Acrobat [Link]Source Ultimate Campaign pg. 59 Having trained from a young age, you’re
capable of amazing feats of daring. You gain a +1 bonus on
Acrobatics checks, and you take only a –2 penalty instead
of the normal –5 penalty when using the Climb skill to
attempt an accelerated climb.
|
Adopted [Link]Source Ultimate Campaign pg. 59, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 329 You were adopted and raised by someone
not of your race, and raised in a society not your own.
As a result, you picked up a race trait from your adoptive
parents and society, and may immediately select a race
trait from your adoptive parents’ race.
|
Affable [Link]Source Champions of Purity pg. 13 You have a genial personality and make it
a point to befriend and help people wherever you go. In your
travels, you stop to aid others, tell interesting stories, and
often buy rounds of drinks for patrons at the local taverns.
You bring good cheer to those you encounter, and for this
reason, you often find yourself attending important events
or fruitful gatherings, and have even become an honorary
member of many families. People find you trustworthy, and
they are willing to share information with you. 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.
|
Allies in the Deep [Link]Source Heroes of the Darklands pg. 12 You’ve learned to deal amicably with individuals of questionable morals when necessary. You gain a +1 trait bonus on Charisma-based skill checks to influence evil creatures. You must have a nonevil alignment in order to take this trait.
|
Ambitious [Link]Source Ultimate Campaign pg. 59 You exude confidence in the presence of
those more powerful than you—sometimes unreasonably
so. You gain a +4 trait bonus on Diplomacy checks made
to influence creatures with at least 5 Hit Dice more than
you possess.
|
Amiable Blunder [Link]Source Champions of Balance pg. 9 Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. 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.
|
Amiable Briber [Link]Source Adventurer's Armory 2 pg. 3 Requirement(s) Absalom Your attempts to bribe others usually come off as playful or as a gag. The first time someone refuses a bribe you offer, that person’s attitude toward you doesn’t worsen, even if the offer would normally offend the person (as though you had failed a Diplomacy check by 5 or more).
|
Ancestral Armor [Link]Source Blood of the Ancients pg. 29 You inherited an ancient set of Tar Taargadth armor. You begin play with a set of masterwork armor of your choice. You must be proficient in wearing this armor, and the armor’s total cost cannot exceed 300 gp.
|
Arodenite Historian [Link]Source Arcane Anthology pg. 10 You believe there is much useful information to glean from the mark Aroden left on history, and learn all you can about his exploits and teachings. This has given you significant insights on how different kinds of information are interconnected. If you fail a Knowledge (arcana, history, or religion) check, you can reroll the check 1 round later using your bonus for one of the other two skills.
|
Artisan [Link]Source Ultimate Campaign pg. 59 You spent time working under artisans, or
your parents were artisans who were particularly skilled
at their trade. You gain a +2 trait bonus on a single Craft
skill (your choice).
|
Avid Reader [Link]Source Quests and Campaigns pg. 20 As a youth, you voraciously
consumed books and scrolls provided
by a member of an adventurer’s guild
or a learned organization like the
Pathfinder Society, and you have
internalized these stories of bold adventurers. Choose one Knowledge skill. You can always
choose to take 10 on checks with the chosen Knowledge
skill, even when distracted or threatened.
Suggested Characters: Osirians, Pathfinders, Taldans.
|
Balanced Determination [Link]Source Legacy of Dragons pg. 7 You’ve come to appreciate the balanced approach taken by sovereign dragons. Once per day, before attempting a saving throw against a spell ability originating from another creature, you can invoke the determination of those dragons. You take 10 on the saving throw (treat the d20 die result as if it were a 10).
|
Bastard [Link]Source Ultimate Campaign pg. 59 You were born out of wedlock. You have always
been an outsider in society, and in your own family. This
perspective has sharpened your insight. You gain a +1
trait bonus on Sense Motive checks, and Sense Motive is
always a class skill for you.
|
Beast Bond [Link]Source Ultimate Campaign pg. 59 You share a close bond with animals.
You gain a +1 bonus on Handle Animal checks and
Ride checks. One of these skills (your choice) is
always a class skill for you.
|
Beastkin [Link]Source Heroes of the Wild pg. 4 Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
|
Binder's Blood [Link]Source Monster Summoner's Handbook pg. 10 Your lineage features a large number of genie callers, granting you insight into the intricacies of genie binding. You gain a +2 trait bonus on any Charisma-based checks when directly interacting with a genie.
|
Brastlewark Businessman [Link]Source Gnomes of Golarion pg. 15 Requirement(s) Gnome Your time among the gnome elite of Brastlewark in Cheliax has led to an extensive knowledge of alchemy and ready connections in the business. You gain a +2 trait bonus on all Craft (alchemy) checks.
|
Bruising Intellect [Link]Source Ultimate Campaign pg. 59 Your sharp intellect and rapier-like
wit bruise egos. Intimidate is always a class skill
for you, and you may use your Intelligence modifier
when making Intimidate checks instead of your
Charisma modifier.
|
Source Ultimate Campaign pg. 59, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 329 You grew up in an environment where
the meek were ignored and you often had to
resort to threats or violence to be heard. You
gain a +1 trait bonus on Intimidate checks, and
Intimidate is always a class skill for you.
|
Bureaucrat's Favored [Link]Source Heroes of the High Court pg. 2 Requirement(s) Associated with the court of the Black Dome in Osiria You have gained favor with the government of Sothis. Once per week, you can attempt a DC 20 Diplomacy or Intimidate check to gain access to an exclusive site or event, such as a government building or an aristocrat’s ball.
|
Calculated Bribe [Link]Source Knights of the Inner Sea pg. 26 Requirement(s) Code of Perseverance If you follow this code, you are keenly aware of the value of actions as well as goods. Once per day while haggling with a merchant or striking a bargain with another intelligent creature, you can spend a number of gold pieces equal to your level × 10 in order to reroll a Diplomacy check you just made, before the results are revealed. You must take the result of the reroll, even if it’s worse than the original roll. In addition, you begin play with a set of extravagant noble’s clothes worth 100 gp.
|
Callous [Link]Source Antihero's Handbook pg. 7 You have endured many hardships throughout your life, and this has hardened you to the suffering of others to the point that you are not easily swayed by a sad story. You gain a +4 trait bonus on Sense Motive checks that oppose the Bluff checks of creatures that attempt to deceive you by winning your sympathy.
|
Canter [Link]Source Ultimate Campaign pg. 59, Advanced Player's Guide pg. 330, Second Darkness Player's Guide pg. 13 You grew up among thieves and
scoundrels, and their unusual speech patterns
and turns of phrase don’t faze you in the slightest.
