Difference between revisions of "Regional Traits (Greyhawk)"

From Action
Jump to navigation Jump to search
(blah)
 
m (New)
Line 1: Line 1:
 
{{Greyhawk}}
 
{{Greyhawk}}
  
Blah
+
===Ahlissa (Southern Kingdom) ===
 +
(Cheliax)
 +
 
 +
Aspiring Hellknight (Regional): Your family has a long tradition of service in the Hellknights, and your strict upbringing and training have given you a forceful aura of command. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
 +
 
 +
Secret Revolutionary (Regional): You seek to return Cheliax to its heyday before the rise of the House of the Thrune. You have trained yourself to resist any questioning or torture should you ever be caught. You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.
 +
 
 +
=== Amedio Jungle ===
 +
(Sodden Lands)
 +
Several colonies, mainly of Suel heritage, survive in the Amedio jungles. With the recent increased trade in the area, many of these have thrived, and there has never been so much demand for pearls, tobacco, supplies, jungle explorers, or pirate crews – the traditional occupations of this area.
 +
 
 +
Abendego Spellpiercer (Regional): You have spent time in the gales of the perpetual hurricane, and can cast spells even when battered by the elements. You gain a +2 trait bonus on concentration checks when spellcasting.
 +
 
 +
Amedio  Diver (Regional): You know how to operate  diving bells. You’ve dived the streets of sunken cities yourself, and you know what to expect. You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
 +
 
 +
=== Andorian (North Kingdom) ===
 +
The old North Kingdom was overthrown by an alliance of rebels, nobles fed up with corruption, and returning mercenaries at the end of the Greyhawk Wars, and a militaristic republic was born. Though based off the military, it is a true republic, and has achieved a large degree of citizen participation and mobilized its fading resources.
 +
 
 +
Andoren Freedom Fighter (Regional): You’ve dedicated your life to fighting against oppression, tyranny, and slavery. You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.
 +
 
 +
Freed Slave (Regional): You were either born or sold into slavery, but were freed by Andoren abolitionists. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life in Andoran. You gain a +1 trait bonus on Will saves.
 +
 
 +
=== Bandit Kingdoms ===
 +
(River Kingdoms)
 +
 
 +
Bandit (Regional): Since you were young, you’ve been a member of one Bandit Kingdoms bandit gang or another. Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
 +
 
 +
Riverfolk (Regional): You’ve grown up on the tributaries of the Artonsamay River system, and are as comfortable on boats as on land. You gain a +2 trait bonus on Profession (sailor) checks and any skill checks involving rope use.
 +
 
 +
=== Bissel ===
 +
(Brevoy)
 +
Castle Builder (Regional): You are a master of building and maintaining fortifications. You gain a +1 trait bonus on Craft (Carpenter or Stonemason) and Knowledge (Engineering). One of these skills si a class skill for you.
 +
Bissel Noble (Regional): You are a scion of one of the warring noble houses, and are well versed in maneuvering though the cutthroat world of western politics. You gain a +1 trait bonus on Knowledge (Nobility) and Sense Motive checks, and one of these skills is a class skill for you.
 +
 
 +
=== Blackmoor ===
 +
(Numeria.)
 +
 
 +
Technic Tinkerer (Regional): You managed to uncover some lesser secrets of the Technic League, and have mastered a minor bit of magic. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.
 +
 
 +
Touched by the Sky (Regional): Somehow, you managed to retrieve a rare vial of fluid from a piece of crashed wreckage on the plains of Numeria. Before you could be caught with the contraband, you drank it. You now have the ability to stabilize a dying creature with a touch as a standard action.
 +
 
 +
=== Bone March ===
 +
(Belkzen)
 +
 
 +
Dominator (Regional): The blood of dominance runs thick in the savage home of orcs. You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
 +
 
 +
Linebreaker (Regional): Growing up along the border between Andoria and Nyrond has taught you how to storm enemy battle lines and quickly overwhelm them. When charging, add 10 feet to your base speed.
 +
 
 +
=== Bright Lands ===
 +
Genie-Caller (Regional): Your exploration of the magic for calling genies has increased your overall aptitude for summoning. Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal. Rider of Paresh (Regional):
 +
You call the Plains of Paresh home, whether you were born among the plains’ tribes or in the glittering towers of Katheer. The horses are your kin. When mounted and making a charge, your mount’s speed is increased by 10 feet. You must have the Mounted Combat feat to take this trait.
 +
 
 +
=== Cauldron ===
 +
Cageborn (Regional): Brought up in the claustrophobic confines of the cauldron, you have learned to keep a low profile and not jostle your neigbours. You gain a +1 trait bonus on Diplomacy and Knowledge (Local), and one of these ksills is a class skill for you.
 +
 
 +
Jungle Trader (Regional): You have frequently travelled through the Amedio Jungle, and learned to stay on the trails. You get a +1 trait bonus on Perception and Survival checks, and one of these skills becomes a class skill for you.
 +
 
 +
=== Celene ===
 +
(Kyonin)
 +
 
 +
Demon Bane (Regional): Having fought in many battles against the demons of the Temple of Elemental Evil, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
 +
 
 +
Welkwood Illusionist (Regional): You have lived in Celene for so long that you are very familiar with illusions. You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to disbelieve illusions.
 +
 
 +
=== Dyvers (City) ===
 +
(Druma)
 +
 
 +
Devotee of Comerce (Regional): As an adherent of comerce, you understand the importance of a good deal. You gain a +1 trait bonus on Appraise checks, and a +1 trait bonus on Bluff checks.
 +
 
 +
Purchased Loyalty (Regional): As a member of Sasserine’s Mercenary League, you are utterly loyal to the holder of your contract—at least until it expires. Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm effects and take the better result.
 +
 
 +
=== Ekbir ===
 +
Practical Devotion (Regional): Your faith provides you with a +1 bonus on Will saves.
 +
 
 +
Rower (Regional): You are a seaman on the surprisingly calm Dramidj Ocean. You gain a +2 bonus on Profession (Sailor) checks and Diplomacy checks on rowed vessels.
 +
 
 +
=== Frost Barbarians ===
 +
(Linnorm Kings, Lands of the)
 +
 
 +
Friend of the Fey (Regional): You have a special relationship with the fey, having grown up in close proximity to them. You gain a +2 trait bonus on Diplomacy checks against fey creatures.
 +
 
