathkeeper

Human

You gain a +1 trait bonus on saving throws against the


supernatural abilities of undead creatures.

Race

Deep Marker

Dwarf

Race

Dilettante Artist

Race

Dog-Sniff-Hate

Race

Dowsing

Race

Draconic Echo

Race

Durable Change

Race

Elaborate Trapper

Kobold

Race

Elven Reflexes

Half-Elf

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.
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.
Whenever you cast a spell with the [evil] descriptor,
you act as if you were one level higher for the purpose
of determining that spells effects.

You gain a +1 trait bonus on Survival checks, and a +1


trait bonus on saving throws against fear effects.
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.
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.

Elf

Goblin

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).
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.

Suli

Kobold

BlueScaled

When you use your change shape ability, you can


choose to gain the benefits of the Endurance feat
rather than gaining a special ability.

Werebear
-kin

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.

BlueScaled

You gain a +2 trait bonus on Initiative checks.


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.

Race

Elven Serenity

Half-Elf

Race

Enlightened Warrior

Aasimar

You may take levels in monk even while maintaining a


neutral or neutral good alignment.

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.

Race

Ever Home

Race

Ever Wary

You gain a +1 trait bonus on Knowledge (geography)


and Sleight of Hand checks.
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.

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.
You gain a +1 trait bonus to saving throws against
arcane spells.

Race

Eyes of the Sun

Human

Race

Failed Apprentice

Half-Elf

Race

Faith Healer

Aasimar

Race

Family Connections

Tiefling

Race

Fanatic

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.
You gain a +2 trait bonus on Bluff and Diplomacy
checks made against outsiders belonging to the evil
subtype.
You gain +1 to Knowledge (arcana) and Knowledge
(history) checks. One of these skills (your choice) is
always a class skill for you.

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.

Race

Feline Instinct

Race

Fiery Glare

Weretige
r or
Weretiger
-kin

In any combat in which you act during the surprise


round, you gain a +3 trait bonus on your initiative
check.

Ifrit

You can always take 10 on Intimidate checks, even in


combat.
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.

Race

Fight with the Flock

Werebat
or
Werebatkin

Race

Final Embrace

Dhampir

Race

Finish the Fight

Half-Orc

You gain a +2 trait bonus on grapple combat


maneuver checks to pin an opponent.
Raised
by orcs

You gain a +1 trait bonus on attack rolls against


opponents you already injured in the past 24 hours.

Race

Fire-Tongued

Kobold

RedScaled

In addition to speaking Draconic, you begin play with


the ability to speak Ignan.
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.
You gain a +1 trait bonus on weapon damage rolls
made against objects and constructs.

Race

Firebug

Kobold

Redscaled

Race

Flair for Destruction

Tiefling

Race

Following Breeze

Race

Forlorn

Race

Foul Belch

Race

Freed Slave

Halfling

Race

Freedom Fighter

Halfling

Race

Freedom Fighter

Halfling

Race

Friendless

Tiefling

Race

Frost Spitter

Kobold

Race

Genie Blood

Human

Race

Glib Barrister

Race

Goblin Foolhardiness

Goblin

When facing an enemy thats 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.

Race

God Scorn

Tiefling

You gain a +1 trait bonus on saving throws against


divine spells.

Race

Golden Scales

Kobold

Race

Goldsniffer

Dwarf

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.

Sylph
Elf

You gain a +1 trait bonus on Fortitude saving throws.


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.

Goblin

You gain a +1 trait bonus on Diplomacy and


Knowledge (nobility) checks and Knowledge (nobility)
is always a class skill for you.

WhiteScaled

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.
You gain a +1 trait bonus on Stealth checks and a +1
trait bonus on attack rolls made during the surprise
round.
You can make Heal checks on yourself for the purposes
of treating deadly wounds, diseases, and poisons.
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.
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.
You gain a +2 trait bonus on Linguistics checks to
create forgeries.

GoldenScaled

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.
You gain a +2 trait bonus on Perception checks related
to metals, jewels, and gemstones.
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.
You gain a +2 trait bonus on balance-related
Acrobatics checks, and a +1 trait bonus on Reflex
saving throws.
You gain a +1 trait bonus on checks with two
Knowledge skills of your choice, and one of these skills
becomes a class skill.

Race

Good Influence

Aasimar

Race

Grounded

Race

Half-Forgotten Secrets

Race

Harrow Born

You start play with a harrow deck and you gain a +1


trait bonus on initiative checks.

Race

Harrow Chosen

You begin play with a 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.

Race

Heat Fortitude

Kobold

Race

Helpful

Halfling

Dwarf
Dhampir

Human

RedScaled

You gain a +4 trait bonus on Fortitude saving throws


against nonlethal damage from heat.
Whenever you successfully perform an aid another
action, you grant your ally a +4 bonus instead of the
normal +2.

You gain a +1 trait bonus on Knowledge (history)


checks and bardic knowledge checks, and Knowledge
(history) is always a class skill for you.
You gain a +2 trait bonus on Handle Animal checks,
and a +1 trait bonus on Ride checks. This trait applies
only to horses.
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.

Race

Historian

Human

Race

Horse Lord

Human

Race

Ice Walker

Human

Race

Icy Mementos

Kobold

Race

Inciter

Tiefling

You gain a +2 trait bonus on Bluff checks made to


convince creatures to attack each other.

Race

Infernal Influence

Human

You gain fire resistance 1 and a +1 trait bonus on


Fortitude saving throws against poison.

Race

Inheritor

Gillman

Race

Inheritor

Human

Race

Innocent

Aasimar

Race

Inured to Disease

Wereratkin

Race

Iron Control

Half-Orc

Race

Keeper of the Ancestral Scrolls

Human

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.

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.

Race

Kobold Herbalist

Kobold

Race

Lantern Spirit

Race

Latent Psion

Human

Race

Legacy of Sand

Half-Orc

WhiteScaled

You begin play with three bottles of liquid ice. These


don't count against your starting character wealth.

Raised
by
humans

GreenScaled

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.
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.
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.
You gain a +2 trait bonus on Fortitude saving throws
against diseases.
Whenever you're confused and roll to determine
behavior in a given round, subtract 10 from the result.

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.
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.

Aasimar

You gain a +2 trait bonus on saving throws against


mind-affecting effects.
You gain a +1 trait bonus on all Will saving throws.
Linguistics is always 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.
You begin play with three vials of bottled lighting.
These don't count against your starting character
wealth.
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.
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.
In addition to speaking Draconic, you begin play with
the ability to speak Aquan.

Race

Lettered

Halfling

Race

Lightning-Blessed

Kobold

Race

Lillend's Harp

Aasimar

Race

Linguistic Genius

Dhampir

Race

Liquid-Tongued

Race

Lycanthropic Bloodlust

Race

Market Rat

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.

Race

Master of the Sudden Strike

Human

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.

Race

Masterful Demeanor

Human

You gain a +3 trait bonus on Intimidate checks against


members of non-human humanoid races.

Kobold

BlueScaled

BlueScaled

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.

Werewolf
-kin

You gain a +1 trait bonus on Appraise and Knowledge


(local) checks.

Skinwalk
er

Race

Mastery of Form

Race

Militant Merchant

Race

Mind Trapper

Race

Motherless

Race

Nomadic

Race

Numerological Gift

Dhampir

Race

Old Before Your Time

Dhampir

Race

Ooze Defense

Race

Open Hand and Mind

You gain a +2 trait bonus on saving throws against


polymorph effects.

Dwarf

You gain a +1 trait bonus to Perception checks made


to determine surprise, and Perception is always a class
skill for you.

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.

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.

Kobold

BlackScaled

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.
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.
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.
You begin play with three alkali flasks. These don't
count against your starting character wealth.
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.

Race

Operatic

Race

Outcast

Race

PAGE MISSING

Race

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.
You gain a +1 trait bonus on Survival skill checks, and
Survival is always a class skill for you.

Half-Orc
Elf

Once per day you may cast stabilize, with the added
benefit of healing 1 hit point, as a spell-like ability at
caster level 1. The save DC is Wisdom-based.

Pain Artist

Tiefling

You gain a +2 trait bonus on Intimidate checks made


against helpless creatures.

Race

Pearl Diver

Half-Elf

Race

Perfect Servant

Halfling

Race

Planar Negotiator

Aasimar

Race

Planetar's Visions

Aasimar

Race

Practiced Impression

Race

Prayer Breaker

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.
You gain a +3 trait bonus on Diplomacy checks made
to influence anyone with at least one level of
Aristocrat.
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.
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).
You gain a +2 trait bonus on Diplomacy checks made
against NPCs whom you have known for less than 1
hour.
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.