Anyone who attempts to use Bluff to deliver a
secret message to you gains a +5 bonus on her
Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait
bonus on the attempt.
|
Carnal Attraction [Link]Source Agents of Evil pg. 10 You know how to ask the wrong questions the right way, granting you a +2 trait bonus on Diplomacy (gather information) and Knowledge (local) checks regarding whichever vice fascinates you: drugs, forbidden lore, gambling, illegal fighting, or a similar debauchery or indecency.
|
Charming [Link]Source Ultimate Campaign pg. 59, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 330 Blessed with good looks, you’ve come to
depend on the fact that others find you attractive. You
gain a +1 trait bonus when you use Bluff or Diplomacy
on a character that is (or could be) sexually attracted to
you, and a +1 trait bonus to the save DC of any language-dependent
spell you cast on such characters or creatures.
|
Chelish Sympathizer [Link]Source Spymaster's Handbook pg. 6 You feed intelligence to the Thrice-Damned House of Thrune for your own gain or ideological reasons and are given valuable clues gathered by other Chelish spies in exchange. Once per month while in an Inner Sea region settlement of at least 2,000 people, you can call upon these connections to gain an edge in a verbal duel (Pathfinder RPG Ultimate Intrigue 176) or gain a +2 bonus on one Bluff, Diplomacy, or Intimidate check.
|
Child of the Streets [Link]Source Ultimate Campaign pg. 59, Advanced Player's Guide pg. 330, Second Darkness Player's Guide pg. 13 You grew up on the streets of a
large city, and as a result you have developed a knack for
picking pockets and hiding small objects on your person.
You gain a +1 trait bonus on Sleight of Hand checks, and
Sleight of Hand is always a class skill for you.
|
Chip on the Shoulder [Link]Source Bastards of Golarion pg. 23 When someone pushes you, you push back. Whenever a creature fails an Intimidate check against you, you gain a +2 trait bonus on your next Intimidate check against that creature. Intimidate becomes a class skill for you.
|
Civilized [Link]Source Ultimate Campaign pg. 59 You are well versed in the local laws, customs,
and politics. You gain a +1 trait bonus on Knowledge
(nobility) checks and Knowledge (local) checks. Knowledge
(local) is always a class skill for you.
|
Clever Wordplay [Link]Source Pathfinder Society Primer pg. 11 Your cunning and logic are more
than a match for another’s confidence and poise. Choose
one Charisma-based skill. You attempt checks with that
skill using your Intelligence modifier instead of your
Charisma modifier.
|
Collector [Link]Source Gnomes of Golarion pg. 15 Requirement(s) Gnome You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no non-gnome could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Chelish horsenail is worthy to add to your collection when a dwarven wheelbarrow nail is not, it all makes sense to you. Select one of the following skills: Craft (any one), Disable Device, Escape Artist, Perform (any one), or 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.
|
Competitive [Link]Source Quests and Campaigns pg. 21 You grew up and were raised around
fabulous sporting events, and your youth was consumed
with a driving need to be better than everyone else. Any
hint of a contest spurs you to your greatest heights of
potential. 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).
Suggested Characters: Brevans, Kurgess worshipers,
Sargavans.
|
Contagious Mettle [Link]Source Knights of the Inner Sea pg. 27 Requirement(s) Code of Valor If you follow this code, you gain a +1 trait bonus on Will saves against fear. In addition, any allies adjacent to you receive a +1 morale bonus on Will saves against fear.
|
Contemptuous [Link]Source Antihero's Handbook pg. 7 Whether you are a commoner who has come to despise the haughty upper crust or a holier-than-thou noble who can’t stand being around the unwashed masses, your contempt drives you to study carefully, making sure you always have the upper hand in social exchanges with them. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (nobility) checks, and one of these skills becomes a class skill for you.
|
Convincing Liar [Link]Source Faction Guide pg. 63 Requirement(s) Bellflower Network You’ve spent your life perfecting the art of half-truths in order to accomplish what you need to. You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.
|
Criminal [Link]Source Ultimate Campaign pg. 60 You spent your early life robbing and stealing
to get by. Select one of the following skills: Disable Device,
Intimidate, or Sleight of Hand. You gain a +1 trait bonus
on that skill, and it is always a class skill for you.
|
Criminal Roots [Link]Source Spymaster's Handbook pg. 6 Your family has long operated outside the law. You gain a +2 trait bonus on Diplomacy checks to influence criminals and on Intimidate checks to influence law-abiding citizens, but take a -2 penalty on Diplomacy checks to influence law-abiding citizens. Diplomacy or Intimidate (your choice) is a class skill for you.
|
Criminally Connected [Link]Source Antihero's Handbook pg. 7 You have spent a lot of time dealing with the criminal underworld—so much that it might be hard for observers to see you as distinct from it. However, this familiarity gives you a leg up on heroes who refuse to muddy their reputation. While in settlements, you gain a +1 trait bonus on Knowledge (local) checks and on Diplomacy checks to gather information.
|
Cutting Condescension [Link]Source Heroes of the Streets pg. 10 The Sable Company has taught you to quickly get compliance from those in your way. You gain a +2 trait bonus on Intimidate checks to force a creature to act friendly towards you, and can attempt such checks in half the normal time.
