Tag: Traits

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  • Lays of the Northern Adepts

    You know the poems of the ancient Ur-Flan sorcerers. These poems contain lost secrets that strengthen your protective magic. Regions: Blackmoor Flan Benefits: When someone attempts to dispel your abjuration spells, the dispel check is 13 + …

  • Lore of the Ur-Flan

    You're schooled in the ancient art of the Ur-Flan necromancers. Regions: Bright Lands Flan Benefits: Add +2 to the DC of all saves against necromancy spells with the evil descriptor. This bonus stacks with the bonuses granted by the Spell …

  • Elemental Focus

    The Baklunish folk have always enjoyed a close relationship with the elements, and your skill with elemental spells continues in a tradition that dates back hundreds of years before the Invoked Devastation. Regions: Baklunish Benefits: Add +1 …

  • Jinnbond

    You are descended from the genies summoned to Oerth by the ancient Baklunish in the dying days of the Suel-Baklunish wars. You might bear some physical or psychological mark of your ancestry, such as a fiery disposition from an efreeti ancestor or …

  • Atlan's Mark

    Every inch of your skin is covered in an elaborate tattoo, a ritual marker of your status as chosen of the Underworld. Region: Olman Benefit: You gain a +1 bonus to saves versus energy draining and death attacks. When dying, you have a 50% …

  • Haunted

    The spirit of a friend, ally, or loved one has returned from the grave to watch over you as a geist. Prerequisite: Rhennee, and someone close to you must have died. Benefit: Your guardian spirit normally remains in the Near Ethereal. Those who …

  • Lunatic

    Your mind and body are tied to the cycles of the moon Luna, making you more energetic and excitable as the moon waxes. This effect may be the result of subtle madness or a diluted supernatural heritage. Prerequisite: Rhennee with Chaotic alignment …

  • Blood of Kord

    You're distantly related to the Suel god Kord, who often takes a mortal woman as his lover. While Kord's immediate offspring develop a host of powers and abilities, the effects upon your blood are much more subtle. Region: Suel Prereq: Rage …

  • Heir of Lendore

    You are a descendant of the legendary migrations-era Suel archmage Lendore, predictor of the Invoked Devastation, patron of the Lendore Isles, and creator of the City of Glass. Your eyes are milky white and bear no pupils, although you see normally.

  • Pureblooded Suel

    Undiluted Suloise blood flows through your veins hearkening back to ancient empires and making you an attractive potential associate to pro-Suel racists. Regions: Suel Benefits: Your notoriously short temper gives you a +1 bonus on Intimidate …

  • Ancestral Spirit

    You have ties to the long-dead spirit of one of your clan’s ancestors, who whispers ancient words of wisdom into your mind in times of need. Regions: Flannae Benefit: You receive a +2 Racial bonus on all Heal and Knowledge (History) checks.

  • Trifler

    A childhood spent at your mystically gifted grandmother's side has taught you the basics of real magic. Benefit: You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster …

  • Horse Raider

    You have learned the most important thing for a horse raider, speed. Regions: Baklunish Benefit: You gain a +4 talent bonus on initiative checks when riding a horse.

    *Back to [[Baklunish]]

  • Mare's Milk

    You were born among horses and fed mare's milk as a child. This gives you a special bond with horses. Regions: Baklunish Benefit: When you ride a horse, your mount gains temporary hit points equal to your Ride skill modifier. You can renew …

  • Desert Survivor

    You have passed the desert several times, and have accepted its dangers and made peace with fate. Region: Desert Centaur Benefit: Survival is a class skill for you. You gain a +5 trait bonus on Survival rolls in desert and arid plains terrain …

  • Warrior Caste

    Members of this caste primarily serve as protectors of the Hueleneaer. The members of the Warrior Caste are the most aggressive of the Hueleneaer. Region: Desert Centaur You gain a +1 trait bonus to CMB and CMD. Requirements: Your class …

  • Assimilated but Aware

    Despite living among other folk, you have clung to your cultural identity. Regions: Flan Benefit: You can imitate the accents and mannerisms of others, concealing your cultural heritage as that of the people you grew up amongst. You gain a +1 …

  • Druidic Empathy

    Your family has ancient ties to nature. Regions: Flan Benefit: You use the Wild Empathy class ability with a bonus equal to your Wisdom modifier rather than your Charisma modifier. If you lack this class feature, you can use it as a druid but …