 +
Viking Blood (Regional): You have the imposing build of a Viking, and people of the south fear your unpredictable nature. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
 +
 
 +
=== Furyondy ===
 +
(Lastwall)
 +
 
 +
Crusader Tactician (Regional): You have studied at a war college, and are skilled in both heraldry and siege tactics. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you.
 +
 
 +
Furyondy Rider (Regional): From the moment you were old enough to walk, you learned how to ride mighty warhorses. You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you.
 +
 
 +
=== Geoff ===
 +
Border Scout (Regional): You spend your time looking out for giant patrols and warning those who might be in danger. You gain a +1 trait bonus on Stealth checks, and Stealth is a class skill for you.
 +
 
 +
Shepherd (Regional): You drive flocks of semi-domesticated sheep trough the Geoff wilderness. You gain a +1 bonus on Handle Animal and Perception checks, and Handle Animal is a class skill for you.
 +
 
 +
=== Gran March ===
 +
Line of History (Regional): Your family has a long tradition as a defender of the Gran March. When you set a weapon to receive a charge, you gain a +2 trait to armor class until yournext action after the readied action.
 +
 
 +
Mystic Watch (Regional): You are connected to the Knights of the Watch and know some of their mysteries. Knowledge (Arcane, Dungeoneering, Nature) are class skills for you.
 +
 
 +
=== Greyhawk (City) ===
 +
(Absalom)
 +
 
 +
Cosmopolitan (Regional): Your exposure to the huge variety of cultures across the Inner Sea has given you an ear for languages. You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.
 +
 
 +
Greyahwk Hotspur (Regional): You grew up on the streets of Greyhawk and have worked as both guide and bodyguard for visitors to the city. You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
 +
 
 +
=== Heptmonaland Jungle ===
 +
(Mwangi Expanse)
 +
 
 +
Artifact Hunter (Regional): You know the legends of Heptmonaland and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
 +
 
 +
Jungle Walker (Regional): You have learned how to navigate the darkest jungles of Heptmonaland, and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in jungle terrain.
 +
 
 +
=== Highfork ===
 +
Frontier Folk (Regional): Select one of the following weapons: composite long bow, longspear, longsword. You gain proficiency in that weapon.
 +
 
 +
Racial Harmony (Regional): You gain a +2 trait bonus on Diplomacy checks against elves, gnomes, and Halflings.
 +
 
 +
=== Ice Barbarians ===
 +
Mammoth Master (Regional): You have experience trapping and training large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. You gain a +4 trait bonus on Handle Animal checks related to these creatures.
 +
 
 +
Superstitious (Regional): You are distrustful of any magic that goes beyond your native shamanic ways. As long as you do not possess any levels in a class that grants arcane spellcasting power, you gain a +1 trait bonus on all saving throws against arcane spells.
 +
 
 +
 
 +
=== Idee (Conquered Country) ===
 +
(Isger)
 +
 
 +
Bounty Hunter (Regional): You have made it your mission to help bring the bandits of Almor to justice. You gain a +2 trait bonus on Survival checks to find or follow tracks, and a +2 trait bonus on Perception checks to avoid being surprised.
 +
 
 +
Idee Orphan (Regional): You grew up in one of the many Asmodean orphanages that dot the Idee countryside. Whether or not you took to their teachings, your strict indoctrination at the hands of the “devil nuns” has toughened your body to punishment. You gain a +1 trait bonus on Fortitude saves.
 +
 
 +
=== Irongate ===
 +
(Molthune)
 +
Irongate Soldier (Regional): You’ve served in the Army of Irongate. Choose one of the following skills: Heal, Intimidate, or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
 +
 
 +
Signaler (Regional): By watching Irongate troops, you know how to use flags, smoke signals, and other methods to send secret messages, and gain a +5 trait bonus on Bluff checks to receive secret messages and a +5 trait bonus on Sense Motive checks to intercept messages.
 +
 
 +
=== Iuz (Empire) ===
 +
Iuz Survivor (Regional): Having survived the wilds of Iuz, you can survive anything. You gain a +1 trait bonus on Stealth and Survival checks, and one fo these skills is a class skill for you.
 +
 
 +
Iuz Toady (Regional): You have survived by leaning on those weaker and bowing to those stronger. You gain a +1 trait bonus on Intimidate and Sense motive checks, and one of these skills is a class skill for you.
 +
 
 +
=== Keoland ===
 +
(Traldor)
 +
 
 +
Chivalrous (Regional): You were raised on tales of heroic knights and benevolent wizards from Keoland’s Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
 +
 
 +
Wealthy Dabbler (Regional): You study magic at one of Kwoland’s many social clubs, wowing your friends with your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
 +
 
 +
=== Ket ===
 +
(Katapesh)
 +
 
 +
Crossroads of the world (Regional): You learn two of the following languages: Ullagha, Baklunish, Oerdian, Elven, Dwarf, Giant.
 +
 
 +
Merchant’s Child (Regional): One of your close relatives was a gifted merchant in the bustling bazaars of Ket, and taught you early in life how to see the innate value in any object. You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you.
 +
 
 +
=== Lendore Isles ===
 +
Lendor Native (Regional): You have lived among the Lendor elves and know their strange ways. You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects. Life on the
 +
 
 +
Edge of the World (Regional): You gain a +2 bonus on Knowledge (Geography) checks at sea, and Knowledge (Geography) is a class skill for you.
 +
 
 +
=== Lordiship of the Isles ===
 +
Cultures in Conflict (Regional): When a social situation turns sour and suddenly becomes dangerous, you gain a +2 trait bonus on Initiative checks.
 +
 
 +
Plantation Slave (Regional): You have worked log hard hours on the plantations, learning to look like you are working. You gain a +1 trait bonus to Bluff and Survival checks, and damage resistance 2/- against subdual damage.
 +
 
 +
=== Lortmil Mountains ===
 +
(Five Kings Mountains)
 +
 
 +
Mountain Guide (Regional): You are skilled at getting along in the mountains, enabling you to find hidden trails and secret entrances into the caverns beneath mountains. You gain a +2 trait bonus on Knowledge (geography) and Survival checks when in mountainous areas, and Knowledge (geography) is always a class skill for you.
 +
 