Suli
Tiefling
Werebat
or
Werebatkin

Race

Precision Hearing

Race

Pride of the Diamond Empire

Race

Prideful Temper

Tiefling

Race

Prolong Magic

Tiefling

Race

Proud Tribesman

Race

Providential Passenger

Halfling

Race

Purple Scales

Kobold

Race

Pustular

Goblin

Race

Pyromancer

Aasimar

Race

Rapscallion

Gnome

Race

Rat Squeeze

Wereratkin

Race

Relic Hunter

Race

Repel Sin

Race

Repulsive

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.
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.
You gain a +1 trait bonus on attack rolls made against
creatures that have insulted you until you actually
succeed in dealing damage.

Jungle

Tiefling
Tiefling
Werebear
-kin

Race

Reviving Rest

Race

Rude Songs

Goblin

Race

Ruthless

Dwarf

Race

Sandy Ambush

Oread

Race

Scholar of Ruins

Human

Race

Scrapper

Half-Orc

Race

Scrounger

Halfling

Race

Seeker of Brightness

Race

Selective Health

Aasimar

Race

Sensual Graces

Dhampir

Race

Shadow Stabber

Tiefling

Elf

PurpleScaled

Whenever you use a spell-like ability gained through


your tiefling heritage, it automatically acts as if
affected by the Extend Spell metamagic feat.
You gain a +2 bonus on checks to Intimidate
colonialists.
Improve the starting attitude that ship captains,
caravan leaders, and those with similar sorts of
responsibilities have toward you by one step.
In addition to speaking Draconic, you begin play with
the ability to speak one of the following: Aklo,
Dwarven, Goblin, or Undercommon.
Whenever youre 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.
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.
You gain a +1 trait bonus to Escape Artist checks and a
+1 trait bonus to initiative checks.
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.
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.
You gain a +2 trait bonus on saving throws made
against spells and effects with the [evil] descriptor.
You gain a +1 trait bonus on combat maneuver checks
made to overrun and reposition opponents.
Whenever you undergo complete bed rest for 24
hours, you recover an amount of hit points equal to
three times your character level.
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.
You gain a +1 trait bonus on attack rolls to confirm
critical hits.
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.
You gain a +1 trait bonus to Knowledge (geography)
and Knowledge (dungeoneering) checks. One of these
skills (your choice) is always a class skill for you.
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.
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).
Choose a Knowledge skill; you gain a +1 trait bonus on
Knowledge checks of that type and on Perception
checks.
You gain a +2 trait bonus on Fortitude saving throws
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.
You gain a +2 trait bonus on Bluff checks made against
humanoids who would be attracted to you.
You gain a +2 trait bonus on melee weapon damage
rolls made against foes that cannot see you.

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.

Race

Shared Curse

Werewolf
-kin

Race

Sharkchild

Wereshar
k-kin

Race

Shield Bearer

Race

Shift the Blame

Race

Shoreline Skirmisher

Race

Skater's Balance

Kobold

Race

Slave Smuggler

Halfling

Race

Slaver

Race

Slippery Step

Undine

Race

Slithering Stride

Kobold

GreenScaled

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.

Race

Smoke Resistant

Kobold

RedScaled

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.

Race

Snake Hater

Aasimar

Race

Snap Ignition

Ifrit

Race

Sneaky Swimmer

Kobold

Race

Soul Eater

Tiefling

Race

Speech of the Wilds

Aasimar

Race

Sphinxfriend

Human

Race

Spirits in the Stone

Human

Race

Stargazer

Race

Stoic Dignity

Race

Strength of Body

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.

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.

Race

Superior Clutch

Tiefling

You gain a +1 trait bonus on damage rolls when using


weapons intended for creatures of a larger size.

Race

Superstitious

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.

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).

Race

Terrifying Lunge

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.

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.

Race

Tiger's Claw

Weretige
r or
Weretiger
-kin

Whenever you use the charge action, you gain a +1


trait bonus on your weapon damage roll.

Race

Tongue of Many Towns

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.
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.
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.

Tiefling

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.

Wereshar
k-kin
WhiteScaled

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.
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.
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.

Oread

Wereboar
-kin

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.

You gain a +2 trait bonus on Knowledge


(dungeoneering) checks and Knowledge
(dungeoneering) is always a class skill for you.
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.
BlackScaled

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.
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.
You can speak one extra language.
You gain a +1 trait bonus on Diplomacy checks,
Linguistics checks made to decipher writing, and to
Sense Motive checks made to discern secret
messages.
You gain a +2 trait bonus on Initiative checks and a +1
trait bonus on saving throws against traps and natural
hazards.
You gain a +1 trait bonus on Knowledge (geography)
and Survival checks.
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.
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.

You gain a +1 trait bonus on saving throws against


arcane spells.

Werecroc
odile-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.

You gain a +1 trait bonus on two of the following skills:


Diplomacy, Knowledge (local), and Linguistics.

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.

Race

Toxophilite

Aasimar

You gain a +2 trait bonus on attack rolls made to


confirm critical hits with bows.

Race

Trade Talk

Half-Elf

Race

Trailblazer

Race

Traumatic Shift

Race

Trifler

Race

Tropical Botanist

Race

Tunnel Fighter

Race

Twilight Zeal

Tiefling

You gain a +1 trait bonus on Will saving throws when


in dim light or darkness.

Race

Ugly Swine

Goblin

You gain a +2 trait bonus on Disguise checks, and


Disguise is always a class skill for you.

Race

Undead Slayer

Race

Underling

Tiefling

Race

Undine Loyalty

Undine

Race

Unearth Secrets

Tiefling

Race

Unidentifiable Appeal

Race

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.

Raised
by
humans

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.
Skinwalk
er

You gain a +1 trait bonus on Bluff checks, and Bluff


becomes a class skill for you.
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.
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.

Elf

While underground, you receive a +2 trait bonus to


initiative checks and a +1 trait bonus on weapon
damage rolls for critical hits (this damage is multiplied
on a critical hit).

Dwarf

You gain a +1 trait bonus on attack and damage rolls


against undead creatures.

Dhampir

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.
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).
You gain a +2 trait bonus on Sense Motive checks
when trying to get a hunch that might reveal a targets
hidden vice, dark impulse, or any other craving it
would not want publicly revealed.

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.

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.

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.

Race

Voice of Velvet

Race

Warrior of Old

Race

Warsmith

Race

Wary

Aasimar

You gain a +1 trait bonus on Disguise and Sense


Motive checks.

Race

Well-Informed

Halfling

You gain a +1 trait bonus to Diplomacy checks and


Knowledge (local) checks (when attempting to gather
Information). One of these skills (your choice) is always
a class skill for you.

Race

World Traveler

Human

Select one of the following skills: Diplomacy,


Knowledge (local), or Sense Motive. You gain a +1 trait
bonus to that skill, and it is always a class skill for you.

Race

Youthful Mischief

Race

Zest for Battle

You gain a +1 trait bonus on Diplomacy and Perform


(oratory) checks.
You gain a +2 trait bonus on Initiative checks.

Elf

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
always a class skill for you.

Dwarf

Elf

You gain a +1 trait bonus on Reflex saving throws.


Whenever you have a morale bonus to weapon attack
rolls, you also receive a +1 trait bonus on weapon
damage rolls.
You gain a +1 trait bonus on attacks of opportunity
against aberrations.

Dwarf

Regional

Aberration Hunter

Regional

Acupuncturist

Regional

Addicted

Regional

Advocate for the Empire

You gain a +1 trait bonus on Bluff checks, and Bluff


becomes a class skill for you.

Regional

Alchemical Prodigy1

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.

Regional

Alchemical Prodigy2

If you have the alchemy class feature, your alchemist


level is considered 1 higher when calculating the
duration of your extracts.

Regional

Alien Origins

Regional

Altruistic Diplomat

Regional

Antiquities Smuggler

Regional

Arbiter

Regional

Arcane Dabbler

Regional

Arcane Graduate

Regional

Archeologist

Regional

Armor Master

You gain a +2 trait bonus on all Fortitude saves made


against poison effects.
Desert

You start with half of the normal starting cash but you
gain 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.