|
Cynical [Link]Source Antihero's Handbook pg. 7 You have seen many heroes in your time, but you see only their capacity for failure and the ways they fall short of being truly good. This practice in looking past facades has proven a useful skill. You gain a +1 trait bonus on saving throws against illusions and charm effects.
|
Cynical Ear [Link]Source Bastards of Golarion pg. 27 Neither honeyed tongues or righteous wrath move you much. Add 2 when determining your Hit Dice for Intimidate checks, and increase the DC of all Diplomacy checks against you by 2.
|
Darklands Scholar [Link]Source Heroes of the Darklands pg. 12 Unsatisfied with mere stories, you have spent years researching journals and firsthand accounts of those who explored the Darklands before you. You gain a +2 trait bonus on Knowledge checks to identify the weaknesses of Darklands creatures.
|
Darklands Trader [Link]Source Heroes of the Darklands pg. 7 You’re familiar with Nar- Voth’s trade routes and negotiation involving the denizens of the Darklands. You gain a +1 trait bonus on Diplomacy checks relating to subterranean trade and on Knowledge (dungeoneering) checks relating to subterranean creatures. Select one of these skills to be a class skill for you.
|
Debauchery Defier [Link]Source Heroes of the High Court pg. 3 Requirement(s) Associate with the court of the Imperial Palace of Taldor You are particularly adept at resisting addiction. You must fail two saving throws in a row to become addicted to a drug.
|
Deep Cover [Link]Source Spymaster's Handbook pg. 6 You have lived a double life since your youth, perhaps to avoid persecution for your true identity or in service to an enemy of the people or group associated with your cover identity. You can always take 10 on Bluff and Disguise checks to assume and maintain your cover identity. Bluff or Disguise (your choice) is a class skill for you.
|
Destined Diplomat [Link]Source Ultimate Campaign pg. 60 Your relationship with your eidolon
gives you some clout with other outsiders. You gain a +2
trait bonus on Diplomacy checks toward outsiders, and
Diplomacy is always a class skill for you.
|
Detect Disobedience [Link]Source Champions of Corruption pg. 7 You have an uncanny ability to spot a mutiny brewing. 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.
|
Dismantle Order [Link]Source Knights of the Inner Sea pg. 27 Requirement(s) Code of Revolution If you follow this code, your appreciation for unfettered social freedom allows you to locate supporters of law with supernatural ease. 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.
|
Doublespeak [Link]Source Bastards of Golarion pg. 23 It isn’t what you say—it’s how you say it. You gain a +2 trait bonus on Bluff checks to pass along secret messages.
|
Draconic Destiny [Link]Source Legacy of Dragons pg. 3 Whether you are aware of it or not, the moment of your birth was but one part of a far-reaching machination in a dragon's grand design, and the influence of that mysterious plan makes you a little harder to kill. When dying, you gain a +2 trait bonus on Constitution checks to become stable. In addition, you die from hit point loss only once your hit points equal or exceed a negative amount equal to your Constitution score + 2.
|
Dragon Pact [Link]Source Legacy of Dragons pg. 3 At some point your family served a dragon, and acted as its emissary to others. Some members of your family have benefited from this arrangement, gaining some small fraction of that dragon's noble bearing. Choose one category of true dragon (chromatic, metallic, primal, etc.). You gain a +1 trait bonus on Diplomacy checks against that category of dragon and a +1 trait bonus on Intimidate checks against all creatures of the dragon type that are not of the same category of true dragon.
|
Dragon-Hunted [Link]Source Legacy of Dragons pg. 7 You’ve survived being hunted by the draconic nightmares on the Shackles islands of Dahak’s Fang, Dahak’s Horn, or Dahak’s Tooth. You gain a +1 trait bonus on Will saves against fear effects, and against any saving throw from a spell or effect created by a dragon.
|
Drake Anatomist [Link]Source Legacy of Dragons pg. 7 You gain a +1 trait bonus on damage rolls against creatures with the dragon creature type, and a +2 trait bonus on Knowledge (arcana) checks to identify dragons and their special powers and vulnerabilities.
|
Dusk Market Bribery [Link]Source Black Markets pg. 8 You learned how to bribe by watching Dusk Market merchants interact with Westcrown’s dottari guards. Reduce the amount of gold you must spend to bribe a guard or official or compensate a conjured creature by 5%.
|
Ecumenical [Link]Source Disciple's Doctrine pg. 3 Your childhood in Magnimar (or in a similar cosmopolitan city) taught you to recognize signs of worship of demigods such as empyreal lords. You gain a +2 trait bonus on Knowledge (religion) checks involving entities other than the most influential gods. You also gain a +2 trait bonus on Diplomacy checks to influence worshipers of such entities.
|
Elemental Negotiator [Link]Source Elemental Master's Handbook pg. 3 You have traveled to the Elemental Planes under the protection of a powerful group of merchants or spellcasters. At character creation, you learn one of the following languages as a bonus language: Aquan, Auran, Ignan, or Terran. Additionally, your options for bonus languages from having a high Intelligence score include the other three elemental languages, in addition to those language options allowed by your race and class. You gain a +2 trait bonus on Diplomacy and Bluff checks when using one of these languages to communicate with a creature originating from the language’s corresponding Elemental Plane.
|
Enemy of Slavers [Link]Source Knights of the Inner Sea pg. 26 Requirement(s) Code of Freedom If you follow this code, you are known to be single-minded with regard to slavery, and this fervent belief is easily perceived by others. Those who deal in flesh have a greater desire to appease you before matters escalate to confrontation, knowing that your wrath will be unwavering and swift. 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.
|
Escaped Captive [Link]Source Heroes of the Darklands pg. 12 Whether you were on your way to becoming a drow slave or slated for the ghoul chattel pits, you very narrowly avoided a life of miserable captivity. You make a habit of avoiding restraints or tight spaces, gaining a +1 trait bonus on Escape Artist checks and a +2 trait bonus to CMD to avoid being pinned.