 +
Perseverance (Regional): Your time in the  Mountains has taught you that any obstacle can be endured and overcome. 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 domain), you receive a +2 trait bonus on the extra Will saves against that effect.
 +
 
 +
=== Medegia (Undead Nation) ===
 +
(Geb)
 +
 
 +
Enemy of the Undead (Regional): Your disgust at the way the undead aristocracy treats the living has inspired hatred in you. You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
 +
 
 +
Friend of the Dead (Regional): Your close association with intelligent undead has imparted some of their otherworldly essence to you, and this essence helps you in your dealings with the undead. You gain a +2 trait bonus on Diplomacy checks against sentient undead.
 +
 
 +
=== Nyrond ===
 +
Nyrond Resolve (Regional): You are a part of the new Nyrond, eager to show the strength of your nation in all areas. You gain a +1 trait bonus on Ride, Knowledge (Engineering), and Profession (Sailor).
 +
 
 +
Nyrond Sheriff (Regional): You are an expert with all sorts of combat tricks. You gain a +1 trait bonus on CMB.
 +
 
 +
=== Pale ===
 +
(Galt)
 +
 
 +
A former teocracy caught in a continuing revolution, the Pale was inspired by Andoria but failed to achieve a conclusion to their revolution.
 +
 
 +
Inspiring Speaker (Regional): You have learned the arts of oratory, and know how to speak to crowds to rile them up or to calm them down. You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
 +
 
 +
Silent Watcher (Regional): You can sense an ugly mood brewing in a crowd, and know how to dodge wrathful mobs when they seek victims for their anger. You gain a +2 trait bonus on Sense Motive checks in crowds, and a +2 trait bonus on Stealth checks in city streets.
 +
 
 +
=== Paynims (Plains of) ===
 +
(Thuvia)
 +
 
 +
Desert Nomad (Regional): You were born and raised on the dry steppes. You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.
 +
 
 +
Desert Merchant (Regional): You have traveled with caravans and are used to haggling with foreigners. You gain a +2 trait bonus on Appraise, Bluff, and Sense Motive checks made for business deals and transactions.
 +
 
 +
=== Perrenland ===
 +
Perreneland Mercenary (Regional): You are skilled in the pole-arm tactics of Perrenland. When you are using a longsepar or pole arm, you can charge even trough allied spaces or difficult ground..
 +
 
 +
Yatil Mountaineer (Regional): When you take 10 on Climbing checks, you can move at half speed (instead of one-quarter speed) and do not lose your dexterity bonus to Armor Class.
 +
 
 +
=== Pomarj ===
 +
Humanoid Diplomacy (Regional): You gain a +2 trait bonus to Diplomacy and Intimidate against orcs and goblinoids, and one of these skills becomes a class skill for you.
 +
 
 +
Slave Raider (Regional): Against an unarmed opponent lacking the Improved Unarmed Combat feat you can do the tie up grapple maneuver without first scoring a pin.
 +
 
 +
=== Ratik ===
 +
Steadfast Defense (Regional): You can take a defensive stance as a move action, gaining a +2 dodge bonus to AC.
 +
 
 +
Frozen Fields (Regional): You are an expert at farming in the short Ratik growing season. You gain a +2 trait bonus on Handle Animal and Profession (Farmer) and both these skills are class skills for you.
 +
 
 +
=== Rel Astra ===
 +
(Nex)
 +
 
 +
Rel Astra Alchemist (Regional): You studied with the alchemists of Rel Astra, perfecting your craft in the homunculus factories, golemworks, and ooze colony. You gain a +1 trait bonus on Craft (alchemy) checks.
 +
 
 +
Rel Astra University Graduate (Regional): You graduated from one of Rel Astra’s justly famous arcane academies, and the rigorous program of study has honed your mind. You gain a +2 trait bonus on concentration checks when casting arcane spells.
 +
 
 +
=== Rovers of the Barrens ===
 +
(Irrisen)
 +
 
 +
Winter Warrior (Regional): You grew up in the icy lands of the Barrens, and surviving in the cold snows of winter is second nature to you. You gain a +2 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.
 +
 
 +
Winter’s Soul (Regional): The eternal winter of Irrisen is as much a part of you as it is the land. You may cast ray of frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.
 +
 
 +
=== Sargava ===
 +
Imported from Golarion, this is a colony on the west coast of Heptomaland.
 +
 
 +
Jungle Guide (Regional): You’ve made your living outfitting and guiding expeditions deep into the Hepmonaland interior in search of ancient ruins and lost cities. You gain a +1 trait bonus on Handle Animal checks, and a +2 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.
 +
 
 +
Sargavan Guard (Regional): You served in the Sargavan Guard, either as a colonial sub-praetor or as a native regular, and have grown accustomed to marching in hot temperatures while wearing armor. When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
 +
 
 +
=== Sasserine ===
 +
Explorer (Regional): You long and prepare for sefaring exploration. You gain a +1 trait bonus on Perception, Knowledge (Geography), and Profession (Sailor). Pick one of these skills as a class skill.
 +
 
 +
Jungle Neighbours (Regional): You have experience living at the edge of the jungle and its dangers. In a surprise round, you can take a normal move even if you are surprised, but only to move away from visible enemies.
 +
 
 +
=== Scarlet Berotherhood ===
 +
Brotherhood Paragon (Regional): You are a product of Scarlet Brotherhood breeding programs—either your parents were chosen to be citizens, or you were, but later failed to live up to the island’s high standards. Whatever the case, you are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
 +
 
 +
Scarlett Slave (Regional): You have been a slave of the Scarlet Brotherhood, and have DR 5/- against subdual damage.
 +
 
 +
=== Sea Barons ===
 +
Repel Boarders (Regional): Creatures climbing in your reach trigger attacks of opportunity from you.
 +
 
 +
Wood Baron (Regional): You are an expert navial woodwork, and gain a +2 trait bonus with all Craft skills dealing with wood and ships.
 +
 
 +
=== Sea Princes ===
 +
Pesh Addict (Regional): You spent several years addicted to pesh, a habit that you may or may not have kicked. You start with only half of the normal starting cash, but your knowledge of the pesh lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
 +
 