You start play with a unique compass that doesn't


point north and is riddled with indecipherable alien
Strange
markingsthe only object you have that you know to
Monume
be tied to your home. In addition, your inscrutable
nt
mannerisms give you a +2 trait bonus on opposed
Bluff checks.
You gain a +2 trait bonus on Diplomacy checks. You
must be Lawful Good, Neutral Good, or Chaotic Good
to take this trait.
Choose one of the following skills: Appraise, Bluff, or
Desert Sleight of Hand. You gain a +1 trait bonus on that skill,
and it is always a class skill for you.
You gain a +1 bonus on all Knowledge checks to find a
Desert legitimate way to avoid, negate, or escape an existing
obligation.
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.
You gain a +2 trait bonus on concentration checks
when casting arcane spells.
You gain a +1 trait bonus on Knowledge (engineering)
and Knowledge (history) checks, and one of them is
Jungle always a class skill for you. In addition, you may
choose an ancient language as one of your bonus
languages.
When you wear armor of any sort, reduce the armor
check penalty by 1, to a minimum penalty of 0.

Regional

Artifact Hunter

Regional

Aspiring Hell Knight

Regional

Bandit

Jungle

You gain a +1 trait bonus on Knowledge (geography)


and Knowledge (history) checks, and one of them is
always a class skill for you.
You gain a +1 trait bonus on Intimidate checks, and
Intimidate is always a class skill for you.

Choose one of the following skills: Escape Artist,


The River
Intimidate, or Stealth. You gain a +1 trait bonus on
Lands
that skill, and it is always a class skill for you.
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).

Regional

Blood Steed

Regional

Blooded

Regional

Border Guard

You gain a +2 trait bonus on rolls to confirm critical


hits against foes with the aquatic subtype.

Regional

Born Rider

You gain a +1 trait bonus on Handle Animal and Ride


checks.

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.

Regional

Brave

You gain a +2 trait bonus on saving throws against fear


effects.

Regional

Briar Bandit

Regional

Builder's Apprentice

Regional

Candidate for Perfection

Regional

Cavalry Rider

You gain a +1 trait bonus on Ride checks, and Ride is


always a class skill for you.

Regional

Charger

When charging, add 10 feet to your base speed.

Regional

Cheap to Feed

You gain a +3 trait bonus on Bluff checks made in


order to gain food, water, or shelter.

Regional

Child of the Crusades

You have inherited their indomitable spirit, and you


gain a +2 trait bonus on all saving throws against fear.

Regional

Chivalrous

Regional

Chosen Child

Regional

City Defender

Regional

Clan Artisan

Regional

Cliff Jumper

Regional

Cliff-Master

Regional

Clumsy Slave

Regional

Coin Hoarder

Regional

Coincunning

Regional

Cold Heart

Regional

Community-Minded

Regional

Confidante to the Oppressed

Regional

Conscientious Miner

Regional

Construct Crafter

You gain a +1 trait bonus on Craft (alchemy) checks.

Regional

Cosmopolitan

You gain a +1 trait bonus on Linguistics checks, and


Linguistics becomes a class skill for you.

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.

Regional

Cynic

Regional

Cypher Resistance

Regional

Darklands Delver

Regional

Dealer1

Regional

Dealer2

Regional

Demon Eradicator

Regional

Demon Slayer

Regional

Desert Child

Regional

Desert Nomad

Regional

Destined For Greatness

Regional

Devotee of the Holy Prophecies

You receive a +1 trait bonus on weapon damage rolls


against giants, goblins, and orcs.

Dwarf

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.
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 a specific
style.
You gain a +1 trait bonus on attack of opportunity
attack rolls made with unarmed strikes.

You gain a +1 trait bonus to Diplomacy and Knowledge


(history) checks.
Your starting money increases by 900 gp.
You gain a +1 trait bonus on all rolls to confirm critical
hits with ranged weapons.
Choose a Craft skill. You gain a +2 trait bonus on
checks with the chosen skill, and it becomes a class
skill for you.
You gain a +1 trait bonus on Acrobatics and Climb
checks, and on Reflex saving throws to avoid falling.
You gain a +1 trait bonus on all Climb and Survival
checks.
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).
Dwarf

Your starting cash increases to 500 gp.


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.
You gain a +2 trait bonus on saving throws against
spells and effects with the emotion descriptor.
Any morale bonuses you confer upon your allies
through your own abilities or spells last 2 additional
rounds.
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.
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.

You gain a +1 trait bonus on Sense Motive checks, and


Sense Motive is always a class skill for you.
You gain a +2 trait bonus on saving throws against
spells with the word glyph or symbol in their
name.
You
gain a +1 trait bonus on Knowledge
(dungeoneering) checks, and a +1 trait bonus on
Survival checks made in the Darklands. One of these
skills becomes class skill for you.
You gain a +1 trait bonus on Sleight of Hand checks,
and Sleight of Hand is always a class skill for you.
You gain a +1 trait bonus on Sleight of Hand checks,
and Sleight of Hand is always a class skill for you.
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.
You gain a +2 trait bonus on weapon damage against
demons, evil fey, and plants and animals corrupted by
evil.
You gain a +4 trait bonus on saving throws made to
Desert resist the effects of hot conditions, and a +1 trait
bonus on all saving throws against fire effects.

Large
City

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.
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.
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.

You gain a +2 trait bonus on Perception checks in dim


light, and Perception is always a class skill for you.

Regional

Dim Seer

Regional

Diplomat

Regional

Disbeliever1

You gain a +1 trait bonus on saving throws against


divine spells.

Regional

Disbeliever2

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.

Regional

Discerning Beliefs

You gain a +2 trait bonus on saving throws to


disbelieve illusions.

Regional

Disease Resistant

You gain a +1 trait bonus on saving throws against


curses and diseases, including magical diseases.

Regional

Diver

Regional

Dominator

Regional

Draconic Vigil

Regional

Dump Salvager

Regional

Dungeon Dweller

Regional

Dusk Agent

Regional

Dusk Agent

You start with twice the normal amount of starting


gold. In addition, any transactions you make in a
specific market are always beneficial to you; items you
sell there net you an additional 10% profit, and items
you purchase there are 10% cheaper than normal. This
discount also applies to your starting gear.

Regional

Dusk Dancer

You gain a +2 trait bonus on Reflex saving throws in


dim light or darkness.

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.

Regional

Emissary

You gain a +2 trait bonus on Diplomacy checks when


dealing with aberrations, monstrous humanoids,
undead, and creatures with the giant subtype.

Regional

Enemy of the Dead

Regional

Equality for All

Regional

Expert Smuggler

Regional

Eye of the Falcon

Regional

Famed Performer

Regional

Fixer

Regional

Flotsam

Regional

Freed Slave1

You gain a +2 bonus on Reflex saving throws against


spells and effects with the fire descriptor.
You gain a +1 trait bonus on Will saving throws.

Regional

Freed Slave2

You gain a +1 trait bonus on Will saves.

Regional

Freedom Fighter

You gain a +1 trait bonus on attack and damage rolls


against slavers or any creature holding someone
against
You
gaintheir
a +1will.
trait bonus on attack and damage rolls

Regional

Freedom Fighter

Regional

Freedom Fighter

Regional

Friend of the Dead

Regional

Friend of the Fey

Regional

Frontier-Forged

Regional

Frostborn

Regional

Gallant Imposter

Regional

Gatekeeper

Regional

Genie-Caller

Regional

Glory of Old

Regional

Gravelwalker

Regional

Great Market Merchant

Jungle

You gain a +1 trait bonus on Diplomacy and Sense


Motive checks.

You gain a +1 trait bonus on Swim checks, and Swim is


always a class skill for you.
You receive a +2 trait bonus on all attempts to
demoralize an opponent in combat using the
Intimidate skill.
You gain a +1 bonus on initiative rolls when entering
combat against creatures of the dragon type or
humanoids of the orc subtype.
You gain a +3 trait bonus on Perception checks to
search for concealed items.
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
Dungeon
attempt a Survival check to avoid getting lost in a
dungeon, you may roll the check twice and take the
better result.
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.