|
Etymologist [Link]Source Gnomes of Golarion pg. 15 Requirement(s) Gnome When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
|
Excellent Penmanship [Link]Source Blood of the Ancients pg. 21 You are a master of calligraphy, an art once highly valued in Lung Wa and still held in high esteem in Lingshen. The DC to detect forgeries you create increases by 2. If you attempt to persuade someone via a written message, you gain a +2 bonus on any Bluff, Diplomacy, or Intimidate check attempted for that communication. Linguistics is always a class skill for you.
|
Explorer [Link]Source Gnomes of Golarion pg. 15 Requirement(s) Gnome Though many gnomes settle down in communities large enough and interesting enough to provide them with all the stimulation they need to ward off the Bleaching, you’re never going to be one of them. You are always looking around the next bend in the road or over the next hill, past the borders of where you are to where you want to be. At the beginning of each character level, select one desired terrain type from the following list: cold, desert, forest, jungle, mountains (including hills), plains, planes (other than the Material Plane), swamp, underground (including caves and dungeons), urban, or 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).
|
Expressive Pantomime [Link]Source Monster Summoner's Handbook pg. 10 You have learned to express yourself without having to depend on words. When attempting a Bluff check to deliver a secret message, you can take a –5 penalty on the check to communicate a simple message even to creatures that do not share a language with you. You cannot communicate with mindless creatures.
|
Fast Talker [Link]Source Ultimate Campaign pg. 60, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 330 You had a knack for getting yourself into
trouble as a child, and as a result developed a silver tongue
at an early age. You gain a +1 trait bonus on Bluff checks,
and Bluff is always a class skill for you.
|
Feral Speech [Link]Source Heroes of the Wild pg. 5 You were raised in a community that included numerous individuals who spoke with creatures of the wild. You gain one of the following languages of your choice as a bonus language: Aklo, Aquan, Auran, Giant, Ignan, or Sylvan. With your GM’s permission, you can instead select Druidic, but druids are protective of their language—you are likely to find yourself hunted by druids wishing to eliminate you as a threat to their sole ownership of their secrets.
|
For the Money [Link]Source Agents of Evil pg. 10 You gain a +2 trait bonus on skill checks to haggle prices or negotiate payment; this bonus increases to +4 if you are in a position of military or economic power over your target. You also gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.
|
Founders' Heritage [Link]Source Arcane Anthology pg. 10 You can trace your family line back to one of the founding families of Absalom that was called by Aroden to aid him in establishing the city because of their vision and potential. You gain a +1 trait bonus on Charisma-based skill checks to influence citizens of Absalom.
|
Free Spirit [Link]Source Quests and Campaigns pg. 21 You respect the freedom of others to speak
as they will. Your rough-and-tumble youth taught you
that everyone deserves a chance to say her piece. After all,
you can always simply choose to ignore the speaker. You
gain a +1 trait bonus on saving throws against languagedependent
and effects with the sonic descriptor. In
addition, the DC to Intimidate you increases by 2.
Suggested Characters: Andorens, Desnans, Erastil
worshipers.
|
Friend in Every Town [Link]Source Ultimate Campaign pg. 60 You have no problem making
friends and learning information from them wherever
you go. You gain a +1 trait bonus on all Knowledge (local)
checks and Diplomacy checks. One of these skills (your
choice) is always a class skill for you.
|
Friends in High Places [Link]Source Quests and Campaigns pg. 21 You have often seen lawbreakers
go free when they demonstrate they have friends in high
places, and so you put special effort into befriending
powerful people yourself. 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.
Suggested Characters: Absalom natives, Aspis Consortium
agents, Taldans.
|
Friends in Low Places [Link]Source Bastards of Golarion pg. 25 Outcasts know their own, and that knowledge opens doors and loosens tongues. Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.
|
Fury of the Red [Link]Source Legacy of Dragons pg. 6 Somewhere in your family line, the mystic power of red dragons was infused into one of your relatives. If you ever take a class that requires you to select a draconic heritage, you must select a red dragon as your type. After successfully completing a charge attack, you gain a +2 trait bonus on Will saves for a full round.
|
Gesture Expertise [Link]Source Black Markets pg. 24 You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.
|
Gifted Smuggler [Link]Source Adventurer's Armory 2 pg. 3 Requirement(s) Ostenso You have a knack for hiding goods on your person. Any small object you attempt to hide on your body is treated as an extraordinarily small object for the purpose of Sleight of Hand checks.
|
Gregarious [Link]Source Quests and Campaigns pg. 21 At least once in your childhood, your family
moved for a reason you didn’t understand and you were
forced to leave behind your old friends and make new ones.
Ever since, you have always been the first to meet strangers,
make new friends, and welcome travelers. You learned that
first impressions are the most important, and have a knack
for making a good one. 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.
Suggested Characters: Eagle Knights, Garundi, Pathfinders.
|
Grief-Filled [Link]Source Ultimate Campaign pg. 60 You are no stranger to loss and intense
emotions. You gain a +2 trait bonus on all saving throws
against emotion spells and effects.
|
Grim Optimism [Link]Source Quests and Campaigns pg. 21 Growing up with no one to rely on
but yourself, you learned to keep a realistic view of your
situation and avoid falling into the trap of cynicism
with a healthy dose of wit. 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.
Suggested Characters: Galtans, Rahadoumi, Ustalavs.
|
Hardly a Fool [Link]Source Champions of Purity pg. 11 You have always been able to
ferret out lies and deception. Maybe you worked as an
investigator for a time, you came from a place rife with
lies, or you’ve studied the human condition long enough
to read a person’s face and get to the heart of his message.