  • Legacy of Vecna

    You have inherited your people's ancient magic traditions, but they come at a cost. It is all too easy to follow in the footsteps of Vecna. Regions: Flan Benefit: If you have a spellbook or list of spells known you learn one additional …

  • Totem Bond

    You have formed a close bond with an animal, reawakening the ancient totemic legacy of your people. Region: Flan Benefit: If you have a familiar or animal companion as a class feature, that feature works as if you were three levels higher. If …

  • Caretaker of the Land

    You have a honorable background working the land, be it as a serf or a landowner. Your family has given their all for the land over generations and learned its secrets. Region: Oeridian Benefit: Choose either Handle Animal, Knowledge (local), …

  • Chivalric Fighter

    You have been trained in the weapons of chivalry. Region: Oeridian Benefit: Select one: longsword, lance, light armor, medium armor, heavy armor, or shields (light and heavy). You gain proficiency in the selected piece of gear. You must …

  • Briar Bandit

    The time you’ve spent crawling through thorny brambles and other thick underbrush during raids and ambushes taught you how to move without disturbing the dense flora around you. Region: Cairn Hills Kobold Benefit(s): When in overgrown areas, …

  • Gravelwalker

    Having grown up navigating rockslides and picking your way through partially collapsed tunnels, you are able to determine the most stable path across difficult terrain caused by rubble or other debris. Region: Cairn Hills Kobold Benefit: You …

  • Kobold Faith

    You are one of the diehard kobold faithful, respected in your kobold community. Region: Kobold Benefit: You gain a +2 trait bonus on Diplomacy checks when dealing with other kobolds. Additionally, if your deity grants the Artifice, Earth, or …

  • Suck In Your Gut

    Because of the frequent need to move through the tight tunnels and other narrow spaces surrounding your tribe’s lair you’re used to tight areas. Region: Kobold Benefit: You’re able to move normally when squeezing and take only a –2 penalty on …

  • Trap Savy

    Growing up in a dangerous area, you were constantly surrounded by traps that had been set up to defend your lair from intruders. Sometimes these dangers were so densely packed that you couldn’t go more than a couple feet down a tunnel without …

  • Expert Smuggler

    Years of smuggling and other unsavory work have trained you to hide your assets even when being actively searched. Benefit(s): Other creatures never gain the +4 bonus on their Perception checks (opposed by your Sleight of Hand check) while …

  • Exiled Scholar

    Since you were young, you’ve always been interested in forbidden knowledge. Officials marked you as a traitor and exiled you when they discovered your fascination with this, but you still benefit from your forbidden studies. Benefit(s): You …

  • Freed Slave

    Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life. While the memories of your difficult childhood still haunt you, the hard life did toughen you. Benefit: You gain a +1 trait …

  • Freedom Fighter

    You’ve dedicated your life to fighting against oppression, tyranny, and slavery. Benefit: You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.

    *Back to [[ …

  • Noble-in-Exile

    You never forget you’re a noble. Benefit: You gain a +1 trait bonus on Diplomacy checks while interacting with aristocrats and nobles, and a +1 trait bonus on Intimidate checks while interacting with commoners.

    *Back to [[ …

  • Lesser Noble

    You come from an aristocratic family, though your family has long since lost any power or prestige it once had. Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by …

  • Talented Blacksmith

    You are a master weapon and shield craftsman. Choose: Either Craft (armor) or Craft (weapons). Benefit: You gain a +1 trait bonus on the chosen skill, and it becomes a class skill for you.

    *Back to [[Feats and Traits]]

  • Merchant's Child

    One of your close relatives was a gifted merchant and taught you early in life how to see the innate value in any object. Benefit: You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you.

    *Back …

  • Humble Beginnings

    Growing up with nothing, you learned to use what you had to protect what little you had. Benefit: 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 …

  • Urchin

    You grew up an orphan on the streets. The strange and often horrific sights you saw forced you to grow up fast—there’s little that can shock or unsettle you. Benefit You gain a +2 trait bonus on saves against fear effects, and when you do make …

  • Conscientious Miner

    You were astute miner, and learned how to extract the delicate ore as well as determine its value. Benefit: You gain a +1 trait bonus on Appraise checks, and a +1 trait bonus on Profession (miner) checks. In addition, Profession (miner) becomes …

  • Reformed Acolyte

    You are an adherent of a faith, or once were but have since renounced it. Benefit: 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 …

  • Inspiring Speaker

    You have learned the arts of oratory, and know how to speak to crowds to rile them up or to calm them down. Benefit: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.