You gain a +2 trait bonus on saving throws against any


spells or spell-like abilities from an undead creature.
You gain a +2 trait bonus to your CMB and your CMD
when facing opponents who are at least two sizes
larger than you.
Other creatures never gain the +4 bonus on their
Perception checks (opposed by your Sleight of Hand
check) while frisking you.
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.
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.
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
objects 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).
Coastline

against slavers or any creature holding someone


against their will.
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.
You gain a +2 trait bonus on Diplomacy checks against
sentient undead.
You gain a +2 trait bonus on Diplomacy checks against
fey creatures.
You receive a +1 trait bonus on Perception checks and
Frontier a +1 bonus on Survival checks made to get along in
the wild.
You
gain a +4 trait bonus on any savings throws made
Dwarf

Elf

Dwarf

to resist the effects of cold environments, as well as a


+1 trait bonus on all saving throws against cold
effects.
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.
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
GMs discretion it may be a less popular or out-of-theway elf gate).
Once per day, you may cast one conjuration
(summoning) spell as if your caster level were 2 higher
than normal.
You receive a +1 trait bonus on saving throws against
spells, spell-like abilities, and poison.
Warm You can move normally through such obstructed
Mountain spaces, and can run or charge though them with a
s
successful Acrobatics check.
You gain a +1 trait bonus to Appraise checks, and
Appraise is always a class skill for you.

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)
Deserts 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.

Regional

Grit Goggles

Regional

Group Fighter

Regional

Guerilla

Regional

Guide of the Streets

Regional

Heart of Clay

You gain a +1 trait bonus on Fortitude saves.

Regional

Heavenly Touch

At will, you can touch a dying creature to stabilize it as


a standard action.

Regional

Heavy Hitter

You gain a +1 trait bonus on attacks made while


flanking an opponent.
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.
You gain a +1 trait bonus on Initiative checks and
Knowledge (local) checks.

You gain a +1 trait bonus on damage rolls made with


unarmed attacks.
Hills or You gain a +1 trait bonus on Stealth checks, and
Mountain Stealth is always a class skill for you. This trait bonus
s
increases to +2 in hilly or rocky areas.
Whenever youre within 60 feet of an enemy
hobgoblin, you gain a +1 trait bonus on all weapon
damage rolls.
You gain a +1 trait bonus on Diplomacy checks, and
Diplomacy becomes a class skill for you.
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.)
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.

Regional

Highlander

Regional

Hobgoblin Slayer

Regional

Honeyed Tongue

Regional

Humble Beginnings

Regional

Hunter of Outsiders

Regional

Imperial Soldier

Choose Heal, Intimidate, or Ride. You gain a +1 trait


bonus on that skill, and it is always a class skill for you.

Regional

Inspiring Speaker

You gain a +1 trait bonus on Bluff and Diplomacy


checks when addressing crowds of 10 people or more.

Regional

Instigator of Rebellion

You gain a +1 trait bonus on Diplomacy and Intimidate


checks.

Regional

Iron Lungs

Regional

Iron Mind

Regional

Jungle Guide

Regional

Jungle Walker

Jungle

Regional

Kami Talker

Forest

Regional

Keeper of the Veil

Regional

Knowledgeable Citizen

Regional

Knowledgeable Citizen

Regional

Lair Snake

Regional

Left Behind

Regional

Lesser Noble

Regional

Lightning Rider

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.

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.

Regional

Lost Role Model

Regional

Lucky Turnabout

Regional

Mammoth Master

Regional

Master Illusionist

Regional

Master of Peaks

Regional

Merchants Child

Regional

Militia Veteran

Regional

Miner

Regional

Mordant Heritage

Regional

Mountain Guide

Regional

Natural Artist

Regional

Natural Climber

Regional

Navigator

Regional

Noble

You can hold your breath for twice as long and gain a
Marshlan
+2 trait bonus on saving throws against the effects of
ds
inhaled poisons.
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.
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 always a class skill for
you.
You gain a +2 trait bonus on Survival checks in jungle
terrain.
You gain a +2 trait bonus on Diplomacy and Intimidate
checks made against outsiders that have the native
subtype.

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.
You gain a +1 trait bonus on all Knowledge (local) and
A chosen
Knowledge (history) checks regarding the chosen
region.
region.
You gain a +1 trait bonus on all Knowledge (local) and
A chosen
Knowledge (nobility) checks regarding the chosen
region.
region.
Dragon's You gain a +1 trait bonus on Appraise checks, and your
Lair
starting wealth increases by 200 gp.
You gain a +1 trait bonus on Diplomacy and Gather
Information checks when interacting with forlorn elves
and non-elf races.
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.
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.

Settleme
You have a unique dungeon guide worth no more than
nt Near A
750 gp and with an accuracy modifier of no greater
Famous
than +2.
Dungeon
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.
You gain a +4 trait bonus on Handle Animal checks
related to large creatures such as mammoths,
mastodons, woolly rhinoceroses, and other
megafauna.
You gain a +1 trait bonus on caster level checks with
illusion spells and a +1 trait bonus on Will saves to
disbelieve illusions.
You gain a +2 trait bonus on Fortitude saving throws
made against the effects of cold dangers and altitude
sickness.
You gain a +1 trait bonus on Appraise checks, and
Appraise is always a class skill for you.
Select Profession (soldier), Ride, or Survival. You gain a
Town or
+2 trait bonus on that skill, and it is always a class skill
Village
for you.
You gain a +1 trait bonus on Appraise checks, and
Appraise becomes a class skill for you.
You gain a +1 trait bonus on Swim checks and a +1
trait bonus on saving throws against enchantment
effects.
You gain a +1 trait bonus on Knowledge (geography)
Mountain
and Survival checks when in mountainous areas, and
s
Knowledge (geography) is always a class skill for you.
Choose a Perform skill. You gain a +1 trait bonus on
checks with the chosen skill, and it becomes a class
skill for you.
You gain a +2 trait bonus on Acrobatics and Climb
checks while climbing trees.
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.
You gain a +1 trait bonus on Knowledge (nobility) and
Sense Motive checks.

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.

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.

Regional

Open-Minded Explorer

Regional

Orc Impaler

Regional

Orphan

Regional

PAGE MISSING

Regional

PAGE MISSING

Regional

PAGE MISSING

Regional

Paragon of Speed

Regional

Pearl Diver

Regional

Perseverance

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 thats not so helpful.

Regional

Pirate2

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.

Regional

Plainsman

You gain a +1 trait bonus on all Knowledge


(geography) and Survival checks regarding the plains.

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.

Regional

Powerful Bloodline

Choose one of the following sorcerer bloodlines: fey,


maestro, starsoul, or stormborn. Once per day, you
may use one of your bloodline powers as if your
sorcerer level were 1 higher than normal. This trait
does not give you access to bloodline powers whose
level requirements you do not yet meet.

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.

Regional

Privileged Slave

You gain a +1 trait bonus on Bluff checks, and Bluff


becomes a class skill for you.

Regional

Prospector

Regional

Purchased Loyalty

Regional

Pure Legion Recruit

Regional

Quick Reactor

Regional

Rabble Rebel

Regional

Rebel Leader

Regional

Reformed Acolyte

Regional

Region's Finest

Regional

Regional Influence

Regional

Regional Recluse

Regional

Resilient

Regional

Resolute

You gain a +1 trait bonus on Will saving throws against


mind-affecting effects, and on Fortitude saving throws
against drugs or poisons.

Regional

Rice Runner

You gain a +1 trait bonus on Acrobatics checks, and


Acrobatics becomes a class skill for you.

Regional

River Rat

Regional

Riverfolk

Regional

Savage Breaker

Regional

Savannah Child

Regional

Sea-Souled

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.
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.
You gain a +1 trait bonus on Fortitude saves.
You gain a +1 trait bonus on attack rolls with fistsized
rocks or similarly shaped objects, and a +1 trait bonus
on concentration checks.
You gain a +1 trait bonus to Initiative and Sense
Motive checks. Sense Motive is always a class skill for
you.
You gain a +2 trait bonus to Perception checks to

Dwarf

discover traps and a +1 trait bonus to Disable Device


checks.
You are quicker than normal members of your race,
and gain a +2 trait bonus on Initiative checks.
You gain a +1 trait bonus on Appraise and Swim
checks.
When you have more than 1 Will saving throw to
overcome an effect (such as greater command, hold
Mountain
person, or by using the good fortune ability of the Luck
s
domain), you receive a +3 trait bonus on the extra Will
saving throws against that effect.