You gain a +1 trait bonus on Sense Motive checks and a
+1 trait bonus on saving throws against illusion effects.
|
Harvester [Link]Source Ultimate Campaign pg. 60 You were trained to harvest all parts of an
animal with care and precision. You gain a +1 trait bonus
on Profession (tanner) or Profession (trapper) checks, and
you may make these checks as if you were trained in the
skill even if you have no ranks. Additionally, you do not
risk poisoning yourself whenever you handle or apply
poison taken from a venomous creature.
|
Heart of Two Worlds [Link]Source Bastards of Golarion pg. 19 Born into a world split in twain, you are particularly skilled at understanding and empathizing with those around you. You gain a +2 trait bonus on Diplomacy and Sense Motive checks involving creatures that belong to the same race (or, if human, ethnicity) as your mother or father.
|
Hellknight Ancestry [Link]Source Cheliax, Empire of Devils pg. 19 At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. 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.
|
Imposing Scion [Link]Source Ultimate Campaign pg. 60 The reputation of your bloodline
grants you a degree of fearful respect. You gain a +1 trait
bonus on Intimidate checks. If your bloodline is keyed to
a specific creature type, your trait bonus increases to +2
when interacting with creatures of that type.
|
Inexorable Authority [Link]Source Champions of Balance pg. 7 When you speak with the full weight of law, your conviction lends you a terrible presence. 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.
|
Infernal Colleague [Link]Source Heroes of the High Court pg. 3 Requirement(s) Associated with the court of the Imperial Palace in Cheliax Your experience working with devils has given you nerves of steel. You gain a +2 trait bonus on Will saves to resist fear effects created by outsiders.
|
Influence [Link]Source Ultimate Campaign pg. 60 Your position in society grants you special
insight into others, and special consideration or outright
awe from others. Choose one of the following skills:
Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait
bonus on that skill, and it is always a class skill for you.
|
Jistkan Scholar [Link]Source Blood of the Ancients pg. 17 You have specialized in studying Jistkan history and culture. You gain Jistka as a bonus language and a +1 trait bonus on all Knowledge checks related to the Jistka Imperium.
|
Keleshite Princess [Link]Source Qadira, Gateway to the East pg. 15 Requirement(s) Qadiran Keleshite female You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. 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.
|
King in Waiting [Link]Source Legacy of Dragons pg. 7 You’ve been raised with tales of the great linnorms, and taught that the death curses of these vile dragons cannot stop the truly mighty. You gain a +1 trait bonus on saves to resist curses and spells with the curseUM descriptor and a +3 trait bonus on saves to resist curses originating from a linnorm.
|
Knowing the Enemy [Link]Source Ultimate Campaign pg. 60 You know a good deal about your
most dire enemies. You gain a +1 trait bonus on checks
with the Knowledge skill corresponding to your first
favored enemy choice, and that Knowledge skill is always
a class skill for you.
|
Law Enforcer [Link]Source Knights of the Inner Sea pg. 27 Requirement(s) Code of Vigilance If you follow this code, you are always alert to those who transgress against the laws of civilization. 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.
|
Life of Toil [Link]Source Ultimate Campaign pg. 60 You have lived a physically taxing life,
working long hours for a master or to support a trade.
Hard physical labor has toughened your body and mind.
You gain a +1 trait bonus on Fortitude saves.
|
Lost Nobility [Link]Source Cheliax, Empire of Devils pg. 19 Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials.
|
Maestro of the Society [Link]Source Shattered Star Player's Guide pg. 5, Faction Guide pg. 63 Requirement(s) Bard, Pathfinder Society The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day.
|
Malevolent Temptations [Link]Source Blood of the Coven pg. 3 You have resisted or escaped the temptations of a disguised hag, and you learned much from your encounter. You gain a +1 trait bonus on Sense Motive checks and a +2 trait bonus on saving throws to disbelieve illusions.
|
Marked by Unknown Forces [Link]Source Bastards of Golarion pg. 19 That which has marked you for power has also given you proof to show others. You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
|
Master Messenger [Link]Source Adventurer's Armory 2 pg. 3 Requirement(s) Riddleport Your secret messages are rarely misunderstood. If you fail your Bluff check to pass a simple message by 5 or more, you deliver no message instead of delivering the wrong message.
|
Mediator [Link]Source Champions of Purity pg. 9 You have a way with calming tempers,
using cool logic to sooth heated disagreements, and you
were always the one to settle arguments among your
friends, family, and community. 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.
|
Memorable [Link]Source Quests and Campaigns pg. 21 Growing up amid a large number of
children, you learned quickly how to get others’ attention
and keep it. When you modify a character’s attitude with
the Diplomacy or Intimidate skill, the attitude change
lasts 1-1/2 times longer than it otherwise would. Whenever
you create a fear or mind-affecting effect that imposes
a penalty or bonus with a duration of at least 2 rounds,
it lasts 1 additional round after it would normally end.
For example, if you demoralize a foe with an Intimidate
check and beat the DC by 5, the victim is shaken for 3
rounds instead of the usual 2 rounds.
Suggested Characters: Free Captains, gnomes, Keleshites.
|
Mentored [Link]Source Ultimate Campaign pg. 60 A tutor or private instructor guided you in
learning your art, profession, or trade, and through your
education, you became capable of teaching and guiding
others. Choose a single Craft, Perform, or Profession
skill. You gain a +1 trait bonus on checks with that skill.
You also gain a +1 trait bonus when you aid another’s skill
check with any skill.
|
Mercenary [Link]Source Ultimate Campaign pg. 60 For everything there is a price, and you are a
negotiator at heart. You gain a +2 trait bonus on Diplomacy,
Intimidate, and Sense Motive checks made while negotiating
payment for a quest or a service that you provide.
|
Merchant [Link]Source Ultimate Campaign pg. 60 You lived your life as a merchant, buying and
selling goods. You gain a +1 trait bonus on any Appraise
and Sense Motive checks you attempt while bargaining for
the price of goods. Appraise is always a class skill for you.
|
Mock Gladiator [Link]Source Heroes of the Streets pg. 16 You have learned how to work a crowd in Magnimar’s mock-gladiator fights. Choose one weapon. You take no penalty on attack rolls when dealing nonlethal damage with that weapon, and once per day if you score a critical hit with the weapon, you can immediately attempt an Intimidate check to demoralize your target.
