Regional Traits (Greyhawk)
Anyone can take these traits.
Animal Compatibility: Select one species of animal, with the GM's permission. You are considered to have a racial affinity with this species of animal, which gives benefits to Handle Animal. This is a regional trait for races with an affinity to the particular animal; it is of no use to the locals, who already have racial affinity, but available to outsiders accepted in the culture.
Alternate Skill Technique: Pick one skill from the table below that the character is skilled in and use the alternate key ability listed for that skill in place of the ordinary ability.
|Skill (Subskill)||Normal Key Ability||Alternate Key Ability|
|Craft (Smith of any kind)||Int||Str|
|Craft (Any other)||Int||Dex|
|Perform (comedy, dance, keyboard, string)||Cha||Dex|
|Perform (act, percussion, oratory, wind, sing)||Cha||Con|
|Profession (courtesan, gambler, innkeeper)||Wis||Cha|
|Profession (farmer, miner, soldier, woodcutter)||Wis||Str|
|Sleight of Hand||Dex||Cha|
|Use Magic Device||Cha||Int|
- You can't add the same ability score to a particular skill twice. This limits the combinations with effects like the Intimidating Prowess feat.
- A skill that changes what attribute it is connected to is counted as a skill of the new attribute when making skill checks, but not for other purposes. See Paizo errata. Note that a skill that has a primary key attribute that is Strength, Dexterity, or Constitution suffers from armor check penalties, even if used with another attribute as an alternate key ability. An effect (such as rage) that prevents the use of skills tied to a certain attribute always refers to the original attribute of the skill.
- Skills with several subskills (Craft, Knowledge, Perform and Profession) have certain subskills with different alternate key abilities. If a specific subskill has a different alternate key ability, you cannot use it with the common alternate key ability.
Cross Training: Select one skill. This becomes a class skill for you.
Militia: Gain proficiency in light armor, shields (except tower shield), or any one martial or simple weapon.
Noble: You are a member of a poor but upper class family. Select one of Diplomacy, Intimidate, and Knowledge (Nobility). This skill becomes a class skill for you. You receive a +2 trait bonus on Diplomacy checks against members of the nobility or upper classes. You start with a signet ring and a courtier's outfit.
Rich Family: You start with an additional 500 gp of starting money, 200 gp in jewelry, and a noble outfit. You have connections to other rich people, and gain a +5 bonus on Bluff checks made to gain funding or loans.
Specialist: Select one skill. You get a +1 trait bonus to this skill.
Talkative: Learn one language, or two languages if both are bonus languages for you or languages spoken in your homeland.
Regional Traits of the Flanaess
Ahlissa (Southern Kingdom)
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.
Windmarch Caravaneer (Regional): You have worked on the Windmarch annual caravan, learning how to avoid bandits and tax-collectors alike. You gain a +1 trait bonus to Bluff, Handle Animal, and Perception.
Over the years, the Adri Forest has in practice become an independent region. Skirmishes with Ahlisa are common, but the main enemy is the Bone March to the north. The Adri woodsmen and druids have a non-aggression pact with the new Republic of Andoran and are allied with Nyrond. Deep in the Adri forest is the Coldwood, an enclave of xenophobic and dangerous fey.
Fey Lights (Regional):: You are close to the fey and can cast dancing lights three times per day. If you have a caster level, you cast dancing lights at that level, otherwise you cast it at caster level 1.
Woodlands Archer (Regional): You can see through concealment (but not cover or total concealment) from leaves.
Andoria (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 (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 on inland waters.
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.
Castle Builder (Regional): You are a master of building and maintaining fortifications. You gain a +1 trait bonus on Craft (carpenter), Craft (stonemason), and Knowledge (engineering). One of these skills is a class skill for you.
Technic Tinkerer (Regional): You managed to uncover some lesser secrets of Blackmoor, 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 ice of Blackmoor. 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 swift action.
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, and Intimidate is a class skill for you.
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.
This is the Abor-Alz and Bright Desert regions. United by the mage Rary, this is still less a country and more an area of wilderness with an owner.