You gain a +1 trait bonus on Appraise and Knowledge


(dungeoneering) checks.
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.
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.
You gain a +1 trait bonus on Reflex saving throws.
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.
If you take the Leadership feat, you receive a +1 trait
bonus to your Leadership score.
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.
You gain a +1 trait bonus on all rolls to confirm critical
hits.
You gain a +1 trait bonus on checks with one
Profession skill and one of the following benefits:
a) Gain Infernal as a bonus language. If you already
have this language, gain a +1 trait bonus on
Diplomacy checks. b) Gain a +1 trait bonus on Swim
checks.
You gain a +1 trait bonus on Survival checks and one
of the following benefits.
a) Gain a +1 trait bonus on Perception checks made at
night.
b) Gain proficiency with light shields.
c) Gain Gnome as a bonus language. If you already
have this language, gain a +1 trait bonus on Stealth
checks made in forested areas.
d) Gain a +1 bonus to damage on all attacks against
creatures of the giant type.
e) Gain Orc as a bonus language. If you already know
this language, gain a +1 trait bonus on Intimidate
checks
You gain a +2 trait bonus on Fortitude saving throws
against poison effects.

You gain a +1 trait bonus to damage dealt with a


Marsh or
dagger and a +1 trait bonus to Swim checks. Swim is
River
always a class skill for you.
River
Lands

Plains

You gain a +2 trait bonus on Profession (sailor) checks


and any skill checks involving rope use.
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.
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.

Coastline You receive a +1 trait bonus on Swim checks, and you


or Island can always take 10 while Swimming.

Seafarer

Regional

Seasoned Climber

Regional

Secret Cultist

Regional

Shadowcaster

Regional

Signaler

You gain a +5 trait bonus on Bluff checks to receive


secret messages and a +5 trait bonus on Sense Motive
checks to intercept messages.

Regional

Signature Spell

Pick one spell when you choose this traitfrom this


point on, whenever you cast that spell, you do so at
+1 caster level.

Regional

Silent Hunter

Regional

Silent Watcher

Regional

Silvertongued

Regional

Sky Spirit Worshiper

You gain a +2 trait bonus on saving throws against fear


effects.

Regional

Slayer of the Deep

You gain a +1 trait bonus on damage rolls made


against creatures of the aberration type.

Regional

Smuggler

You gain a +1 trait bonus on Bluff and Sleight of Hand


checks.

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.

Regional

Snowstride

Regional

Soldier of the Faith

You gain a +1 trait bonus on Intimidate checks, and


Intimidate is always a class skill for you.

Regional

Sound of Mind

You gain a +2 trait bonus on saving throws against


mind-affecting effects.

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.

Regional

Spellpiercer

You gain a +2 trait bonus on concentration checks


when spellcasting.

Regional

Spiritual Forester

Regional

Stable

Regional

Storm Hunter

Regional

Stormrunner

Regional

Stream Nomad

Regional

Suck In Your Gut

Regional

Sun Orchid Harvester

Regional

Superstitious

Regional

Superstitious Ward

Regional

Surface Stranger

Regional

Survivalist

Islands

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.

Regional

You gain a +1 trait bonus on Climb checks, and Climb


becomes a class skill for you.
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.
Choose one spell with the shadow descriptorfrom
this point on, whenever you cast this spell, its effect
manifest at +1 caster level.

You gain a +1 trait bonus on Stealth checks, and


Stealth is always a class skill for you.
You gain a +1 trait bonus on Sense Motive checks in
crowds, and a +1 trait bonus on Stealth checks in city
streets.
You gain a +1 trait bonus on Knowledge (nobility) and
Diplomacy checks.

You gain a +1 trait bonus on Acrobatics checks made


Cold
on slippery surfaces and enables you to trip or bull
Mountain
rush opponents two size categories larger than you
s
instead of just one.

You gain a +1 trait bonus on Knowledge (nature) and


Forests Knowledge (planes) checks, and one of these skills
becomes a class skill for you.
You gain a +1 trait bonus on Acrobatics checks and a
+1 trait bonus to your CMB when attempting to resist
trip
attacks.
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.
Youre accustomed to the pitch and yaw of sailing
vessels, even in a storm, and gain a +2 trait bonus on
Islands
Acrobatics checks to keep your footing on uneven
ground or unsteady surfaces.

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).
You're able to move normally when squeezing and take
only a 2 penalty on attack rolls and to AC.

Grasslan You gain a +1 bonus on Knowledge (nature) and


ds
Survival checks made in desert environments.
As long as you do not possess any levels in a class that
Northlan
grants arcane spellcasting power, you gain a +1 trait
ds
bonus on all saving throws against arcane spells.
You may cast disrupt undead once per day as a spelllike ability. This is cast at your highest caster level
gained; if you have no caster level, it functions at CL
1st.
Your miss chance for concealment or total
Undergro concealment due to either mundane or magical
und
darkness decreases by 10%. You are dazzled for 1
round when you are suddenly exposed to bright light.
You gain a +1 trait bonus on Fortitude saves.
Special
Network

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.
You
gain a +1 trait bonus to initiative and Sense

Regional

Survivalist

Regional

Survivor

Regional

Swamp Rebel

Regional

Swamp Survivor

Regional

Swordsman's Page

Regional

Talented Blacksmith

Choose Craft (armor) or Craft (weapons). You gain a +1


trait bonus on the chosen skill, and it becomes a class
skill for you.

Regional

Tattooed Wanderer

Choose Perform (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.

Regional

Tattooed Wanderer

Regional

Technic Tinkerer

Regional

Temple Guard

Regional

Tiger Brigadier

Regional

Touched of the Gods

Regional

Town Gossip

Regional

Trained Medic

Regional

Trap Savvy

Motive checks. Sense Motive is always a class skill for


you.
You gain a +2 trait bonus on Stealth checks in swampy
terrain, and Stealth becomes a class skill for you.
You gain a +2 bonus on Survival checks to find fresh
Marshlan water, and magical liquids in your possession gain a
ds
+2 bonus on Will saves to avoid being corrupted or
otherwise spoiled.
You gain a +1 attack bonus to confirm critical hits
when using an edged weapon you are proficient with.

You gain a +1 trait bonus on Stealth checks. This trait


bonus increases to +2 in hilly or rocky areas.
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.
You gain a +1 trait bonus on attacks of opportunity
made with polearm weapons.
You gain a +2 trait bonus on Intimidate checks made
against anyone whose age is one or more aging steps
above yours, and Intimidate becomes a class skill for
you.
You have the ability to stabilize a dying creature with a
touch as a standard action.
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.
You gain a +2 trait bonus to Heal checks to treat
diseases or poisons, and Heal is always a class skill for
you.
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.

Regional

Traveling Merchant

Regional

Tribesman

Regional

True Believer

You gain a +1 trait bonus on Appraise, Bluff, and Sense


Motive checks made for business deals and
transactions.
Choose Climb, Survival, or Swim. You gain a +1 trait
bonus on this skill, and it is always a class skill for you.
You gain a +2 trait bonus on concentration checks
when casting divine spells.
Tundra or You gain a +4 trait bonus on saving throws made to
Cold
resist the effects of being in cold conditions and a +1
Regions trait bonus on saving throws against cold effects.
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.
You gain a +2 trait bonus on saving throws 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.

Regional

Tundra Child

Regional

Underworld Explorer

Regional

Urchin

Regional

Vagabond Child

Urban

Select one of the following skills: Disable Device or


Sleight of Hand. You gain a +1 trait bonus on that skill,
and it is always a class skill for you.

Regional

Veteran Jungle Guide

Jungle

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.

Regional

Viking Blood

Regional

Walking Ward

Regional

Warrior Poet

Regional

Wastes Explorer

Regional

Wayang Spellhunter

Regional

Well Bred

Regional

Wharf Rat

Regional

Whole-Hearted

Regional

Winter Warrior

You gain a +1 trait bonus on Stealth and Survival


checks in ice- or snow-covered terrain.

Regional

Winters 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.

Regional

Woodland Diplomat

You gain a +1 trait bonus on Diplomacy checks, and


Diplomacy is always a class skill for you.

Religion

A Shining Beacon

Valor,
rulership,
justice,
honor

Religion

Affinity of the Elements

Elementa
l Lords

Religion

Agent of Chance

Religion

Alluring

Religion

Ambassador

Sun,
redempti
on,
honesty,
healing

Religion

Arcane Depth

Knowled
ge, Magic

Religion

Backstabber

Religion

Battlefield Caster

Religion

Battlefield Surgeon

Religion

Blade of Mercy

Sun,
redempti
on,
honesty,
healing

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.

Religion

Blessing of the Feast

God or
goddess
of blood,
cannibali
sm, or
vampires

Whenever you eat the flesh or drink the blood of


another creature of your own kinda 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.

Religion

Broken Mind

You gain a +2 trait bonus on saving throws against


madness and confusion effects.

Religion

Call for Help

Your allies gain a +1 trait bonus on rolls made against


a creature threatening you when you use the total
defense action.