    *Back …

  • Heavenly Touch

    Growing up, you were exposed to everyday miracles, and some of this magic rubbed off. Benefit: At will, you can touch a dying creature to stabilize it as a standard action.

    *Back to [[Feats and Traits]]

  • Altruistic Diplomat

    Your upbringing has influenced you to be both peaceful and wise, and your arguments are consistently sound. Benefit: You gain a +2 trait bonus on Diplomacy checks. Special: You must be Lawful Good, Neutral Good, or Chaotic Good to take …

  • Forbidden Knowledge

    As a child, you somehow got your hands on a lurid, forbidden text. You studied the details within intently, learning much about extra-planar undead from beyond this reality, and you developed a strange, almost macabre way of thinking because of this …

  • Aspiring Knight

    Your family has a long tradition of service in a knightly order, and your strict upbringing and training have given you a forceful aura of command. Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill …

  • Chivalrous

    You were raised on tales of heroic knights and benevolent wizards and try to emulate their great deeds. Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

    *Back to [[Feats and Traits]]

  • Deepsea Native

    Your predilection for watery environs has been strong since birth and you know the types of creatures who call the ocean home. Benefit: You gain a +2 trait bonus on Knowledge checks to identify aquatic creatures. Anytime you are looking through …

  • True Believer

    You were raised in a devout home and your dedication to your cause makes your divine abilities particularly potent. Benefit: You gain a +2 trait bonus on concentration checks made while casting divine spells.

    *Back to [[Feats …

  • Prospector

    You know much about mines and being underground in general. Benefit: You gain a +1 trait bonus on Appraise and Knowledge (Dungeoneering) checks.

    *Back to [[Feats and Traits]]

  • Pious Devotion

    Your faith gives you power. Prerequisite: A character that already has access to clerical domains cannot use this trait; this represents the power of faith of a lay person. Benefit: You must have a patron deity to benefit from this. Choose …

  • Push to Glory

    When the goal is within reach, you are able to give that final push needed to succeed. Benefit: You get a +2 trait bonus on attack rolls to verify critical hits.

    *Back to [[Oeridian]]

  • Steady Rider

    You groom your mount to keep going trough danger. Benefit: You can form a special bond with a mount after one week together. Add your skill modifier for Handle Animal and Ride to the mount's hit points. If you begin bonding with a new mount, …

  • Eye for Business

    You always have an eye out for a good deal or valuable find. enefit: Appraise is a class skill for you. When rolling for the items available for purchase in a community, you can make one additional roll for any one category of item that is …

  • Exploit Opportunity

    You have learned to exploit opportunities in combat. Benefit: When you score a critical hit in melee you can move 5 ft. without triggering attacks of opportunity and irrespective of other movement made in the round. If you downed your foe, you …

  • Mercenary

    You are good at ferreting out the best possible payment from your clients. Benefit: Sense Motive is a class skill for you. When negotiation the price of your services you can make a Sense Motive check against 10 + the clients Bluff skill bonus …

  • Perseverance

    Time has taught you that any obstacle can be endured and overcome. Benefit: When you have more than one Will saving throw to overcome an effect (such as from Greater Command or Hold Person, or by using the good fortune ability of the Luck …

  • Desert Child

    You were born and raised in rocky deserts, and are accustomed to high temperatures. Benefits: You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire …

  • Jinn-Caller

    Your exploration of the magic for calling genies has increased your overall aptitude for summoning. Benefit: Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.

    * …

  • Hunter of Outsiders

    You've had experience tracking down some unique prey, and have learned what to anticipate. Benefit: 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 …

  • Well-Informed

    You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Benefits: You gain a +1 trait bonus on Diplomacy checks …

  • Scrounger

    Others may call it junk, but you call it a bargain. Benefit: 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 …

  • Slave Smuggler

    You know how to get contraband across borders. Benefit(s): 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 …

  • Successful Shirker

    You're quite good at avoiding trouble. Benefit: 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.

    *Back to [[Halfling]]

  • Almost Human

    You have enough human features that it’s easy for you to pass for a pureblooded human. Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.