Genie-Caller (Regional): Your exploration of the magic for calling genies has increased your overall aptitude for summoning. You cast conjuration (summoning) spells to summon elementals and genies as if your caster level were 2 higher than normal.
Rider of the Bright Lands (Regional): You call the Bright Lands home, whether you were born among the plains’ tribes or in the glittering towers. The horses are your kin. When mounted and making a charge, your mount’s speed is increased by 10 feet.
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. You gain a +2 trait bonus on weapon damage against demons, elementals, and plants.
Welkwood Illusionist (Regional): You have learned illusionism from the best teachers - the fey. Your illusion spells with a duration last two rounds longer than normal. They can still be dispelled or disbelieved in the normal fashion.
Devotee of Commerce (Regional): As an adherent of commerce, you understand the importance of a good deal. You gain a +1 trait bonus on Appraise and Bluff checks. One of these skills is a class skill for you.
Purchased Loyalty (Regional): As a member of Dyvers’ Mercenary League, you are utterly loyal to the holder of your contract— until it expires. Once per day, you may roll twice when making a Will save against charm effects and take the better result.
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.
(Lands of the Linnorm Kings)
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.
Armored Might (Regional): Reduce the armor check penalty of any armor (not including shields) you are proficient in by one. This does not stack with other feats and traits, but does stack with class abilities like the fighter's armor training.
Furyondy Knight (Regional): You are skilled in both heraldry and riding. You gain a +1 trait bonus on Knowledge (nobility) and Ride checks, and one of these skills is always a class skill for you.
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.
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 dodge bonus to armor class until the end of your next turn.
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.
Cosmopolitan (Regional): Your exposure to the huge variety of cultures has given you an ear for languages. You know one additional language, and learn an additional language for every two skill points you put in Knowledge (local). This is in addition to any languages learned by taking skill ranks in Linguistics.
Greyhawk 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, and Knowledge (local) is always a class skill for you.
Frontier Folk (Regional): You gain proficiency with the long bow, longspear, and longsword.
Racial Harmony (Regional): You gain a +2 trait bonus on Diplomacy checks against elves, gnomes, and halflings.
This devil-worshipping sect of templars has re-emerged in their old lands on the eastern shore of Whyestil lake. Maintaining a tenuous neutrality with Furyondy, the disciplined mercenary forces pushed back the hordes of the stagnant Empire of Iuz.
Hellknight Armiger (Regional): You were at one time a recruit in the hellknights. You gain a +2 trait bonus on Intimidate when wearing a full helmet and a +2 trait bonus on Knowledge (planes) when dealing with devils.
Secret Revolutionary (Regional): You seek to return the Aerdy to their heyday before the rise devil worship. 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.
Naked Cold (Regional): You have the blessing of the frost giants and can endure very low temperatures unprotected. You gain the benefits of endure elements, but only with respect to cold.
Superstitious (Regional): You are distrustful of arcane magic. 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)
Idee is a conquered country, a province of Ahlissa. (Isger)
Bounty Hunter (Regional): You have made it your mission to help bring bandits 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.
A land of tribal Flan terrorized by witches, Irrisen is mostly forgotten by the rest of the word.
Uitag Bark-Eater (Regional): You have lived with the Uitag tribe of Flan in the Burneal Forest and learned how to find sustenance from trees even in the frozen winter. You gain a +5 trait bonus to Survival checks to find food in a forest.
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 three times 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.
Irongate has freed the former nation of Onnwal from Scarlet Brotherhood occupation and incorporated it into the city state.
Irongate Soldier (Regional): You’ve served in the Army of Irongate. Choose one of the following skills: Climb, Heal, or Intimidate. 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. You can send such messages over long distances by means of flags, smoke, or other signaling devices without penalty. You speak Ferral.
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 of 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.
Chivalrous (Regional): You were raised on tales of heroic knights and benevolent wizards from history, 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 Keoland’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.