Religion

Centered

Religion

Child of Nature

Northlan You gain a +1 trait bonus on Intimidate checks, and


ds
Intimidate is always a class skill for you.
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.
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.
You gain a +1 trait bonus on Knowledge (geography)
checks and Survival checks made in the desert.

Dwarf

Choose a spell of 3rd level or below. When you use the


chosen spell with a metamagic feat, it uses up a spell
slot one level lower than it normally would (does not
reduce actual spell level.)
You gain a +1 trait bonus on Knowledge (history) and
Knowledge (religion) checks but take a 1 penalty on
all Sense Motive checks.
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.
You gain a +2 trait bonus on saving throws against
charms and compulsions.

You deal additional damage equal to your weapons


critical hit modifier when you score a successful critical
hit with a weapon on a demon. This damage is added
only after the damage is totaled, and is not multiplied
by the critical hit multiple.
The DC of saving throws to resist spells cast by you
that have either the air, earth, fire, or water descriptor,
is increased by +1. The type of element depends on
which elemental lord you worship. Which bonus you
receive is chosen when you take the trait and may not
be changed.
Once a day, when an adjacent ally makes a skill check
and doesnt like the result, you can allow him a reroll
as an immediate action. Your ally must take the result
of the reroll, even if it is worse than the original roll.
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.

You gain a +2 trait bonus to Diplomacy checks.

You gain a bonus of either +1 on Spellcraft checks or


+2 on Knowledge (arcana) checks. Which bonus you
receive is chosen when you take the trait and may not
be changed.
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.
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.

Evil

History,
knowledg
e, selfperfectio
n
Nature,
Weather,
the sea

Heal is always a class skill for you, and you can use the
treat deadly wounds aspect of the skill 1 additional
time per creature per day.

You gain a +1 trait bonus on saving throws against


charms and compulsions, and the DC of any attempts
to use the Intimidate skill on you increases by +1.
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.

Religion

Cleansing Light

Sun,
redempti
on,
honesty,
healing

When dealing damage to undead with your channel


energy, you can reroll any damage die that shows a
natural 1.

Religion

Cleansing the Twisted

Sun,
redempti
on,
honesty,
healing

You gain a +1 trait bonus to slashing weapon damage


against aberrations.

Religion

Contract Master

Evil

You gain a +1 trait bonus on Linguistics checks, and it


becomes a class skill for you.

Religion

Corpse Cannibal

Evil

You gain a +2 trait bonus on Fortitude saving throws


against diseases and can gain sustenance from rotting
flesh with no negative side effects.

Religion

Corpse Hunter

Fate,
death,
prophecy
, rebirth

You receive a +1 trait bonus on all attacks made


against undead.

Religion

Courtesan

Trickery,
lust,
revenge

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.

Religion

Dawn Renewal

Sun,
redempti
on,
honesty,
healing

When you use the Heal skill to provide long-term care,


your patients heal an extra 2 hit points at sunrise.

Religion

Deathspeaker

Gluttony
Disease
Undeath

You gain a +2 trait bonus on Diplomacy checks when


dealing with undead, as well as a +2 trait bonus on
Charisma checks made to influence undead (such as
via the command undead spell).

Religion

Deck Fighter

Religion

Defensive Strategist

Religion

Deformed

Religion

Demon Hunter

Religion

Demonic Persuasion

Halfling

Piracy,
strife,
sea
monsters
Forge,
protectio
n,
strategy
Madness,
monsters
,
nightmar
es
Asmodeu
s
Demon
Lords
Wrath,
disaster,

Religion

Destructive Blows
destructi
on
Human
culture,

You gain a +1 trait bonus on attacks of opportunity


when fighting aboard a ship.
You are not flat-footed when you are an unaware
combatant. This includes a surprise round that you
dont get to act in, and before you get to act at the
start of a battle.
Your deformities grant you a +1 trait bonus on
Intimidate checks, and Intimidate becomes a class skill
for you.
You gain a +3 trait bonus on Knowledge (planes)
checks about demons and a +2 trait bonus on Will
saving throws against mind-affecting spells and effects
fromgain
demons.
You
a +2 trait bonus on Diplomacy and Intimidate
checks when dealing with creatures of the demon
subtype.
You gain a +2 trait bonus on Strength checks made to
break things, as well as on combat maneuver checks
to sunder.

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.

Religion

Devotee of a Dead God

Religion

Divine Warrior

Valor,
rulership,
justice,
honor

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.

Religion

Ear for Music

Beauty,
art, love,
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.

Religion

Elven Pantheist

Religion

innovatio
n,
history

Any
elven
deity

You gain a +1 trait bonus on all Knowledge (religion)


skill checks, and Knowledge (religion) is always a class
skill for you.

Empty Heart, Full Heart

Suicide,
romantic
tragedy,
drowning

You gain a +1 trait bonus on all saving throws against


charm effects, and any targets of your own charm
spells suffer a 1 on their saves.

Religion

Empyreal Focus

Empyreal
Lords

Once per day, you gain a +2 trait bonus to any one


skill check.

Religion

Eye of the Father

Forge,
protectio
n,
strategy

You gain +1 trait bonus to a Craft skill of your choice,


and Perform is always a class skill for you.

Cities,
wealth,
You gain a +1 trait bonus on Perception checks, and
Perception is always a class skill for you.

Religion

Eyes and Ears of the City

Religion

Eyes of the Wild

Religion

Faithful Artist

Religion

Faithful of the Dead God

Religion

Fatal Trapper

Accident
al death,
graveyar
ds,
tragedy

You gain a +1 trait bonus on Craft (traps) checks and a


+1 trait bonus on Disable Device checks made to
disable traps.

Religion

Fiendish Confidence

Asmodeu
s

You gain a +1 trait bonus on Intimidate checks, and


Intimidate becomes a class skill for you.

Flame of the Dawn

Sun,
redempti
on,
honesty,
healing

Whenever you score a critical hit with a scimitar, you


deal an additional two points of fire damage to your
target. If you ever abandon the worship of the
associated deity, you immediately lose access to this
traits benefits.

merchant
s,
law
Druids,
nature

You gain a +2 trait bonus on Perception checks in


natural settings.

Dreams,
stars,
travelers,
luck

You gain a +1 trait bonus to one Perform skill, and


Perform is always a class skill for you.

Human
culture,

Religion

Religion

Flounderer

innovatio
n,
history

Goblin

Drowning
,
flotsam,
scavengi
ng

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.

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.

Fortified Drinker

Freedom,
ale, wine,
bravery

Whenever you imbibe any alcoholic beverage, you


gain a +2 trait bonus on saving throws against mindaffecting effects for 1 hour.

Religion

Good Dreams

Dreams,
stars,
travelers,
luck

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 racial
feature, you cannot select this trait, and vice versa.

Religion

Good Natured

Freedom,
ale, wine,
bravery

You gain a +2 trait bonus on all saving throws against


fear effects.

Religion

Guardian of the Forge

Forge,
protectio
n,
strategy

You receive a +1 trait bonus on Knowledge


(engineering) and Knowledge (history) checks. One of
these skills (your choice) is always a class skill for you.

Religion

Hatred of the Gods

Religion

Halfling

Dwarf

Wrath,
disaster,
destructi
on
Religion

Holy Schemer

Religion

Honey-Tongued

Religion

Honeyed Words

Religion

Trickery,
lust,
revenge
Cities,
wealth,
merchant
s,
law

You gain a +1 trait bonus on all saving throws against


divine spells.

You gain a +1 trait bonus on Sense Motive checks, and


it becomes a class skill for you.

You gain a +1 trait bonus on Diplomacy or Bluff checks


when dealing with agents of the law, whether judges,
guards, or paladins.

Friendshi
p, loyalty

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.

Illuminator

Sun,
redempti
on,
honesty,
healing

You gain a +2 trait bonus on Diplomacy checks, and


Diplomacy is always a class skill for you.

Religion

Inner Beauty

Beauty,
art, love,
music

You gain a +4 trait bonus to a single Bluff, Craft,


Diplomacy, or Perform skill check once per day. You
can choose whether to use it after making the check.

Religion

Inoculated

Gluttony
Disease
Undeath

You gain a +2 trait bonus on saving throws against


disease effects.

Religion

Intense Artist

Beauty,
art, love,
music

You gain a +1 trait bonus on two Perform skills of your


choice, and Perform is always a class skill for you.