    *Back to [[Half- …

  • Brute

    You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people. Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

    < …

  • Caravan Drover

    With your hand on the lash, your caravans always arrive on time. Benefits: 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 …

  • Cruel Rager

    With every deadly strike, you feel reinvigorated. Benefits: If you successfully confirm a critical hit against an enemy while raging, you regain 1 round of rage. This can occur only once per rage.

    *Back to [[Half-Orc]]

  • Finish the Fight

    You’re at the bottom of the pecking order, so when you challenge that order, your victory must be absolute. Prerequisites: Must be raised by Orcs. Benefits: You gain a +1 trait bonus on attack rolls against opponents you already injured in the …

  • Iron Control

    You learned the hard way that expressing the rage you inherited from your orc blood exacerbates humans‘ fearful and hostile reactions to you; after years of effort, you’ve mastered self-control and buried your anger deep. Prerequisites: Must be …

  • Lasting Ferociousness

    You're more in touch with your orcish ferocity. Benefits: Increase the number of rounds you can act as disabled from your orc ferocity racial trait to 2 rounds.

    *Back to [[Half-Orc]]

  • Outcast

    Driven from town after town because of your heritage, you have become adept at living apart from others. Benefits: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.

    *Back to [[ …

  • Scrapper

    A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary. Benefits: You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to …

  • Wild Ferocity

    You feel more at ease in your natural environment. Select one terrain type from the ranger’s favored terrain list. Benefits: While in this terrain type, taking a standard action while disabled does not cause you to take the normal 1 point of …

  • Wild Domesticator

    Your dual nature has given you some insight into the animal world. Benefits: Handle Animal is always a class skill for you. Additionally, you gain a +2 trait bonus on Handle Animal checks to train an animal, and can teach a trained animal one …

  • Trade Talk

    You picked up not only the basics of your human parent’s profession, but also the lingo typical of the craft. Benefits: Choose a Craft or Profession skill, you gain a +1 trait bonus on checks with the chosen skill, and a +1 trait bonus on Bluff …

  • Failed Apprentice

    As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist …

  • Elven Serenity

    You embody the peace of the elven way of life, and apply this philosophy in your interactions with others. Benefits: You gain a +2 trait bonus on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language …

  • Elven Reflexes

    One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. Benefit: You gain a +2 trait bonus on initiative checks.

    *Back to [[Half-Elf]]

  • Bred for War

    You tower above most other humans and possess a physique of hard, corded muscle. Benefits: 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.

    < …

  • Centaur Vengeance

    Your nomadic tribe wanders in constant fear of a great blue wyrm and feel helpless to stop the dragon’s aggression. Your tribe is filled with wise sages and great warriors, and they resent being cowed by any foe. You vowed that one day you would not …

  • Wild Stride

    You feel more at ease in your natural environment. Benefits: Choose a favored terrain from those listed in the ranger favored terrain class ability. You can move through naturally occurring difficult terrain without any penalty while within …

  • Warrior of Old

    As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. Benefit: You gain a +2 trait bonus on initiative checks.

    *Back …

  • Tropical Botanist

    You are familiar with beneficial and dangerous plants. Benefit: 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.

    *Back to …

  • Seeker of Brightness

    Through intense meditation and focus you are able to sharpen your skills. Benefits: Choose a Knowledge skill; you gain a +1 trait bonus on Knowledge checks of that type and on Perception checks.

    *Back to [[Elf]]

  • Persuasive

    You speak precisely and persuasively, especially among elves. Benefits You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +3 against creatures with the elf subtype.

    *Back to [[Elf]]

  • Forlorn

    Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. Benefits: You gain a +1 trait bonus on Fortitude saving throws.

    *Back to …

  • Dilettante Artist

    Art for you is a social gateway and you use it to influence and penetrate high society. Benefit: 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 …

  • Arcane Dabbler

    Your study of magic is shown by your expertise in the simplest of magical exploits. Benefits: When you select this trait choose either one 0-level arcane spell or two non-harmful 0-level arcane spells. From now on you may cast that spell once …

  • Gallant Imposter

    By all appearances you are a respectable knight, but without the obligations and vows. Benefits: 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 …

  • Giant-Blooded

    Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you …

  • Blood of Dragons

    Long ago, your ancestors’ blood mixed with that of dragons. Benefit: 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 …

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