Crossroads Of the World (Regional): You learn two of the following languages: Common, Baklunish, Dwarf, Elven, Giant, Gnome, Halfling, Oerdian, Ordai (Paynims), Ullagha (from Ull), or Vistani.
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.
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.
Edge of the World (Regional): You gain a +2 trait 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 long hard days on plantations, or at least learned how to look like you are working. You may well be lash-marked. You gain a +1 trait bonus to Bluff and Survival checks, and damage resistance 2/- against subdual damage.
This mountain range has the strongest gathering of dwarf holds in the Flanaess.
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)
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 Will saving throws against the abilities of undead creatures.
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 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.
A former theocracy caught in a continuing revolution, the Pale was inspired by Andoria but failed to achieve a conclusion to their own revolution. Similar to Galt in Golarion.
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 +2 trait bonus on Bluff, Diplomacy, and Perform (oratory) 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)
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 made for business deals and transactions.
Perreneland Mercenary (Regional): You are skilled in the pole-arm tactics of Perrenland. When you are using a longspear or pole arm, you can charge even trough allied spaces or difficult ground and ignore cover provided by your allies.
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.
Humanoid Diplomacy (Regional): You gain a +2 trait bonus to Diplomacy and Intimidate against kobolds, 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. You still need to be grappling.
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.
Steadfast Defense (Regional): You can take a defensive stance as a move action, gaining a +2 dodge bonus to AC.
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 +2 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 and a +1 trait bonus on Knowledge (Arcana) and Spellcraft checks.
Rovers of the Barrens
Arctic Hunter (Regional): You know how to find and hunt the beasts of the north. You gain a +2 trait bonus on Survival checks to track and find food in arctic and sub-arctic climes, and when you surprise a creature in snow terrain you can take a full-round action during the surprise round.
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.
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 order’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 carry the scars on both body and soul. You have DR 5/- against subdual damage.
Repel Boarders (Regional): Creatures climbing in your reach trigger attacks of opportunity from you.
Wood Baron (Regional): You are an expert at naval woodwork, and gain a +2 trait bonus with all Craft skills dealing with wood and ships.
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 silhouette 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 within a mile of land.
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 Shield 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.
Sailor on the Sea of Ice (Regional): You gain a +2 trait bonus on Profession (sailor) checks and Profession (sailor) is a class skill for you.
From Ship to Shore (Regional): You do not lose your dexterity bonus to armor class when climbing.
Mountain Warrior (Regional): When standing on the ground and fighting with height advantage, you gain a +1 trait bonus to damage. This is in addition to the attack bonus normal to height advantage.
Wary of Betrayal (Regional): You gain a +1 trait bonus to Sense Motive, and Sense Motive is a class skill for you.
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 at will as a spell-like ability with the aid of a divine focus. This is cast at your highest caster level gained; if you have no caster level, it functions at caster level 1.
Stonehold Noble (Regional): You come from an aristocratic family, though your family has lost much of the power and 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 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.
The war in Tenh has dragged down into a seemingly everlasting conflict between returning nobles, religious fanatics, Pale revolutionaries and humanoid tribes. No faction seems able to get the upper hand for long.
Child of War (Regional): Almost constant warfare has left you constantly ready. You can draw a weapon as an immediate action.
Factions, Factions, Factions (Regional): You gain a +1 bonus on Knowledge (local) rolls, and Knowledge (local) is a class skill for you. When in Tenh, you can roll twice and take the better result on Knowledge (local) checks.
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 generally keep a number of doses handy equal to your Constitution modifier (minimum 1).
Tiger Archer (Regional): When riding a horse (and possibly shooting a bow), your horse can make one turn of up to 90 degrees even when running.
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.
Tusmit Steel (Regional): You gain a +1 trait bonus on Craft (armorer), Craft (weaponsmith), and Profession (miner).
Demi-Human Friendship (Regional): You are experienced in dealing with dwarfs, gnomes, and elves. You gain a +2 bonus on Diplomacy checks against these races.
Steady: You are used to fighting tricky humanoids. You have a +1 bonus to CMD.
