Religious Traits (Greyhawk)
Religion offers power not only to divine spellcasters, but to all the devout. These traits are available to all who worship the listed deities. Some will only work for those who have a specific class ability, such as channel energy.
Characters must have a religion to pick these traits - including belief in philosophies such as deism or synchretism.
Common Religion Traits
All religions award these.
Beacon of Faith
Source Ultimate Campaign
You wield the might of your faith with power and clarity. 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, inquisition, or revelation, or when casting one of your domain or revelation spells.
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Source Faiths and Philosophies
You can’t bring yourself to accept the authority of the gods, even though friends might hound you relentlessly to change your ways. Perhaps you’re a atheist, or perhaps you just want to be left alone. Your doubt causes you to shrug off divine magic more quickly than others. Once per day when you are affected by a divine spell, you may reduce that spell’s duration to half (minimum 1 round) for you alone.
Ease of Faith
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
A shared religious fervor makes your healing magic more effective. Whenever you cast a spell of the healing subtype on someone who shares your religion, you get a +1 trait bonus per die - this can be extra hit points, attribute damage, or other healing measured in points.
For your whole life, you’ve felt there was a world just beyond the fabric of the material objects around you, and sometimes you can hear the north wind calling you or smell the dread taint of polluted water before you taste it.
Benefit: You do not gain the normal list of spell-like abilities for the gnome magic racial trait. Instead, if you have a Wisdom of 11 of higher, you gain the following spell-like abilities:
1/day—detect poison, know direction, stabilize, and speak with animals.
The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell’s level + your Wisdom modifier.
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
You aren’t just faithful to the worship of your patron deity—you are obsessively loyal to all of the faith’s tenets and guidelines. Your devotion is an anchor that keeps you from drifting away, and you cling to it like the life raft it is.
Prerequisite: You must match the alignment of your chosen deity exactly.
Benefit: You gain a +1 trait bonus on Knowledge (religion) checks, and that skill is a class skill for you. You gain an additional +5 circumstance bonus on Knowledge (religion) checks concerning your own religion. If you are a gnome, as long as you remain completely faithful to the tenets of your faith (as determined by the GM), you never suffer from the Bleaching.
These are not exactly religious, but available to those who adhere to philosophies.
Your facility with contracts makes you good at understanding dense text and obfuscating your intent. You gain a +1 trait bonus on Linguistics checks, and it becomes a class skill for you.
Crisis of Faith
Source Faiths and Philosophies
You were raised to uphold a specific set of tenets, and you never had reason to doubt their veracity. Recent events, however, have undermined that certainty, and you now find yourself wondering if any of the universal truths you once believed in can actually hold up to scrutiny. Perhaps you witnessed a mentor or church official fall from grace or violate your shared tenets. Maybe you watched a friend injured terribly despite (or because of ) her pure faith. Whatever the case, your shaken confidence grants you a +2 trait bonus on saving throws against illusions. You may replace any other faith trait with the Crisis of Faith trait whenever you gain a level. This replacement is permanent until you receive atonement.
History of Denial
You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings. As long as you do not possess any levels in a class that grants divine spells, you gain a +2 trait bonus on all saving throws made against divine spells. You must attempt to make saving throws against all divine spells that allow a saving throw, even harmless ones. You can learn religious feats and traits normally only available to specific religions, but lose them if you lose the benefits of this trait.
You are a non-human but curious about humans and have learned to appear as a human to mingle with them. This trait is more common among those who appear least human-like, like lizardfolk and catfolk. You can assume the shape of a human. If you are Small, you learn to assume the shape of a halfling instead. You can use alter race (sp) once per day with a caster level equal to your hit dice and a duration of 24 hours.
You can use text in Celestial to replace material components. This trait is common in oriental lands.
Prerequisite: Able to read and write Celestial.