 +
Naval Raider (Regional): Once the Sea Princes ruled the sea, but now they are reduced to raiding the shipping of the Scarlet Brotherhood and the merchants who pass their way, using dull-colored sails and the siluette of the coast to hide. When you are the sailing master or captain of a ship, the DC to spot your ship is increased by 5 when you are withing a mile of land.
 +
 
 +
=== Shackles ===
 +
Imported from Golarion, this is an island chain on the west coast of Heptomaland. These traits also apply to Crimson Fleet pirates further west.
 +
 
 +
Shackles Seafarer (Regional): You’re familiar with the treacherous coastlines, currents, and tides of the Shackles, and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
 +
 
 +
Stormrunner (Regional): You have sailed on some of the roughest seas on Oerth, and have skirted the Eye of Abendego. You’re accustomed to the pitch and yaw of sailing vessels, even in a storm, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.
 +
 
 +
=== Shield Lands ===
 +
(Mendev)
 +
 
 +
Child of the Crusades (Regional): Your parents stood strong against the demons of Iuz, facing down the worst of this world and the Great Beyond. You have inherited their indomitable spirit, and you gain a +2 trait bonus on all saves against fear.
 +
 
 +
Cynic (Regional): As a Shild Lands native, you have seen all manner of people claiming holy motives, and you have learned to judge them by their deeds, rather than their words. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
 +
 
 +
 
 +
=== Snow Barbarians ===
 +
Sailor on the Sea of Ice (Regional): You gain a +2 trait bonus on Profession (sailor) checks in open ships and boats (ships and boats without decks, like rowboats and Viking ships).
 +
 
 +
From Ship to Shore (Regional): You do not lose your dexterity bonus to armor class when climbing mountains or on wood – like wood cabins or ship sides.
 +
 
 +
=== Sterich ===
 +
Mountain Warrior (Regional): When fighting at different elevation from your target (standing either higher or lower), you gain a +1 trait roll to attack and damage.
 +
 
 +
Wary of Betrayal (Regional): You gain a +1 trait bonus to Sense Motive, and Sense Motive is a class skill for you.
 +
 
 +
=== Stonehold ===
 +
(Ustav)
 +
 
 +
Superstitious Ward (Regional): You’re not frightened of the old wives’ tales of vampires and ghosts, and though you try to avoid the undead, you’ve learned how to deal with them. You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.
 +
 
 +
Stonehold Noble (Regional): You come from an aristocratic family, though your family has long since lost any power or prestige it once had. You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp — your “birthright,” such as it is.
 +
 
 +
=== Sunndi ===
 +
(Nirmathas)
 +
 
 +
Sunndi Diplomat (Regional): You’ve lived and worked among the disparate guerrilla groups of Sunndi. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
 +
 
 +
Sunndi Militia (Regional): You have served in one of the militia bands of Sunndi, and have learned valuable skills. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
 +
 
 +
=== Tenh ===
 +
The war in Tenh has dragged down into a seemingly everlasting conflict between returning nobles, religious fanatics, Pale revolutionaries and humanoid tribes.
 +
 
 +
Child of War (Regional): Almost constant warfare has left you constantly ready. When you get to act in a surprise round, you can draw a weapon as an immediate action.
 +
 
 +
Factions, Factions, Factions (Regional): You gain a +2 bonus on Knowledge (local) rolls to know things about humanoids, and Knowledge (Local) is a class skill for you.
 +
 
 +
=== Tiger Nomads ===
 +
Wolf Hunter (Regional): You hunt the great wolves of the northern plains and have heard stories of their lycanthropic allies.  You know a recipe for a secret salve, involving herbs, horse fat, and your own blood, that makes your (and only your) weapons count as silver weapons against lychantropes for an hour. This salve takes a full-round action to apply, and one hour to brew. You always keep a number of doses handy equal to your Constitution modifier (minimum 1).
 +
 
 +
Tiger Archer (Regional): When riding a horse and shooting a bow, your horse can make one turn of up to 90 degrees even when running.
 +
 
 +
=== Tusmit ===
 +
Tusmit Steel (Regional): You gain a +1 trait bonus on Craft (Weaponsmith), Craft (Armorer), and Profession (miner).
 +
 
 +
Foreign Mercenary (Regional): You have the demeanor of a professional, respectable mercenary. You gain a +2 trait bonus on Diplomacy and Sense Motive checks against potential employers. One of these skills becomes a class skill for you.
 +
 
 +
=== Ulek ===
 +
Friendly Demi-Human (Regional): You are experienced in dealing with humans, dwarfs, gnomes, halflings, and elves. You gain a +2 bonus on Diplomacy checks against these races.
 +
 
 +
Sheilded (Regional): You gain proficiency in one of the following: light shield, heavy shield, tower shield. You must fulfill the prerequisites for the proficiency feat you take.
 +
 
 +
=== Ull ===
 +
(Rahadoum)
 +
 
 +
Rahadoumi Cultist (Regional): You’re a secret member of a forbidden faith in Rahadoum. You have learned to hide your beliefs and how to identify others of your faith. You gain a +5 trait bonus on Bluff checks to receive secret messages, and a +5 trait bonus on Sense Motive checks to intercept secret messages from others of your faith.
 +
 
 +
Ull Disbeliever (Regional): As an Ull who rejects covenants with gods, your belief is strong enough to repel divine spells. You gain a +2 trait bonus on saving throws against divine spells, but you must make a saving throw even when that magic is beneficial to you.
 +
 
 +
=== Urnst ===
 +
(Varisia)
 +
 
 +
Flan Tribesman (Regional): You were born or adopted into a Flan tribe. Choose one of the following skills: Climb, Survival, or Swim. You gain a +1 trait bonus on this skill, and it is always a class skill for you.
 +
 
 +
Rhenne Wanderer (Regional): You were raised among or have spent time with a group of Rhenne nomads, whether travelers, criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you.
 +
 
 +
=== Veluna ===
 +
Moral Fellowship (Regional): If you are of Good alignment and dealing with others of Good alignment, you gain a +2 trait bonus on Diplomacy checks. 
 +
 