Rahadoumi Cultist (Regional): You’re a secret member of a forbidden faith. 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. You get a +2 trait bonus on Will saving throws against the powers of chaotic evil outsiders.
Ull Disbeliever (Regional): As an Ull who reject covenants with the gods, your disbelief 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.
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 Friend (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.
Moral High Ground (Regional): If you are of Good alignment and dealing with others of non-evil alignments, 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. You gain all of these bonuses, except the one associated with your race. You must be of one of these races to take this trait. A half-elf counts as either a human or an elf for this purpose, your choice.
- Dwarf: +1 trait bonus on Appraise.
- Elf: +1 trait bonus on Perception checks.
- Gnome: +1 trait bonus on a Craft or Profession skill of your choice
- Human: Any one skill becomes a class skill for you.
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.
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 Razmiran enforcement techniques. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Iuz Raider (Regional): You gain a +2 trait bonus to Initiative when mounted.
Wolf Friend (Regional): You can use Handle Animal to train wolves and dire wolves as if they were domestic animals.
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.
Bureaucrat (Regional): You are well versed in the intricacies of complex bureaucracy. You gain a +4 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.
Regional Traits Outside the Flanaess
Several colonies, mainly of Suel heritage, survive in the Amedio jungle, competing with the native Olman and later Common human colonists. 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, treasure hunters, or pirate crews—the traditional sources of wealth in 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 +1 trait bonus on concentration checks.
Amedio Diver (Regional): You know how to operate diving bells. You’ve dived the streets of sunken cities, and know what to expect. You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Cageborn (Regional): Brought up in the claustrophobic confines of the cauldron, you have learned to keep a low profile and not jostle your neighbors. You gain a +1 trait bonus on Acrobatics and Knowledge (local), and one of these skills is a class skill for you.
Jungle Trader (Regional): You have frequently traveled 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.
A group of mostly Suel buccaneers in the northern Pearl Sea region, centered on the city of Scuttlecove.
Crimson vs. Scarlet (Regional): You can identify members of the Scarlet Brotherhood with a Sense Motive check opposed by their Disguise check. Sense Motive is a class skill for you.
Ur-Priest (Regional): You can pick a patron deity and ignore all alignment and behavioral restrictions usually associated with that faith. You use a piece of black volcanic glass as your divine focus. You need not display any outward sighs of faith - indeed it is safest for you not to do so, as regular worshipers of the deity see you as a blasphemer.
Erypt (Central realm)
Antiquities Smuggler (Regional): You have moved contraband relics from Osirion’s elder days for years, and have learned some tricks. Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Eryptologist (Regional): You have studied the history of ancient Erypt, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.
River of the Dead
In the western desert outside Erypt proper lies the old river bed, no longer watered, and here is a land of the undead where skeletons till and tend a land of dust.
Dance for the Dead (Regional): You have been a living entertainer at an undead court. You get a +1 trait bonus on Perform checks, and Perform is a class skill for you.
Satrap of the Dead (Regional): As a standard action, you can use one of your uses of channel negative energy to task undead within 30 feet. Undead can make a Will save against channel energy to negate the effect. Undead that fail their saves can be given a task. Typical tasks are "guard this place" or "repair this temple". Tasked undead do not count against your limit on controlling undead. You cannot give the undead a task involving specific creatures, so "guard me" or "kill those gnolls" are invalid orders. Tasked undead will attack if their task is hindered or the place they guard is invaded, but will not attack you or those that accompany you. Intelligent undead gain a new saving throw each day to negate this effect, unintelligent undead do not. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Isle of Ra
A large isle off the cost of Erypt, this land is a theocracy, where clerics hold the positions of nobles and warriors.
Ray of Ra (Regional): Instead of its normal effect, you can choose to have your ability to channel energy take the form of a beam of light. This beam hits automatically at a range of 100 ft. + 10 ft/level and affects a single creature, doing force damage equal to your normal channel energy damage, Will save for half.
