Religious Traits (Greyhawk)

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Unofficial rules compendium

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.

Battlefield Caster

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 divine spells defensively.

Resigned

Existence is little more than unending toil. By laboring unto exhaustion, greatness can be achieved. You receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks and ability checks.

Alluring

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 attractive. You can use daze once per day as a spell-like ability, with a caster Level equal to your character level.

Honeyed Words

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, sleep, or a suggestion to lay down arms.

Guardian of the Forge

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.

== Eyes and Ears of the City (Abadar) Daern

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.

Demon Hunter

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.

Sacred Prostitute

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.

Sacred Avenger

You have a special divine connection that enhances your ability to achieve vengeance. Once per month you can declare blood vengeance against a creature as a full-round action. You gain a +1 trait bonus on damage against a creature you have declared blood vengeance on. You can only have one blood vengeance active, and an old one only ends when the target dies.

Vermin Whisperer

You have toughened your flesh against venom and blessed you with the ability to influence vermin. You gain a +1 trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or wild empathy checks if you are a druid or ranger) to improve a Hostile or Unfriendly insectile vermin’s attitude toward Indifferent.

Starchild

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 can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.

Patient Optimist

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.

Divine Warrior

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.

Wisdom in the Flesh

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 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.

Slayer's Oath

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.

Masked in Shadow

Adherents of this faith prefer to conceal their true identities beneath masks. When masked or disguised, you receive a +1 trait bonus on Bluff and Stealth checks. You never risk poisoning yourself when applying poison to a blade or using a poisoned weapon.

Keeper of Coins

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.

Hero of the Hall

Olidarma

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.

Child of Spring

Eloina You have spent long months tending a park or tamed 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.