Religion

Iron Grip

Strength,
battle,
weapons

You gain a +2 trait bonus to your CMD vs. disarm


maneuvers.

Religion

Know the Land

Dwarf

Druids,
nature

You gain a +1 trait bonus on Knowledge (nature) and


Survival checks, and one of these skills becomes a
class skill for you.

Religion

Loreseeker

Runes,
fate,
duty,
obedienc
e, the
reward of
service

Religion

Lover of the Law

Cities,
wealth,
merchant
s, law

Religion

Magic is Life

Knowled
ge,
magic

Religion

Mother's Rage

Religion

Mothers Teeth

Religion

Nimble Fingers, Keen Mind

Religion

Opener of Doors

Religion

Opportunistic

Trickery,
lust,
revenge

You gain a +1 trait bonus on attacks of opportunity


when using a dagger, sword, or whip.

Religion

PAGE MISSING

Archdevil
s

Add 1 to the DC of saving throws made to resist the


effects of your channel energy ability.

Religion

PAGE MISSING

Blood,
death,
assassina
tion

Once per day during a combat encounter, you may


move an additional 5 feet as a part of a move action
without penalty.

Religion

PAGE MISSING

Piracy,
strife,
sea
monsters

Once per day, when you would be reduced to 0 or


fewer hit points as a result of a failed ability check,
skill check, or saving throw on your part, you may
invoke this ability in order to reroll the failed check.
You must take the result of the second roll, even if it is
worse than the original.

Religion

PAGE MISSING

Religion

PAGE MISSING

Religion

PAGE MISSING

Madness,
monsters
,
nightmar
es
Madness,
Goblin

monsters
,
nightmar
es
Invention
,
clockwor
k
Doors,
transition
s, years

Wrath,
disaster,
destructi
on
Piracy,
strife,
sea
monsters
Destructi
on,
dragons,
evil,
treachery

You gain a +2 trait bonus on Spellcraft checks made to


identify magical items.

You gain a +1 trait bonus on saves vs. charm and


compulsion spells, and may make a new save with an
additional +1 trait bonus (for a total of +2) if directed
to act against the law.
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.
You receive a +1 trait bonus on Survival checks, and
you treat your caster level as +1 higher when
summoning creatures.

You can make a bite attack for 1d2 points of damage


as a secondary attack.

You gain a +1 trait bonus on Disable Device checks,


and Disable Device becomes a class skill for you.
You gain a +2 trait bonus on Perception checks made
to find and open secret doors.

When wielding a greataxe, you receive a +2 trait


bonus on attack rolls to confirm critical hits.
While fighting on the deck of a ship, you gain a +1
bonus on all attacks made with one-handed weapons.

You gain a +1 trait bonus on attack rolls made against


creatures of the dragon type.

Religion

PAGE MISSING

Horseme
n

You gain a +2 trait bonus on Fortitude saving throws


against level-draining effects.

Religion

Pain Is Pleasure

Envy,
pain,
darkness,
loss

You gain a +1 trait bonus on Fortitude and Will saves


whenever you have fewer than half your maximum
number of hit points.

Religion

Pantheist

Religion

Any
elven
deity

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.

Patient Optimist

Farming,
hunting,
trade,
family

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.

Religion

Peacemaker

Farming,
hunting,
trade,
family

You gain a +1 trait bonus on Diplomacy checks, and


Diplomacy is always a class skill for you.

Religion

Potent Concoctions

Parasites,
infection,
stagnatio
n

Choose any two poisons. When you attempt to inflict


either of these poisons on an enemy, the DC to resist it
is increased by +1.

Religion

Practiced Deception

Greed,
secrets,
poison,
murder

You gain a +1 trait bonus on Disguise checks, and you


can apply and remove a disguise in half the normal
time.

Religion

Propitiation

Any
dwarven
deity

At the start of each day, pick one of the following


skills: Appraise, Bluff, Craft (pick one craft skill),
Diplomacy, Intimidate, or Knowledge (local). You gain a
+2 trait bonus on that skill until the start of the next
day.

Religion

Provider

Farming,
hunting,
trade,
family

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, if you abuse
this gift (for example, by using the bonus to defeat a
bear, then only eating one bite of it), you suffer a 2
penalty on attacks, checks, and saves for 24 hours.

Religion

Purity of Faith

Valor,
rulership,
justice,
honor

You gain +1 trait bonus on Will saves and a +1 bonus


on saving throws against spells and effects originating
from outsiders with the evil subtype.

Religion

Resigned

Dwarf

Toil,
slavery,
cheating

You gain 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.

Religion

Restless Hunger

Goblin

Famine,
graves,
torture

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.

Religion

River Freedom

Rivers,
river
travel

While touching flowing water, you gain a +1 trait


bonus on all saving throws against effects that would
hamper your movement.

Religion

Sacred Avenger

Religion

Sacred Smasher

Elf

Halfling

Elf

Trickery,
lust,
revenge
Wrath,
disaster,
destructi
on

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 your
nemesis, this bonus increases to +2.

You gain a +2 trait bonus on Strength checks to break


an object.

Religion

Scaly Ally

Good
dragons,
glory,
leadershi
p, peace

You gain a +2 trait bonus on Diplomacy checks


involving reptiles or those of draconic blood, whether
they are good-aligned or not.

Religion

Searing Beacon

Valor,
rulership,
justice,
honor

You deal additional precision damage equal to your


Wisdom modifier when you score a critical hit with a
melee weapon against an undead opponent.

Religion

Second Chance

Mischief,
battle

Religion

Secret Knowledge

Greed,
secrets,
poison,
murder

Religion

Seer of Reality

History,
knowledg
e, selfperfectio
n

You gain a +2 trait bonus on any saves involving


illusion magic.

Religion

Self-Sacrifice

Beauty,
art, love,
music

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.

Religion

Sense of Order

Religion

Sensing Imperfection

Religion

Serpentine Squeeze

Religion

Shadow Caster

Religion

Shadow Whispers

Religion

Spirit Guide

Cities,
wealth,
merchant
s,
law
History,
knowledg
e, selfperfectio
n
Serpentf
olk,
immortali
ty,
poison
Envy,
pain,
darkness,
loss
Greed,
secrets,
poison,
murder
Fate,
death,
prophecy
, rebirth

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.
When you initially take this trait, it has no effect. At
any point thereafter, before making a check, you may
choose one Knowledge skill. You gain a permanent +2
trait bonus on checks for that skill, and it becomes a
class skill for you. Once this skill is chosen, it cannot
be changed.

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.

Sense Motive is always a class skill for you, and you


gain a +1 trait bonus on Sense Motive checks.

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.
You gain a +4 trait bonus on concentration checks
when casting spells with the darkness, pain, or shadow
descriptors.
You gain a +1 trait bonus on Knowledge (local) checks
and a +2 trait bonus on Intimidate checks made to
demoralize opponents.
You gain a +2 trait bonus on Knowledge (religion)
checks, and Knowledge (religion) becomes class skill
for you.

Religion

Spirit Talker

Shamani
stic faiths

You gain a +1 racial bonus on Will saving throws


against divine spells and spell-like effects employed
against you by clerics or paladins of organized
religionsbut you suffer a 1 penalty on Will saving
throws against divine spells cast by devotees of
shamanistic faiths.

Religion

Starchild

Dreams,
stars,
travelers,
luck

You can automatically determine where true north is.


You gain a +4 trait bonus on Survival checks to avoid
becoming lost.

Religion

Stoic Optimism

Religion

Strength of the Barghest

Religion

Strength of the Sun

Religion

Strip the Veils

Illusions,
reflection
s,
mystery,
veils

You gain a +1 trait bonus on Sense Motive checks, and


Sense Motive becomes a class skill for you.

Religion

Strong Heart

Strength,
battle,
weapons

You gain a +1 trait bonus on saving throws against fear


effects, and the DC of Intimidate checks made against
you increases by +2.

Religion

Strong Swimmer

Nature,
Weather,
the sea

You gain a +2 trait bonus on all Swim checks, and can


hold your breath for an extra 2 rounds when
underwater.

Religion

Strong Willed

Freedom,
ale, wine,
bravery

You gain a +2 trait bonus on saving throws against


charm and compulsion effects.

Religion

Talented Organizer

Hope,
devotion,
uprisings

You gain a +1 trait bonus on Sense Motive skill checks,


and Sense Motive is always a class skill for you.