 +
Learn from thy Neighbor  (Regional): Each of these trait bonuses is associated with a particular race. Choose one of these bonuses, that is not associated with your race. * Dwarf: +2 trait bonus on Appraise involving precious metals or gems.
 +
* Elf: +1 trait bonus on Perception checks.
 +
* Gnome: +1 trait bonus on a Craft or Profession skill of your choice
 +
* Half-Elf: +1 trait bonus on Diplomacy checks.
 +
* Halfling: +1 trait bonus on Stealth checks.
 +
* Human: Any one skill becomes a class skill for you.
 +
 
 +
=== Wild Coast ===
 +
The wild coast has rebuilt, but is plagued by a strange sect that demands strict tithes and service.
 +
 
 +
Acolyte of Razmir (Regional): You are an adherent of the Razmiri faith, or once were and have since renounced it. You gain a +1 trait bonus on Knowledge (local) and Knowledge (religion) checks, and one of these skills is always a class skill for you. This bonus increases to +2 when dealing with specifics of the Razmiri faith.
 +
 
 +
Soldier of the Faith (Regional): You have served Razmir as a faithful enforcer, or upon one of the “faith barges” plying the waters of the Wolly Bay, and have learned the enforcement techniques of Razmiran. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
 +
 
 +
=== Wolf Nomads ===
 +
Iuz Raider (Regional): You gain a +2 trait bonus to Initiative when mounted.
 +
 
 +
Wolf Friend (Regional): You can use Handle Animal to train wolves as if they were domestic animals.
 +
 
 +
=== Yeomanry ===
 +
Yeomanry Militia (Regional): You are skilled in the pole-arm tactics of the Yeomanry. When you make an attack of opportunity against a charging opponent with a weapon that can be set against a charge, you score double damage, just as if you had set the weapon to receive.
 +
 
 +
Sea of Dust Scout (Regional): You have some experience surviving in the Sea of Dust. You gain a +5 bonus on Survival checks to avoid environmental damage. Survival is a class skill for you.
 +
 
 +
=== Zeif ===
 +
Bureaucrat (Regional): You are well versed in the intricacies of complex bureaucracy. You gain a +5 trait bonus on Knowledge (Local) when dealing with bureaucracy, and Knowledge (Local) is a class skill for you.
 +
 
 +
Orc Respect (Regional): You know several civilized orcs and hold a higher opinion of orcs than most people do. You have learned that orcs respect strong authority. You gain a +2 trait bonus on Diplomacy and Intimidate checks against orcs. If you are an orc or half-orc, you instead gain Diplomacy as a class skill.

Revision as of 09:05, 26 July 2012

Greyhawk (Action)Greyhawk Arms
===Ahlissa (Southern Kingdom) ===
(Cheliax)

Aspiring Hellknight (Regional): Your family has a long tradition of service in the Hellknights, and your strict upbringing and training have given you a forceful aura of command. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Secret Revolutionary (Regional): You seek to return Cheliax to its heyday before the rise of the House of the Thrune. You have trained yourself to resist any questioning or torture should you ever be caught. You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.

Amedio Jungle

(Sodden Lands)

Several colonies, mainly of Suel heritage, survive in the Amedio jungles. With the recent increased trade in the area, many of these have thrived, and there has never been so much demand for pearls, tobacco, supplies, jungle explorers, or pirate crews – the traditional occupations of this area.

Abendego Spellpiercer (Regional): You have spent time in the gales of the perpetual hurricane, and can cast spells even when battered by the elements. You gain a +2 trait bonus on concentration checks when spellcasting.

Amedio Diver (Regional): You know how to operate diving bells. You’ve dived the streets of sunken cities yourself, and you know what to expect. You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Andorian (North Kingdom)

The old North Kingdom was overthrown by an alliance of rebels, nobles fed up with corruption, and returning mercenaries at the end of the Greyhawk Wars, and a militaristic republic was born. Though based off the military, it is a true republic, and has achieved a large degree of citizen participation and mobilized its fading resources.

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

Freed Slave (Regional): You were either born or sold into slavery, but were freed by Andoren abolitionists. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life in Andoran. You gain a +1 trait bonus on Will saves.

Bandit Kingdoms

(River Kingdoms)

Bandit (Regional): Since you were young, you’ve been a member of one Bandit Kingdoms bandit gang or another. Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Riverfolk (Regional): You’ve grown up on the tributaries of the Artonsamay River system, and are as comfortable on boats as on land. You gain a +2 trait bonus on Profession (sailor) checks and any skill checks involving rope use.

Bissel

(Brevoy)

Castle Builder (Regional): You are a master of building and maintaining fortifications. You gain a +1 trait bonus on Craft (Carpenter or Stonemason) and Knowledge (Engineering). One of these skills si a class skill for you. Bissel Noble (Regional): You are a scion of one of the warring noble houses, and are well versed in maneuvering though the cutthroat world of western politics. You gain a +1 trait bonus on Knowledge (Nobility) and Sense Motive checks, and one of these skills is a class skill for you.

Blackmoor

(Numeria.)

Technic Tinkerer (Regional): You managed to uncover some lesser secrets of the Technic League, and have mastered a minor bit of magic. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Touched by the Sky (Regional): Somehow, you managed to retrieve a rare vial of fluid from a piece of crashed wreckage on the plains of Numeria. Before you could be caught with the contraband, you drank it. You now have the ability to stabilize a dying creature with a touch as a standard action.

Bone March

(Belkzen)

Dominator (Regional): The blood of dominance runs thick in the savage home of orcs. You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.

Linebreaker (Regional): Growing up along the border between Andoria and Nyrond has taught you how to storm enemy battle lines and quickly overwhelm them. When charging, add 10 feet to your base speed.

Bright Lands

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

You call the Plains of Paresh home, whether you were born among the plains’ tribes or in the glittering towers of Katheer. The horses are your kin. When mounted and making a charge, your mount’s speed is increased by 10 feet. You must have the Mounted Combat feat to take this trait.

Cauldron

Cageborn (Regional): Brought up in the claustrophobic confines of the cauldron, you have learned to keep a low profile and not jostle your neigbours. You gain a +1 trait bonus on Diplomacy and Knowledge (Local), and one of these ksills is a class skill for you.

Jungle Trader (Regional): You have frequently travelled through the Amedio Jungle, and learned to stay on the trails. You get a +1 trait bonus on Perception and Survival checks, and one of these skills becomes a class skill for you.