|
Monster Scholar [Link]Source Monster Hunter's Handbook pg. 3 Your study of monsters keeps you well informed. Choose either Knowledge (arcana), Knowledge (dungeoneering), or Knowledge (nature). Whenever you succeed at a Knowledge check to identify a creature and its special powers—or vulnerabilities—with the chosen skill, you gain one additional piece of useful information (as if your skill check result had been 5 higher).
|
Monster Stalker [Link]Source Monster Hunter's Handbook pg. 3 You’ve been raised to hunt certain beasts. Choose either aberrations, animals, dragons, fey, magical beasts, oozes, or vermin. You gain a limited version of the scent ability (15 feet normal, 30 feet upwind, 5 feet downwind) that detects only your chosen creature type.
|
Natural-Born Leader [Link]Source Ultimate Campaign pg. 60, Advanced Player's Guide pg. 330, Second Darkness Player's Guide pg. 13 You’ve always found yourself
in positions where others look up to you as a leader,
and you can distinctly remember an event from your
early childhood where you led several other children to
accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your
leadership gain a +1 morale bonus on Will saves to avoid
mind-affecting effects. If you ever take the Leadership
feat, you gain a +1 trait bonus to your Leadership score.
|
Nightstalls Navigator [Link]Source Black Markets pg. 8 Long exposure to the endless variety of the Nightstalls grants you a +2 trait bonus on Diplomacy checks to gather information and on Knowledge (local) checks to recall information about criminal activities. One of these (your choice) is always a class skill for you.
|
Noble Savage [Link]Source Faction Guide pg. 63 Requirement(s) Ulfen Guard You hail from the fringes of civilization or the bottommost strata of society, but something in your character makes that seem endearing. You gain a +2 trait bonus on Diplomacy and Perform checks when dealing with people of high social standing.
|
Nonchalant Thuggery [Link]Source Cheliax, Empire of Devils pg. 19 You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
|
Numerian Fluid Indulger [Link]Source Heroes of the High Court pg. 3 Requirement(s) Associated with the court of the Palace of Fallen Stars in Numeria You have tasted Numerian fluids many times. Once per day after rolling to determine the side effects of consuming a Numerian fluid (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars 28), you can roll on the table again, but you must take the second result.
|
Obnoxious [Link]Source Antihero's Handbook pg. 7 You have long since forgotten to care what people think about you— though your interactions are always memorable, at the very least. Choose Perform (act), Perform (comedy), Perform (oratory), or Perform (sing); you gain a +1 trait bonus on checks with the chosen skill and gain it as a class skill.
|
Official Ties [Link]Source Spymaster's Handbook pg. 6 You maintain a friendship with one or more figures of authority. You have minor sway with one of these figures if your game uses individual influence (Ultimate Intrigue 102). You gain a +2 trait bonus on Diplomacy checks to influence people in positions of authority aware of your contact and who have an attitude of no worse than indifferent toward the government the contact represents. You also take a -2 penalty on Diplomacy checks to influence criminals and agents of opposing governments, if those characters are aware of your association with authorities. If you lose your contact, you lose the benefits of this trait for 1 month, after which you can make a new contact.
|
Ordinary [Link]Source Ultimate Campaign pg. 61 The only thing extraordinary about your
appearance is its ordinariness. You carry yourself in
an understated way, and many people who see your face
soon forget it. You gain a +4 trait bonus on Stealth checks
whenever you attempt to hide in a crowd.
|
Orphaned [Link]Source Ultimate Campaign pg. 61 You grew up separated from your birth
parents, and had to learn to watch out for yourself. You
gain a +1 trait bonus on Survival checks, and Survival is
always a class skill for you.
|
Outsider Enemy [Link]Source Blood of the Ancients pg. 27 One of your ancestors was a conjurer who specialized in binding outsiders of a particular type. You have inherited some of his skills, but also some of his enemies. Choose a single outsider subtype. The DC of your spells increases by 1 against outsiders of the chosen subtype. Outsiders of the chosen subtype gain a +1 morale bonus on attack and damage rolls made against you, and their starting attitude toward you is reduced by one step.
|
Pack Savvy [Link]Source People of the Wastes pg. 23 You have learned how to gain the respect of gnolls in your region, and you know something of their social structure. You gain a +3 trait bonus on Charisma-based skill checks when dealing with gnolls.
|
Passionate Inertia [Link]Source Champions of Corruption pg. 11 Your passions drive your thinking so irresistibly that even magic struggles to change your mind. 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.
|
Poverty-Stricken [Link]Source Ultimate Campaign pg. 61, Second Darkness Player's Guide pg. 14, Advanced Player's Guide pg. 330 Your childhood was tough, and your
parents always had to make every copper piece count.
Hunger was your constant companion, and you often had to
live off the land or sleep in the wild. You gain a +1 bonus on
Survival checks, and Survival is always a class skill for you.
|
Practiced Disruptor [Link]Source Heroes of the Streets pg. 17 You are experienced at facing off against spellcasters. You can attempt Knowledge (arcana) checks untrained; if you have ranks in that skill, you instead gain a +1 trait bonus on those checks. The concentration DC to cast a spell defensively in your threatened area increases by 1.
|
Preternatural Awareness [Link]Source Blood of the Coven pg. 3 Multiple encounters with fell magic have left you wary. You gain a +2 trait bonus on Perception and Sense Motive checks to notice cursed objects, haunts, and magically disguised creatures.
|
Questing Hellknight [Link]Source Path of the Hellknight pg. 56 Requirement(s) Lawful alignment You are a quick study when it comes to local laws. Once per day, you can attempt a Knowledge (local) check untrained to recall information about local laws, rulers, and popular locations. Additionally, you gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. You must be of a lawful alignment to take this trait.
|
Reassuring Advice [Link]Source Arcane Anthology pg. 10 You’ve studied the speeches and writings of a leader or thinker who served as a reassuring voice in her community in the turbulent times after Aroden died, painfully learning which portions of Aroden’s advice no longer applied and what of his writings could still be usefully applied. Once per day, you can speak Aroden’s words of encouragement to grant any human a +1 insight bonus on any attack roll, saving throw, or skill check of his choice within the following hour. The choice to use the insight bonus must be made before the related roll is made.
|
Red Silk Frankness [Link]Source Black Markets pg. 9 You learned from the Forthright Men, the Coins’ peace-keeping thieves’ guild, to use candor to avoid trouble. You gain a +5 trait bonus on Diplomacy checks to convince others to overlook offensive or illegal acts. Diplomacy is always a class skill for you.
|
Relic-Proof [Link]Source Pathfinder Society Primer pg. 11 Your experiments—both your successes and
failures—have inured you to the effects of stored magic.