Dreams,
stars,
travelers,
luck
Goblin
suprema
cy,
slavery,
territory
Sun,
redempti
on,
honesty,
healing

Cities,
wealth,
Religion

The City Protects

Religion

The Flexing Arm

merchant
s,
law

Dwarf

You receive a +2 trait bonus on saving throws against


fear effects.

Once per day as a free action, you can gain a +2 trait


bonus on any Strength check or Strength-based skill
check.

During the day, you gain a +1 trait bonus on all


Charisma-based checks.

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.

Bravery,
competiti
on, sport

You can use Strength instead of Dexterity as your base


ability for Escape Artist skill checks.

Toil,
slavery,
cheating

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.

Religion

Toilcrafter

Religion

Undead Slayer

Fate,
death,
prophecy
, rebirth

You gain a +1 trait bonus on weapon damage rolls


against undead.

Religion

Under Siege

Sun,
redempti
on,
honesty,
healing

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.

Religion

Underlying Principals

Religion

Unhinged Mentality

Religion

Unspeakable Bond

Religion

Venom-Drenched

Religion

Veteran of Battle

Religion

Vindictive Strike

Religion

Voice of Monsters

Religion

Wasp Whisperer

Religion

Knowled
ge
Madness,
monsters
,
nightmar
es
Great Old
Ones or
Outer
Gods

Halfling

Greed,
secrets,
poison,
murder
Strength,
battle,
weapons
Hatred,
extortion,
spite
Madness,
monsters
,
nightmar
es

You gain a +1 trait bonus on Use Magic Device checks,


and it becomes a class skill for you.
You gain a +2 trait bonus on saving throws against
confusion, insanity, and fear effects.

You gain a +2 trait bonus on Diplomacy checks when


dealing with creatures of the aberration type.
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 poisons effects.
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.
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.
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.

Trickery,
lust,
revenge

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 vermins
attitude toward Indifferent.

Wisdom in the Flesh

History,
knowledg
e, selfperfectio
n

Select any Strength, Constitution, or Dexterity-based


skill. You make checks with that skill using your
Wisdom modifier instead of its normal ability score.
That skill is always a class skill for you.

Religion

Wise Teacher

Farming,
hunting,
trade,
family

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.

Religion

Wolf Cub

Dog
killing,
fire,
mounted
combat

Once per day as a standard action, you can take a


deep breath through your nose to gain the scent ability
for 1 minute.

Elf

Goblin

Campaig Serpent's
Boarded [E]
n
Skull

Basic

Social

Marked by Unknown Forces

Your familiarity with subtle slayings and toxins grants


you a +2 trait bonus on all saving throws 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.
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 the
appearance of which is determined 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).

Basic

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.

Champions of Balance

Basic

Combat Unpredictable Reactions

You gain a +1 trait bonus on attack rolls made during


the surprise round of combat.

Champions of Balance

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.

Champions of Balance

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.

Champions of Balance

Champions of Balance

Basic

Basic

Magic

Social

Basic

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.

Basic

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.

Champions of Balance

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.

Champions of Balance

Basic

Regional Elemental Endowment

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.
Whenever you buy from or sell to a merchant, you
treat a settlement's Base Value and Purchase Limit as
10% higher.
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.
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.
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.
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.
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.

Regional

Justiciar

Regional

Commercial Savvy

Regional

Evident Supporter

Regional

Corpse Dodger

Regional

Child of the Necropolis

Regional

Unflinching Faith

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.

Pathfinder Player
Companion: Undead Slayer's
Handbook

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.

Pathfinder Player
Companion: Undead Slayer's
Handbook

Regional

Forbidden Knowledge

Anytime you would roll a Knowledge (planes) check,


you may roll a Knowledge (history) or Knowledge
(religion) check instead.

Pathfinder Player
Companion: Undead Slayer's
Handbook

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).

Pathfinder Player
Companion: Undead Slayer's
Handbook

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.

Pathfinder Player
Companion: Undead Slayer's
Handbook

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.

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

Regional

Champions of Balance

Champions of Balance

Champions of Balance

Pathfinder Player
Companion: Undead Slayer's
Handbook

Pathfinder Player
Companion: Undead Slayer's
Handbook

Pathfinder Player
Companion: Undead Slayer's
Handbook

Regional

Deepsea Native

Regional

Planar Scholar (Plane of Air)

Regional

Airship Captain (Plane of Air)

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 visionbased Perception checks due to murkiness or other
natural circumstances, reduce the penalty by 2.
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.
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).
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.

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Regional

Channel the Earth (Plane of Earth)

Regional

Agent of the Sultana (Plane of Earth)

Regional

Solidarity (City of Brass)

Regional

Betrayed Ex-Noble (City of Brass)

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.

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

Regional

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.
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).
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.

Race

Whiteout (Undine)

Undine

Race

Marid's Fury (Undine)

Undine

Race

Wind-Carried Voices (Sylph)

Sylph

Race

Thunderborn (Sylph)

Sylph

Race

Instant Friendship (Suli)

Race

Dualborn (Suli)

Race

Statuesque (Oread)

Race

Unflappable Arrogance (Ifrit)

Race

Earthsense (Oread)

Suli

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.
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).
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.
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.
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.

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

Ifrit

Oread

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.
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.

Pathfinder Player
Companion: Blood of the
Elements

Pathfinder Player
Companion: Blood of the
Elements

Race

Expert Distractor (Ifrit)

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).

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

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.

Pathfinder Player
Companion: Blood of the
Elements

Basic

Social

Detect Disobedience

Basic

Social

Passionate Inertia

Basic

Social

Subjective Truth

Basic

Basic

Basic

Basic

Social

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.
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.
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.

Wicked Leader

Combat Bloody-Minded

Magic

Horrifying Mind

Pathfinder Player
Companion: Champions of
Corruption

Pathfinder Player
Companion: Champions of
Corruption

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.

Pathfinder Player
Companion: Champions of
Corruption

You gain a +1 trait bonus on initiative and Intimidate


checks.

Pathfinder Player
Companion: Champions of
Corruption

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.
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.

Combat Punish Insurrection

Pathfinder Player
Companion: Champions of
Corruption

Pathfinder Player
Companion: Champions of
Corruption

Pathfinder Player
Companion: Champions of
Corruption

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).

Pathfinder Player
Companion: Champions of
Corruption

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.

Pathfinder Player
Companion: Champions of
Corruption

Regional

Shadowsight

As a swift action once per day, your eyes can pierce


the surrounding darknessyou gain the benefit of lowlight vision for a number of rounds equal to your level.

Pathfinder Player
Companion: Champions of
Corruption

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.

Pathfinder Player
Companion: Champions of
Corruption

Regional

Regional

Basic

Combat

Alert

Once per day as a free action, you can take 10 on your


initiative check.

Pathfinder Player
Companion: People of the
Stars

Basic

Combat

Cooperative Combatant

You gain a +2 trait bonus on attack rolls to perform the


aid another action.

Pathfinder Player
Companion: People of the
Stars

Basic

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.
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.
You gain a +1 trait bonus on attack rolls against
humanoids.

Awakened from Stasis

Regional

Scarred by Space Pirates

Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars

Basic

Combat

Basic

Magic

Lunar Birth

You gain a +1 trait bonus on saving throws against the


spells and spell-like abilities cast by humans.

Pathfinder Player
Companion: People of the
Stars

Basic

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.

Pathfinder Player
Companion: People of the
Stars

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).

Pathfinder Player
Companion: People of the
Stars

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.

Pathfinder Player
Companion: People of the
Stars

Race

Adroit

Kasatha

Race

Spidery Climber

Kasatha

Race

Skilled Telepath

Lashunta

Race

Tactile Telekinesis

Race

Transitional

Triaxian

Race

Triaxian Dragonslayer

Triaxian

Race

Persuasive

Regional

Aballonian Resilience

Regional

Born under the Green Star

Regional

Eoxian Experiment

Regional

Triaxian Tradition

Regional

Akitonian Ferocity

Regional

Void Child

Regional

Skymetal Affinity

Regional

Offspring of the Ascension

Elf

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).
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.
The range of your limited telepathy racial ability
increases by 5 feet.
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.
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.
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.
You gain a +1 trait bonus on Diplomacy checks. This
bonus increases to +3 against creatures with the elf
subtype.
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.
You treat your caster level as 1 higher when casting
spells and spell-like abilities with the mind-affecting
descriptor.
You gain a +1 trait bonus on saving throws against
pain effects and the spell-like abilities of undead.
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.
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.
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.
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.
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).

Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars
Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars

Pathfinder Player
Companion: People of the
Stars

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