Celene

(Kyonin)

Demon Bane (Regional): Having fought in many battles against the demons of the Temple of Elemental Evil, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Welkwood Illusionist (Regional): You have lived in Celene for so long that you are very familiar with illusions. You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to disbelieve illusions.

Dyvers (City)

(Druma)

Devotee of Comerce (Regional): As an adherent of comerce, you understand the importance of a good deal. You gain a +1 trait bonus on Appraise checks, and a +1 trait bonus on Bluff checks.

Purchased Loyalty (Regional): As a member of Sasserine’s Mercenary League, you are utterly loyal to the holder of your contract—at least until it expires. Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm effects and take the better result.

Ekbir

Practical Devotion (Regional): Your faith provides you with a +1 bonus on Will saves.

Rower (Regional): You are a seaman on the surprisingly calm Dramidj Ocean. You gain a +2 bonus on Profession (Sailor) checks and Diplomacy checks on rowed vessels.

Frost Barbarians

(Linnorm Kings, Lands of the)

Friend of the Fey (Regional): You have a special relationship with the fey, having grown up in close proximity to them. You gain a +2 trait bonus on Diplomacy checks against fey creatures.

Viking Blood (Regional): You have the imposing build of a Viking, and people of the south fear your unpredictable nature. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Furyondy

(Lastwall)

Crusader Tactician (Regional): You have studied at a war college, and are skilled in both heraldry and siege tactics. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you.

Furyondy Rider (Regional): From the moment you were old enough to walk, you learned how to ride mighty warhorses. You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you.

Geoff

Border Scout (Regional): You spend your time looking out for giant patrols and warning those who might be in danger. You gain a +1 trait bonus on Stealth checks, and Stealth is a class skill for you.

Shepherd (Regional): You drive flocks of semi-domesticated sheep trough the Geoff wilderness. You gain a +1 bonus on Handle Animal and Perception checks, and Handle Animal is a class skill for you.

Gran March

Line of History (Regional): Your family has a long tradition as a defender of the Gran March. When you set a weapon to receive a charge, you gain a +2 trait to armor class until yournext action after the readied action.

Mystic Watch (Regional): You are connected to the Knights of the Watch and know some of their mysteries. Knowledge (Arcane, Dungeoneering, Nature) are class skills for you.

Greyhawk (City)

(Absalom)

Cosmopolitan (Regional): Your exposure to the huge variety of cultures across the Inner Sea has given you an ear for languages. You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.

Greyahwk Hotspur (Regional): You grew up on the streets of Greyhawk and have worked as both guide and bodyguard for visitors to the city. You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.

Heptmonaland Jungle

(Mwangi Expanse)

Artifact Hunter (Regional): You know the legends of Heptmonaland and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Jungle Walker (Regional): You have learned how to navigate the darkest jungles of Heptmonaland, and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in jungle terrain.

Highfork

Frontier Folk (Regional): Select one of the following weapons: composite long bow, longspear, longsword. You gain proficiency in that weapon.

Racial Harmony (Regional): You gain a +2 trait bonus on Diplomacy checks against elves, gnomes, and Halflings.

Ice Barbarians

Mammoth Master (Regional): You have experience trapping and training large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. You gain a +4 trait bonus on Handle Animal checks related to these creatures.

Superstitious (Regional): You are distrustful of any magic that goes beyond your native shamanic ways. As long as you do not possess any levels in a class that grants arcane spellcasting power, you gain a +1 trait bonus on all saving throws against arcane spells.


Idee (Conquered Country)

(Isger)

Bounty Hunter (Regional): You have made it your mission to help bring the bandits of Almor to justice. You gain a +2 trait bonus on Survival checks to find or follow tracks, and a +2 trait bonus on Perception checks to avoid being surprised.

Idee Orphan (Regional): You grew up in one of the many Asmodean orphanages that dot the Idee countryside. Whether or not you took to their teachings, your strict indoctrination at the hands of the “devil nuns” has toughened your body to punishment. You gain a +1 trait bonus on Fortitude saves.

Irongate

(Molthune) Irongate Soldier (Regional): You’ve served in the Army of Irongate. Choose one of the following skills: Heal, Intimidate, or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Signaler (Regional): By watching Irongate troops, you know how to use flags, smoke signals, and other methods to send secret messages, and gain a +5 trait bonus on Bluff checks to receive secret messages and a +5 trait bonus on Sense Motive checks to intercept messages.

Iuz (Empire)

Iuz Survivor (Regional): Having survived the wilds of Iuz, you can survive anything. You gain a +1 trait bonus on Stealth and Survival checks, and one fo these skills is a class skill for you.

Iuz Toady (Regional): You have survived by leaning on those weaker and bowing to those stronger. You gain a +1 trait bonus on Intimidate and Sense motive checks, and one of these skills is a class skill for you.

Keoland

(Traldor)

Chivalrous (Regional): You were raised on tales of heroic knights and benevolent wizards from Keoland’s Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Wealthy Dabbler (Regional): You study magic at one of Kwoland’s many social clubs, wowing your friends with your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

Ket

(Katapesh)

Crossroads of the world (Regional): You learn two of the following languages: Ullagha, Baklunish, Oerdian, Elven, Dwarf, Giant.

Merchant’s Child (Regional): One of your close relatives was a gifted merchant in the bustling bazaars of Ket, and taught you early in life how to see the innate value in any object. You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you.

Lendore Isles

Lendor Native (Regional): You have lived among the Lendor elves and know their strange ways. You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects. Life on the

Edge of the World (Regional): You gain a +2 bonus on Knowledge (Geography) checks at sea, and Knowledge (Geography) is a class skill for you.

Lordiship of the Isles

Cultures in Conflict (Regional): When a social situation turns sour and suddenly becomes dangerous, you gain a +2 trait bonus on Initiative checks.

Plantation Slave (Regional): You have worked log hard hours on the plantations, learning to look like you are working. You gain a +1 trait bonus to Bluff and Survival checks, and damage resistance 2/- against subdual damage.

Lortmil Mountains

(Five Kings Mountains)

Mountain Guide (Regional): You are skilled at getting along in the mountains, enabling you to find hidden trails and secret entrances into the caverns beneath mountains. You gain a +2 trait bonus on Knowledge (geography) and Survival checks when in mountainous areas, and Knowledge (geography) is always a class skill for you.