Benefit: You can use ofudas. These ofudas serve as divine focus items. Each spell with a divine focus component requires a separate ofuda. An ofuda can also substitute for a material component as long as that component is free. Simply writing the kanji (celestial character) for that material component on an ofuda allows you to substitute the ofuda for the actual component.
An ofuda is normally a strip of paper or cloth with calligraphic script on it, but in a pinch any readable script is acceptable, including hastily scratched coal marks on a wall, letters scratched in blood on your own body, or glowing symbols in the air written using prestidigitation. You are normally assumed to have prepared ofudas for all your spells during the spell preparation process (at no cost) - creating one on the fly is a move action requiring Craft (Calligraphy) check with a DC of 10 + spell level.
This is the same as the shugenja class ability of the same name.
Your faith grants you favor when interacting with the creatures you worship. Select one type of outsider. You gain a +2 trait bonus on Charisma, Diplomacy, and Intimidate checks when dealing with creatures of this subtype.
Your knowledge of the gods has given you a broad perspective. You gain a +1 trait bonus on all Knowledge (religion) skill checks, and Knowledge (religion) is always a class skill for you.
You have ties to an ancestral totem spirit. This trait requires a more extreme change in creatures that are naturally animal-like. You gain a +2 trait bonus on Perception checks, and Perception is always a class skill for you. Select a totem animal. When you are subject to a fear effect (cowering, frightened, panicked, or shaken) and when you roll a natural 1 on a skill check for a Charisma-based skill, you manifest traits of your totem animal. This can be animal ears, snout, whiskers, tail, or something else that is clearly noticeable. These alterations have no effect on your abilities and last only a few minutes, but they are embarrassing and alienating to those who don't know you well. Onlookers change their attitude one step for the worse. Adherents of nature religions and those who are already helpful do not have their attitude changed, and player characters always decide their own attitude.
Specific Religious Traits
You must have a patron or adhere to an appropriate sect to learn these.
A Shining Beacon
You carry a burning hatred in your heart for all things demonic, and have studied their weaknesses carefully. You gain a +1 trait bonus on weapon damage against demons.
Honey, Myhriss, Norebo, Wee Jas
You have the art of turning a passing glance into love. You receive a +2 trait bonus on Diplomacy checks with those who find you sexually attractive.
Llerg, Obad-Hai, Phaukon
You are the top predator in your area. You get a +4 trait bonus to initiative in the wilderness.
Al-Akbar, Allitur, Velnius
Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy checks.
You have studied the great masters of spellcraft, and your knowledge is exceptional. You gain a trait bonus of either +2 on Spellcraft checks or Knowledge (arcana) checks. Which bonus you receive is chosen when you take the trait and may not be changed.
You have a gift for rich harvests well fermented. You gain a +2 trait bonus on Profession (cook), Profession (farmer), and Profession (brewer).
Your faith protects you even as you unleash spells in the thick of battle. You receive a +2 trait bonus on concentration checks to cast spells defensively or in a grapple.
Each life saved today is a thousand happy tomorrows. Heal becomes a class skill for you, and you can use the treat deadly wounds aspect of the skill 1 additional time per creature per day.
Beauty of Understanding
You know that what is beautiful is often also true. You gain a +1 trait bonus on all Knowledge checks.
Blade of Mercy
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use the weapon of your faith not to kill, but to subdue. When striking to inflict nonlethal damage, you do not take the normal –4 penalty on your attack roll. You can sneak attack and still do stun damage even with a lethal weapon.
You are used to living with your own madness. You gain a +2 trait bonus on saves against madness and confusion effects.
Istus, Geshtai, Zouken
Having anchored yourself in your faith and your knowledge of yourself, you make it difficult for others to dominate you. You gain a +2 trait bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +2.
Child of Nature
Berei, Fharlanghn, Oerth, Obad-Hai
You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Child of Spring
You have spent long months tending a park or other woodland. You gain a +1 trait bonus on Knowledge (nature) checks, and Knowledge (nature) is always a class skill for you. You may always make Knowledge (nature) checks as though you were trained in the skill.