Sun Servant (Regional): You have been a temple servant on the Isle of Ra. You gain a +1 trait bonus on Profession (servant) and Perform, and Perform is a class skill for you.
A land of mostly unknown black kingdoms, Hepmonaland is the ancestral home of the Tuov, but many other tribes of dark-skinned humanoids live here as well. Except for Segovia and the Shackles, the tuov have chased off most other invaders, just as they chased off the Olman in the remote past.
Artifact Hunter (Regional): You know the legends of Hepmonaland 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 a class skill for you.
Wild Walker (Regional): You have learned how to navigate the wilds of Hepmonaland, and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in one terrain of your choice.
Also known as "Ryuujin", this is Oerth's version of Japan, a civilized, polite, and militaristic nation. It currently occupies the former nation of Wang. It is similar to Tokugawa period in Japan.
Black Ships (Regional): You are associated with the Black Ships and can use the xenophobia of both Nipponese and gajin to advantage. You gain a +1 bonus to Appraise and Intimidate, and one of these skills is a class for you.
Polite Society (Regional): You are exceedingly polite and prone to kowtowing and profuse apologies. When you fail a Diplomacy check or otherwise lose face, you are dazed for one round. During this round, you can re-try the Diplomacy check, but if you fail you are dazed for 1d3+1 rounds and may not retry again.
This is the former nation of Wang and other territories occupied by Nippon.
Aloft (Regional): You try to mind your own business and stay out of all conflict. You get a +1 trait bonus to Diplomacy and Intimidate, and one of these skills is a class skill for you.
Unarmed and Dangerous (Regional): You gain a +2 trait bonus on CMB when unarmed.
The southern islands in the pearl sea holds small villages, each usually of one ethnicity or race, but all shaped by their environment.
Egg Poacher (Regional): You are used to climbing cliffs to rob bird's nests while keeping the irate parents at bay. You do not lose your Dexterity bonus to Armor Class when climbing.
Pearl Diver (Regional): You can hold your breath 4•your Constitution rounds. Swim is a class skill for you.
Imported from Golarion, this is an Oerdian colony on the west coast of Hepmonaland.
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. You gain a +4 trait bonus on Constitution checks to force march and to resist the effects of warm conditions.
This southern trade city holds the colony Farshore on the Isle of Dread.
Explorer (Regional): You have prepared yourself for seafaring exploration. You gain a +1 trait bonus on Perception, Knowledge (geography), and Profession (sailor). Pick one of these skills as a class skill.
Neighbor of Beasts (Regional): You have experience living at the edge of the jungle and its dangers. In a surprise round when you could not normally act, you can choose to take the frightened condition. If you do, so you are not considered surprised, but being frightened means you must run away. This condition ends as soon as soon as you get your first action after the surprise round.
Imported from Golarion, this is an island chain on the west coast of Hepmonaland.
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. 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.
A land of deserts and city-states on the other side of the mountains from the Nippon occupied territories, Q'dra is a land of travelers. The nomads in this area are of Suel descent and their travels reach all the way up to the Yeomanry, providing a tenuous trade link between the Flanaess and Celestial Empire.
Home Away from Home (Regional): You are used to living away from home, carrying civilization along as you go. You can use Craft skills, perform spell research, and do magic item creation when camping out as efficiently as if you were at home, and gain a +1 trait bonus on Survival checks.
Ships of the Desert (Regional): You can ride and train the foul-tempered camels and dromedaries of Q'dra as if they were domestic animals.
The ruling class of Zindia was originally of Suel descent, but mixed up with the local population.
Civilized Isolation (Regional): You are from a small isolated city out in the wilderness. You studied the outside world in old tomes, while also learning to survive the world outside your own door. You gain a +2 trait bonus to Knowledge (history) and to Survival checks in jungle, and one of these skills is a class skill for you. You have some bookish, peculiar, and antiquated ideas about the world.
Megapolite (Regional): You have spent time in one of the huge cities of Zindia, mingling with different people. You get a +1 trait bonus on Knowledge (local) and Sense Motive, and one of these skills is a class skill for you.
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