Perseverance (Regional): Your time in the Mountains has taught you that any obstacle can be endured and overcome. 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 domain), you receive a +2 trait bonus on the extra Will saves against that effect.

Medegia (Undead Nation)

(Geb)

Enemy of the Undead (Regional): Your disgust at the way the undead aristocracy treats the living has inspired hatred in you. You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.

Friend of the Dead (Regional): Your close association with intelligent undead has imparted some of their otherworldly essence to you, and this essence helps you in your dealings with the undead. You gain a +2 trait bonus on Diplomacy checks against sentient undead.

Nyrond

Nyrond Resolve (Regional): You are a part of the new Nyrond, eager to show the strength of your nation in all areas. You gain a +1 trait bonus on Ride, Knowledge (Engineering), and Profession (Sailor).

Nyrond Sheriff (Regional): You are an expert with all sorts of combat tricks. You gain a +1 trait bonus on CMB.

Pale

(Galt)

A former teocracy caught in a continuing revolution, the Pale was inspired by Andoria but failed to achieve a conclusion to their revolution.

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

Silent Watcher (Regional): You can sense an ugly mood brewing in a crowd, and know how to dodge wrathful mobs when they seek victims for their anger. You gain a +2 trait bonus on Sense Motive checks in crowds, and a +2 trait bonus on Stealth checks in city streets.

Paynims (Plains of)

(Thuvia)

Desert Nomad (Regional): You were born and raised on the dry steppes. You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.

Desert Merchant (Regional): You have traveled with caravans and are used to haggling with foreigners. You gain a +2 trait bonus on Appraise, Bluff, and Sense Motive checks made for business deals and transactions.

Perrenland

Perreneland Mercenary (Regional): You are skilled in the pole-arm tactics of Perrenland. When you are using a longsepar or pole arm, you can charge even trough allied spaces or difficult ground..

Yatil Mountaineer (Regional): When you take 10 on Climbing checks, you can move at half speed (instead of one-quarter speed) and do not lose your dexterity bonus to Armor Class.

Pomarj

Humanoid Diplomacy (Regional): You gain a +2 trait bonus to Diplomacy and Intimidate against orcs and goblinoids, and one of these skills becomes a class skill for you.

Slave Raider (Regional): Against an unarmed opponent lacking the Improved Unarmed Combat feat you can do the tie up grapple maneuver without first scoring a pin.

Ratik

Steadfast Defense (Regional): You can take a defensive stance as a move action, gaining a +2 dodge bonus to AC.

Frozen Fields (Regional): You are an expert at farming in the short Ratik growing season. You gain a +2 trait bonus on Handle Animal and Profession (Farmer) and both these skills are class skills for you.

Rel Astra

(Nex)

Rel Astra Alchemist (Regional): You studied with the alchemists of Rel Astra, perfecting your craft in the homunculus factories, golemworks, and ooze colony. You gain a +1 trait bonus on Craft (alchemy) checks.

Rel Astra University Graduate (Regional): You graduated from one of Rel Astra’s justly famous arcane academies, and the rigorous program of study has honed your mind. You gain a +2 trait bonus on concentration checks when casting arcane spells.

Rovers of the Barrens

(Irrisen)

Winter Warrior (Regional): You grew up in the icy lands of the Barrens, and surviving in the cold snows of winter is second nature to you. You gain a +2 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.

Winter’s Soul (Regional): The eternal winter of Irrisen is as much a part of you as it is the land. You may cast ray of frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Sargava

Imported from Golarion, this is a colony on the west coast of Heptomaland.

Jungle Guide (Regional): You’ve made your living outfitting and guiding expeditions deep into the Hepmonaland interior in search of ancient ruins and lost cities. You gain a +1 trait bonus on Handle Animal checks, and a +2 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.

Sargavan Guard (Regional): You served in the Sargavan Guard, either as a colonial sub-praetor or as a native regular, and have grown accustomed to marching in hot temperatures while wearing armor. When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Sasserine

Explorer (Regional): You long and prepare for sefaring exploration. You gain a +1 trait bonus on Perception, Knowledge (Geography), and Profession (Sailor). Pick one of these skills as a class skill.

Jungle Neighbours (Regional): You have experience living at the edge of the jungle and its dangers. In a surprise round, you can take a normal move even if you are surprised, but only to move away from visible enemies.

Scarlet Berotherhood

Brotherhood Paragon (Regional): You are a product of Scarlet Brotherhood breeding programs—either your parents were chosen to be citizens, or you were, but later failed to live up to the island’s high standards. Whatever the case, you are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

Scarlett Slave (Regional): You have been a slave of the Scarlet Brotherhood, and have DR 5/- against subdual damage.

Sea Barons

Repel Boarders (Regional): Creatures climbing in your reach trigger attacks of opportunity from you.

Wood Baron (Regional): You are an expert navial woodwork, and gain a +2 trait bonus with all Craft skills dealing with wood and ships.

Sea Princes

Pesh Addict (Regional): You spent several years addicted to pesh, a habit that you may or may not have kicked. You start with only half of the normal starting cash, but your knowledge of the pesh lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.

Naval Raider (Regional): Once the Sea Princes ruled the sea, but now they are reduced to raiding the shipping of the Scarlet Brotherhood and the merchants who pass their way, using dull-colored sails and the siluette of the coast to hide. When you are the sailing master or captain of a ship, the DC to spot your ship is increased by 5 when you are withing a mile of land.

Shackles

Imported from Golarion, this is an island chain on the west coast of Heptomaland. These traits also apply to Crimson Fleet pirates further west.

Shackles Seafarer (Regional): You’re familiar with the treacherous coastlines, currents, and tides of the Shackles, and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Stormrunner (Regional): You have sailed on some of the roughest seas on Oerth, and have skirted the Eye of Abendego. You’re accustomed to the pitch and yaw of sailing vessels, even in a storm, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.

Shield Lands

(Mendev)

Child of the Crusades (Regional): Your parents stood strong against the demons of Iuz, facing down the worst of this world and the Great Beyond. You have inherited their indomitable spirit, and you gain a +2 trait bonus on all saves against fear.

Cynic (Regional): As a Shild Lands native, you have seen all manner of people claiming holy motives, and you have learned to judge them by their deeds, rather than their words. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.