Child of the Hills
Garl Glittergold, Jascar, Ulaa You have served your patron on and under the hills. You gain a +2 trait bonus on Profession (miner) and Survival checks in hills.
Child of the Temple
Lendor You have long served at a temple in a city, and not only did you pick up on many of the nobility’s customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Celene, Pelor Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy, you can reroll any damage die that shows a natural 1.
Cleansing the Twisted
Al-Akbar You have studied well the many religious texts that chronicle your patron's never-ending struggle against Tharizdun and his monstrous offspring. Your fighting style works particularly well against aberrations. You gain a +1 trait bonus to weapon damage against all aberrations.
Kurell, Vecna You let nothing deter you from finding the object of your desire. Once per week you can dedicate yourself to acquiring something as a full-round action. This can be an object, a piece of information, or even a person's affections. It must be something of significant value, something not trivial. You gain a +2 trait bonus on Bluff, Intimidate, and Sleight of Hand while dedicated in this way - the effect ends when you achieve your objective or after one week. If you fail to achieve your objective by the end of the week, you take 1d6 Wisdom and Charisma damage as your confidence collapses.
Nerull The dead respect you as a servant of their ultimate lord. Your experience gives you 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 (for example, as part of the command undead spell).
Besmara You are accustomed to compensating for the pitch and yaw of ocean-going ships. You gain a +2 trait bonus on attacks of opportunity when fighting aboard a ship.
Fortubo, Moradin, Kelanen Your knowledge of history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Beltar, Iuz You have monstrous deformities. Your deformities grant you a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
Celestian, Tharizdun Your direct involvement with supernatural and alien forces has left you less vulnerable to the insanity they cause. You gain a +2 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.
Pholtus, Rao Raised in the church, you’ve focused your indoctrinated fervor on the elimination of demons. You gain a +2 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Eruthnul You call on your faith to destroy. You gain a +2 trait bonus on Strength checks made to break things, as well as on combat maneuver checks to sunder.
Devotee of the Green
Beory, Oerth Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. 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. You can learn these skills intuitively, without a teacher.
Devotee of the Market
As an adherent of trade, you understand the importance of a good deal. You gain a +1 trait bonus on all Appraise checks, and a +2 trait bonus on Bluff checks when trying to make a deal.
Bahamut, Mayahene, Pholtus From an early age, you were trained by a militaristic order of clerics. You are devoted both to their teachings and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when your weapon is under the effect of a divine spell.
Dust of Ages
Delleb You have spent a lot of time pouring over old tomes, and have learned to decipher even very odd text. You gain a +2 trait bonus to Linguistics checks, and Linguistics is a class skill for you.
Ear for Music
Lirr, Lydia You spent countless hours of your youth in temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and on Knowledge (local).
Eye of the Sky
Phaukon Your training in archery has given you a sharp eye. Perception is a class skill for you, and you are proficient in the short bow, composite short bow, long bow, and composite long bow.
Eyes and Ears of the City
Daern, Zilchus Your religious training was entwined with your work serving the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Face of the Moon
Luna, Sehanine Your face reflects moonlight which enhances your powers. In direct moonlight, you gain a +1 trait bonus on all Charisma-based checks.
Xerbo, Yondalla, Zilchus You know that treating all alike is the best way to profit. You gain a +1 trait bonus on Appraise and Sense Motive.
Favor of the Sea
Procan Your patron protects you against the follies of unskilled sailors. When you are aboard a water vessel about to suffer some calamity due to a failed Profession (sailor) check, you can make a Profession (sailor) check in place of the failed skill check. If your result is better, use that instead.
Feat of Strength
Kord You have trained long and hard to be able to do amazing feats of strength. You get a +2 trait bonus on Strength checks, but not on Strength-based skill checks (including untrained ones) or other Strength-related rolls, such as damage.