You gain a +1 trait bonus on saving throws against effects
produced by spell completion and spell trigger items.
|
Rest for the Wicked [Link]Source Bastards of Golarion pg. 27 Often forced to go without food or stimulation for days at a time, you have learned to use prolonged sleep as a means of escape and a way to heal your wounds. 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.
|
Rich Parents [Link]Source Ultimate Campaign pg. 61, Advanced Player's Guide pg. 330, Second Darkness Player's Guide pg. 14 You were born into a rich family, perhaps
even the nobility, and even though you turned to a life
of adventure, you enjoy a one-time benefit to your initial
finances—your starting wealth increases to 900 gp.
|
Rugged Dragon Hunter [Link]Source Legacy of Dragons pg. 6 You gain a +2 trait bonus on Survival checks to track dragons. If you have the favored terrain class ability, add a +1 bonus to check for skills affected by this ability, as long as you’re using these skills in regards to a dragon.
|
Savage [Link]Source Ultimate Campaign pg. 61 You were born and raised in untamed lands far
from civilization. You learned to survive in the elements
among brutal humanoids and beasts. You gain a +1 trait
bonus on Knowledge (nature) checks and a +1 trait bonus
on Survival checks to get along in the wild. Knowledge
(nature) is always a class skill for you.
|
Savant [Link]Source Faction Guide pg. 63 Requirement(s) Kitharodian Academy From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
|
Seafaring Reputation [Link]Source Heroes of the Streets pg. 11 The Wave Riders’ fame helps you convince seafarers to cooperate. You gain a +1 trait bonus on Diplomacy and Intimidate checks against sailors and residents of Absalom.
|
Secret-Keeper [Link]Source Quests and Campaigns pg. 21 Growing up in a land where paranoia
fills the air and any accusation of heresy or dissent can
spell doom for whole families, you learned very quickly
to keep a secret. 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.
Suggested Characters: Chelaxians, Galtans, Nidalese.
|
Seeker [Link]Source Ultimate Campaign pg. 61 You are always on the lookout for reward and
danger. You gain a +1 trait bonus on Perception checks,
and Perception is always a class skill for you.
|
Self-Reliant [Link]Source Heroes of the Wild pg. 5 You know how to work with your hands and aren’t dependent on complex tools. When attempting Craft checks, you take no penalty when using improvised tools. At the GM’s discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.
|
Signature Moves [Link]Source Bastards of Golarion pg. 21 You’re known for some unique item that has become your trademark. 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.
|
Simple Disciple [Link]Source Ultimate Campaign pg. 61 You picked up skill in a craft or a
profession during your time at a monastery. You gain a
+1 trait bonus on checks with a Profession or Craft skill
of your choice.
|
Slave Runner [Link]Source Spymaster's Handbook pg. 6 You witnessed or were party to the rescue of a halfling from Chelish slavery by the Bellflower Network or Eagle Knights. Once per day when attempting to directly free a slave, you gain a +2 trait bonus on your choice of an Acrobatics check, an Escape Artist check, a Stealth check, or a skill check attempted as part of a heist (Ultimate Intrigue 118) or pursuit (Ultimate Intrigue 142)
|
Snowbound [Link]Source Quests and Campaigns pg. 21 You came of age in a place with harsh
winters amid a culture that rewarded you for testing
your limits in the cold. You gain a +1 trait bonus on
saving throws against cold effects and a +2 trait bonus on
Fortitude saves against the effects of cold weather.
Suggested Characters: Irriseni, Kellids, Ulfen.
|
Student of Philosophy [Link]Source Quests and Campaigns pg. 21 You were trained in a nowdefunct
philosophical tradition—such as that of the nowdestroyed
Galtan universities or Lirgeni astrologers—and
learned to use logic and reason to persuade others. 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.)
Suggested Characters: Arodenites, Galtans, Sodden
Lands natives.
|
Style Sage [Link]Source Ultimate Campaign pg. 61 You have a passion for history and news
concerning monastic disciplines. 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.
|
Subjective Truth [Link]Source Champions of Corruption pg. 9 You are able to divorce your knowledge of the facts from your beliefs about the truth, and thus from your facial expressions and body language. 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.
|
Supportive [Link]Source Quests and Campaigns pg. 21 You were forced to get by in an isolated
enclave, whether surrounded by a community that feared
and suspected you or in a remote locale far from other
people, and you became practiced at assisting your
friends. You gain a +1 trait bonus on skill checks to use
the aid another action.
Suggested Characters: Halflings, Mwangi, Tians.
|
Suspicious [Link]Source Ultimate Campaign pg. 61, Second Darkness Player's Guide pg. 14, Advanced Player's Guide pg. 330 You discovered at an early age that someone
you trusted, perhaps an older sibling or a parent, had lied
to you, and lied often, about something you had taken
for granted, leaving you quick to question the claims of
others. You gain a +1 trait bonus on Sense Motive checks,
and Sense Motive is always a class skill for you.
|
Talented [Link]Source Ultimate Campaign pg. 61 You are a virtuoso musician, actor, or
storyteller. You gain a +1 trait bonus on checks with a
single Perform skill (your choice), and all Perform skills
are always class skills for you.
|
Tireless Logic [Link]Source Ultimate Campaign pg. 61 Your curious mind figures out even the
most complex problems. Once per day when you make an
Intelligence-based skill check or ability check, you can
roll twice and take the better result.
|
Triaxus-Trained [Link]Source Legacy of Dragons pg. 7 You have been trained in intricate dragon-handling techniques that originated on Triaxus. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on skill checks attempted as part of trying to influence a dragon.
|
Tropical Upbringing [Link]Source Quests and Campaigns pg. 21 You were raised in searing-hot
deserts, plains, jungles, or other areas, and developed an
impressive resistance to heat. You gain a +1 trait bonus on
saving throws against fire effects and a +2 trait bonus on
Fortitude saves against the effects of hot weather.