Snow Barbarians

Sailor on the Sea of Ice (Regional): You gain a +2 trait bonus on Profession (sailor) checks in open ships and boats (ships and boats without decks, like rowboats and Viking ships).

From Ship to Shore (Regional): You do not lose your dexterity bonus to armor class when climbing mountains or on wood – like wood cabins or ship sides.

Sterich

Mountain Warrior (Regional): When fighting at different elevation from your target (standing either higher or lower), you gain a +1 trait roll to attack and damage.

Wary of Betrayal (Regional): You gain a +1 trait bonus to Sense Motive, and Sense Motive is a class skill for you.

Stonehold

(Ustav) 

Superstitious Ward (Regional): You’re not frightened of the old wives’ tales of vampires and ghosts, and though you try to avoid the undead, you’ve learned how to deal with them. You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Stonehold Noble (Regional): You come from an aristocratic family, though your family has long since lost any power or prestige it once had. You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp — your “birthright,” such as it is.

Sunndi

(Nirmathas) 

Sunndi Diplomat (Regional): You’ve lived and worked among the disparate guerrilla groups of Sunndi. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Sunndi Militia (Regional): You have served in one of the militia bands of Sunndi, and have learned valuable skills. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Tenh

The war in Tenh has dragged down into a seemingly everlasting conflict between returning nobles, religious fanatics, Pale revolutionaries and humanoid tribes. 

Child of War (Regional): Almost constant warfare has left you constantly ready. When you get to act in a surprise round, you can draw a weapon as an immediate action.

Factions, Factions, Factions (Regional): You gain a +2 bonus on Knowledge (local) rolls to know things about humanoids, and Knowledge (Local) is a class skill for you.

Tiger Nomads

Wolf Hunter (Regional): You hunt the great wolves of the northern plains and have heard stories of their lycanthropic allies.  You know a recipe for a secret salve, involving herbs, horse fat, and your own blood, that makes your (and only your) weapons count as silver weapons against lychantropes for an hour. This salve takes a full-round action to apply, and one hour to brew. You always keep a number of doses handy equal to your Constitution modifier (minimum 1).

Tiger Archer (Regional): When riding a horse and shooting a bow, your horse can make one turn of up to 90 degrees even when running.

Tusmit

Tusmit Steel (Regional): You gain a +1 trait bonus on Craft (Weaponsmith), Craft (Armorer), and Profession (miner). 

Foreign Mercenary (Regional): You have the demeanor of a professional, respectable mercenary. You gain a +2 trait bonus on Diplomacy and Sense Motive checks against potential employers. One of these skills becomes a class skill for you.

Ulek

Friendly Demi-Human (Regional): You are experienced in dealing with humans, dwarfs, gnomes, halflings, and elves. You gain a +2 bonus on Diplomacy checks against these races.

Sheilded (Regional): You gain proficiency in one of the following: light shield, heavy shield, tower shield. You must fulfill the prerequisites for the proficiency feat you take.

Ull

(Rahadoum) 

Rahadoumi Cultist (Regional): You’re a secret member of a forbidden faith in Rahadoum. You have learned to hide your beliefs and how to identify others of your faith. You gain a +5 trait bonus on Bluff checks to receive secret messages, and a +5 trait bonus on Sense Motive checks to intercept secret messages from others of your faith.

Ull Disbeliever (Regional): As an Ull who rejects covenants with gods, your belief is strong enough to repel divine spells. You gain a +2 trait bonus on saving throws against divine spells, but you must make a saving throw even when that magic is beneficial to you.

Urnst

(Varisia)

Flan Tribesman (Regional): You were born or adopted into a Flan tribe. Choose one of the following skills: Climb, Survival, or Swim. You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Rhenne Wanderer (Regional): You were raised among or have spent time with a group of Rhenne nomads, whether travelers, criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Veluna

Moral Fellowship (Regional): If you are of Good alignment and dealing with others of Good alignment, you gain a +2 trait bonus on Diplomacy checks.

Learn from thy Neighbor (Regional): Each of these trait bonuses is associated with a particular race. Choose one of these bonuses, that is not associated with your race. * Dwarf: +2 trait bonus on Appraise involving precious metals or gems.

  • Elf: +1 trait bonus on Perception checks.
  • Gnome: +1 trait bonus on a Craft or Profession skill of your choice
  • Half-Elf: +1 trait bonus on Diplomacy checks.
  • Halfling: +1 trait bonus on Stealth checks.
  • Human: Any one skill becomes a class skill for you.

Wild Coast

The wild coast has rebuilt, but is plagued by a strange sect that demands strict tithes and service.

Acolyte of Razmir (Regional): You are an adherent of the Razmiri faith, or once were and have since renounced it. You gain a +1 trait bonus on Knowledge (local) and Knowledge (religion) checks, and one of these skills is always a class skill for you. This bonus increases to +2 when dealing with specifics of the Razmiri faith.

Soldier of the Faith (Regional): You have served Razmir as a faithful enforcer, or upon one of the “faith barges” plying the waters of the Wolly Bay, and have learned the enforcement techniques of Razmiran. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Wolf Nomads

Iuz Raider (Regional): You gain a +2 trait bonus to Initiative when mounted.

Wolf Friend (Regional): You can use Handle Animal to train wolves as if they were domestic animals.

Yeomanry

Yeomanry Militia (Regional): You are skilled in the pole-arm tactics of the Yeomanry. When you make an attack of opportunity against a charging opponent with a weapon that can be set against a charge, you score double damage, just as if you had set the weapon to receive.

Sea of Dust Scout (Regional): You have some experience surviving in the Sea of Dust. You gain a +5 bonus on Survival checks to avoid environmental damage. Survival is a class skill for you.

Zeif

Bureaucrat (Regional): You are well versed in the intricacies of complex bureaucracy. You gain a +5 trait bonus on Knowledge (Local) when dealing with bureaucracy, and Knowledge (Local) is a class skill for you.

Orc Respect (Regional): You know several civilized orcs and hold a higher opinion of orcs than most people do. You have learned that orcs respect strong authority. You gain a +2 trait bonus on Diplomacy and Intimidate checks against orcs. If you are an orc or half-orc, you instead gain Diplomacy as a class skill.