Rudd You have studied fencing with the masters of your faith. You can use the Weapon Finesse feat, but only with the dagger and rapier.
Flame of the Dawn
Bahamut, Joramy, Pyremius You have been raised to view yourself as a blade in the service of your faith, or you have taken that duty on for yourself. Whenever you score a critical hit with your patron's favored weapon, you deal an additional point of fire damage to your target. This damage multiples as normal for the damage from a critical hit.
Eruthnul, Sevelkhar You take all you can find and piss on the rest. You gain a +5 bonus on Survival rolls to find food and water in an area with a one-mile diameter. For the next week, anyone (including you) who tries to find food or water in this area suffers a -5 penalty. When sundering an object, you can make a Perception check with a +5 bonus to find hidden compartments or treasure in it—but you create a great amount of noise, are likely to trigger any traps, and may well destroy what you are searching for.
Generosity of the Earth
Ulaa You gain a +2 trait bonus Perception checks underground and on Profession (miner).
Glimpse of Fate
Istus When you cast augury, you have 10% greater chance of success. Once per day as spell like power that takes a full-round action to use, you can try to divine the future within the next minute - this otherwise works as the augury spell.
Berei, Merikka, Phyton You have a gift for fertility, and any life you care for thrives You gain a +1 trait bonus on Handle Animal, Heal, Profession (farmer), and Profession (shepherd).
Guardian of the Forge
Daern, Bleredd Your sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Hextor, Myrlund You have been introduced to the secret arcana of firebrands You become proficient with all early personal firearms (not cannon).
Bralm, Lendor, Merikka, St. Cuthbert Existence is unending toil. By laboring unto exhaustion, greatness can be achieved. You receive a +2 trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks and ability checks.
Heart to Heart
Myhriss Your rosy-eyed romanticism is contagious. You suffer a -2 penalty on all saves against charm effects, but your own charm spells gain a +1 trait bonus on save DC.
Hero of the Hall
Kord, Olidarma, Sotillion You've survived many a night of drunken carousing, and even started a few successful adventures there. You gain a +2 trait bonus on Fortitude saves against poison (including alcohol) and on saves against effects that cause the nauseated or sickened condition.
Atroa, Honey, Rao, Sotillion Your tact soothes bristling tempers and cools heated blood. 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, charm person, sleep, or a suggestion to lay down arms.
Osprem, Xerbo You have good intuition about location at sea. You gain a +2 trait bonus on Knowledge (geography) and Knowledge (nature) at sea or pertaining to the sea.
Keeper of Coins
Mouqol Commerce is the lifeblood of any great city, and grist for the mill. As a faithful servant of your god, you've served in the market, whether as clergy or laity. You've learned to keep a sharp eye out for the best deal, and gain a +1 trait bonus on Perception and Sense Motive checks.
Lead from Behind
Iuz You have learned to use your allies as protection. When adjacent to an ally, you have soft cover (cover against against ranged attacks), even if the ally is not in the path of the attack.
Magic is Life
Celene, Corellon, Wee Jas Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any 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.
Masked in Shadow
Vecna, Xan Yae Adherents of this faith prefer to conceal their true identities beneath masks. When masked or disguised, you receive a +2 trait bonus on Bluff and Stealth checks.
Bleredd, Moradin You forge the weapons of heroes. You can use Craft (weaponsmith) and Craft (armorer) as if you possessed the Craft Magic Arms and Armor feat to create magic weapons and armor with a caster level equal to your ranks in the skill. You cannot use Spellcraft to create items this way. Unless you are a spellcaster, or work with one, you will usually take crafting penalties because you lack spell prerequisites.
Dalt, Luna, Trithereon Like the alchemical metal, mercury, your mind constantly darts from one problem to another. The first time you try a skill check that you could normally take 20 on, you gain a +2 trait bonus on the roll. If you are using this bonus, you cannot take 20 on skill checks, and suffer a -2 penalty on skill check retries.