Suggested Characters: Garundi, Keleshites, Mwangi.
|
Trustworthy [Link]Source Ultimate Campaign pg. 61 People find it easy to put their faith in
you. You gain a +1 trait bonus on Bluff checks made to
fool someone. You also gain a +1 trait bonus on Diplomacy
checks, and Diplomacy is always a class skill for you.
|
Truth's Agent [Link]Source Ultimate Campaign pg. 61 You are skilled at weeding out information.
You gain a +1 trait bonus on all Diplomacy checks made
to gather information and all Knowledge (local) checks.
Knowledge (local) is always a class skill for you.
|
Unabashed Gall [Link]Source Champions of Balance pg. 11 Your total indifference to the law even as you’re breaking it is such that those watching you are stunned. 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.
|
Unbalanced Insight [Link]Source Agents of Evil pg. 11 You gain Aklo as a bonus language, and gain a +2 trait bonus on all saving throws to resist any effects or spells originating from aberrations that cause confusion or fear.
|
Unintentional Linguist [Link]Source Ultimate Campaign pg. 61 You can speak with outsiders.
You gain a +1 trait bonus on all Linguistics checks, and
you begin play knowing one of the following languages
(in addition to those granted by your race and Intelligence
modifier): Abyssal, Aquan, Celestial, Ignan, Infernal,
Protean, or Terran.
|
Unnatural Revenge [Link]Source Ultimate Campaign pg. 61 You gain a +2 trait bonus on all
Intimidate checks against creatures of the animal, fey, or
plant type, and Intimidate is always a class skill for you.
|
Unpredictable [Link]Source Ultimate Campaign pg. 61 Your actions often seem random and
chaotic to others, but there is a method to your madness.
You gain a +1 trait bonus on Bluff checks, and Bluff is
always a class skill for you.
|
Untapped Potential [Link]Source Legacy of Dragons pg. 6 You’ve been part of one of Mengkare’s minor experiments. Once per day, you can cast detect or telekinetic projectile as a spelllike ability, with a caster level equal to your character level.
|
Unwelcome Business [Link]Source Merchant's Manifest pg. 2 You specialize in delivering or procuring shipments where those commodities are not allowed or where your identity would elicit negative bias. You gain a +1 trait bonus on Disguise or Sleight of Hand checks, and that skill becomes a class skill for you. In addition, choose one humanoid species; you ignore the –2 penalty on Disguise checks to disguise yourself as a member of that species.
|
Veiled Disciple [Link]Source Ultimate Campaign pg. 61 Trained in espionage, you’re skilled
at passing messages and staying on task. You gain a +1
trait bonus on Bluff checks made to pass secret messages
and a +1 trait bonus on saving throws against charm and
compulsion effects.
|
Vengeful (Social) [Link]Source Antihero's Handbook pg. 7 You were brutally betrayed, and you have dedicated yourself to pursuing revenge. Choose a humanoid subtype that is not your own from the following list: dwarf, elf, gnome, halfling, or human. You gain a +2 trait bonus on Intimidate checks against creatures with that subtype.
|
Vigilant Spycatcher [Link]Source Heroes of the Streets pg. 10 Paranoid parents or a military trainer taught you to keep vigilant for spies. If you roll less than 10 on Perception checks to see through disguises, determine your result as if you had rolled 10.
|
Voices in your Head [Link]Source Heroes of the Darklands pg. 12 Through pacts with eldritch beings or a simple quirk of circumstance, your voice has an uncanny rapport with those swept up in madness. Once per day as an immediate action, you can issue a command to a confused creature within 30 feet. This allows the creature to immediately reroll on the confused condition table on page 566 of the Pathfinder RPG Core Rulebook, and you can pick which of the two actions—the action of its initial roll or that of the reroll—the creature takes. Confused creatures do not need to understand you for this trait to take effect.
|
Wanderlust [Link]Source Quests and Campaigns pg. 21 Your childhood was brightened by the
new places you constantly saw as you traveled with your
parents, who were merchants. Still excited by travel, you
gain great energy when traveling overland. Treat your
base land speed as 10 feet higher when determining your
overland speed.
Suggested Characters: Desnans, halflings, Varisians.
|
Wasteland Vargrant [Link]Source People of the Wastes pg. 24 You have spent most of your life learning how to survive in wastelands, and a lack of normal survival resources apparent in the environment is not a problem for you. When you gain this trait, pick one type of wasteland from the following list: blighted, Abyssal, desert, or waterlogged. You gain a +2 trait bonus on Survival checks in that type of wasteland terrain. (The GM determines whether terrain falls into the chosen type of wasteland.) Once you choose a type of wasteland terrain to gain this benefit in, you cannot change it later.
|
Weathered Emissary [Link]Source Ultimate Campaign pg. 61 Your travels in the wildlands
gave you insight into how to survive their dangers and
communicate with their inhabitants. You gain a +1
trait bonus on all Linguistics and Survival checks, and
Linguistics is always a class skill for you.
|
Wicked Leader [Link]Source Champions of Corruption pg. 12 You gain a +1 trait bonus on Charisma checks against evil creatures. If you select the Leadership feat or the Vile Leadership feat (see page 14) 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.
|
Wiscrani Ear [Link]Source Heroes of the Streets pg. 17 You have a keen ear for the movements of thieves and monsters. You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so.
|
Worldly [Link]Source Ultimate Campaign pg. 61 You have acquired an unusual breadth of life
experience—more than others of your age, race, or culture.
Once per day when attempting a skill check for a skill you’re
untrained in, you can roll twice and take the better result.
|