Jascar You have made those travesties called monstrous humanoids into your special foes. You gain a +1 trait bonus on weapon damage against monstrous humanoids.
Mystery of the Stars
Corellon Your charm is strongest under the light of the mysterious stars. In direct starlight, you gain a +1 trait bonus on all Charisma-based checks.
Incabolous Your exposure to the necromantic arts has strengthened your defenses against its vile rot. You gain a +2 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage.
Dalt You strive for perfection in a single art or craft - and to testing to destruction any device made by craft. Select one Craft skill. You gain a +1 trait bonus to this craft and to Disable Device checks. One of these skills is a class skill for you.
Allitur, Zodal You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. 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.
Kurell, Nerull, Pyremius You have a special divine connection that enhances your ability to commit murder. Once per week you can declare a creature your victim. This is a full-round action, but takes 10 minutes to take effect; until the 10 minutes have passed, you gain no benefit. You gain a +2 trait bonus on damage against a creature you have premeditated to murder. You can only have one premeditated murder active at a time, and an old one only ends when the target dies or you atone.
Ride in Friendship
Ehlonna You share a special friendship with the animals of the forest. You suffer no penalties when you use the Ride skill to ride without a saddle. If you have the Animal Companion class feature or one of it's variants, you can choose a unicorn as monster cohort at level 10 by giving up your animal companion. This functions just like the Leadership feat, except you only gain your unicorn cohort; you do not gain followers.
Garl Glittergold, Olidarma, Ralishaz, Rudd When you throw caution to the winds, your patron is by your side. When you use Climb, Bluff, Disguise, Disable Device, Sleight of Hand, or Stealth, a natural die roll of 1 always succeeds, no matter the DC. Your success might be very temporary if the task is one you have to continue rolling for.
Fortubo You hold the home sacred, and defend it with all your might. When in a place where you are sleeping or have slept, you gain a +5 trait bonus on Perception checks. This includes campsites, but only if they are in use; a spot reclaimed by nature ceases being a home when you break camp.
Lolth, Phyton You worked as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks, and one of these skills (your choice) is always a class skill for you.
Scholar of the Great Beyond
Cyndor Your great interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. 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.
Sehanine You have sworn your life to stopping the propagation of the undead; your patron has heard and approved your choice. You gain a +1 trait bonus on weapon damage rolls when battling the undead.
Celestian, Fharlanghn Your patron sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Strength of the Sun
Pelor You take solace in the purifying light of the sun. In direct sunlight, you gain a +1 trait bonus on all Charisma-based checks.
Joramy, St Cuthbert Your anger flares sudden and hot, but fades just as quickly. ‘‘ Intimidate is a class skill for you. You can attempt to influence a target's attitude in a sudden burst. This is a full-round action and works like the Influence Attitude ability of Intimidation except as noted here. It does not work on people with a hostile attitude. A target whose attitude you have adjusted returns to their old attitude (does not become hostile) after 1d6 + your Charisma modifier minutes. Repeated or abusive use of this ability can worsen attitudes.
Time for Wisdom
Cyndor, Delleb You have access to the wisdom of the ages, if you but give yourself time You can retry a failed Knowledge check once by taking a full-round action thinking about the problem.
Token of Favor
Atroa You can give away a scarf, garland or other token to show your favor and affection. This makes both of you see signs of affection more clearly. You can give an adjacent character a token of your favor as a standard action once per day. The target must accept this token. As long as it is worn or until the next day begins, you and your target both get a +2 trait bonus on Sense Motive.
Llerg (bear, constrictor snake, or alligator), Lolth (spider), Osprem (dolphin, barracuda, or sperm whale), Trithereon (canine, bird of prey, and lizard), Wastri (amphibians) Your animal totem speaks to you in the physical world. Choose one of the favored animals of your patron. You can use Handle Animal as if it was Wild Empathy to befriend animals of this type. If you have an animal companion of this type you have a special empathic bond with your familiar; you can feel each other emotions and reactions out to a mile distance, and you can call your companion to you over this distance. If you have a familiar of this type, the range of your empathic link is extended to 1 mile/2 levels. If you summon a creature of this type, you can command it by telepathic means.
Treasure the Hidden
Besmara, Procan When you either find or hide a significant treasure, your confidence soars. When you either hide or find a hidden treasure of significant value, you gain a +2 trait bonus to Intimidate, Knowledge (geography), and Perception. The value of the treasure must be at least half your net worth. This bonus lasts until you level up next. If you leveled at about the same time as you activated this ability, it lasts until you next level up (that is, you should be able to enjoy it for almost one complete level). You can vow to search for a certain treasure, and as long as you are actively questing for that treasure, you also enjoy the above bonus.
Myrlund, Kelanen, Telchur You gain a +2 trait bonus on initiative.
Trust in Chance
Norebo, Ralishaz You have suffered the vagrantcies of fate, and learned a few things. You gain a +2 trait bonus on Profession (gambler) and on Bluff, Sleight of Hand, and Sense motive when related to gambling.
Hextor, Tiamat Negotiation is a matter of stength and spirit. You gain a +2 bonus on Intimidate checks to influence attitude. Intimidate is a class skill for you.
Beltar, Incabolous In order to maintain your devotion in a hostile land, you and your fellow worshipers developed a complex system of hand signs and facial gestures to identify yourselves as faithful. You gain Bluff as a class skill. When using Bluff to convey a secret message you can always opt to take 10, even in dangerous or stressful situations.
Telchur, Tarizdun Your prolonged association with alien forces leaks from your pores. You can use your Intimidate skill to influence the attitude of animals and vermin; Intimidate is a class skill for you.
War against Hell
Vatun Hell must suffer, and the best way to confront devils is with instant violence. While in combat with devils, you gain a +1 trait bonus to melee damage and on Will saving throws.
Hieroneous You have learned the secrets of an ancient prayer that wards off the attacks of outsiders. As a full-round action, you can forcefully present your holy symbol and recite a holy chant that affects demons and other chaotic or evil outsiders as if you were under the effect of a sanctuary spell cast with your Hit Dice as caster level. The Will save DC equal to ½ your Hit Dice + your Charisma modifier. You must continue to spend full-round actions to gain thus protection, and a creature that saves against the ability is immune to your ward enemy for 24 hours. This is a supernatural ability.
The waster has blessed you with the gift of diseased water. When you channel negative energy, you have the additional effect of polluting any open collections of water in the area, making it vile-tasting and a carrier of blinding sickness. This can poison a replenishing water source (such as a well), but to infect a body of water larger than the area covered by your channel energy ability you must channel repeatedly to cover all of it, or the effect fades in an hour. Water in closed containers such as water skins are not affected. The effect can be removed as a curse or the water purified normally, and otherwise lasts a number of days equal to the result of a damage roll for your channel energy ability. If you cannot channel negative energy, you can use this ability once per day with a duration of 1d6 days.
You can find water even in the driest desert. You can find water even in the most arid and desolate land. You do not take any penalty on Survival checks to find water in arid terrain, and you find water sufficient for one medium sized creature for every point your roll exceeded the difficulty.
Velnius The winds whisper to you about coming weather. You gain a +4 trait bonus on Survival checks to predict weather.
Bralm You have toughened your flesh against venom and you are blessed you with the ability to influence vermin. You gain a +2 trait bonus on Fortitude saving throws against poison. You may make Handle Animal or Wild Empathy to improve a vermin’s attitude to you.
Vatun The cold one has made you a little bit like him. You gain cold resistance equivalent of that of endure elements.
Wisdom in the Flesh
Zouken Your meditation on the nature of strength and speed allows you to focus your thoughts to achieve things your body might not be able to do on its own. Select any one 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.