Tag: Traits

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  • Kobold Faith

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

  • Suck In Your Gut

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

  • Trap Savy

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

  • Briar Bandit

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

  • Gravelwalker

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

  • Desert Survivor

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

  • Warrior Caste

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

  • Deepsea Native

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

  • Elemental Focus

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

  • Horse Raider

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

    *Back to [[Baklunish]]

  • Jinnbond

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

  • Mare's Milk

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

  • Jinn-Caller

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

    * …

  • Desert Child

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

  • Perseverance

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

  • Hunter of Outsiders

    You've had experience tracking down some unique prey, and have learned what to anticipate. Benefit: You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an …

  • Almost Human

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

    *Back to [[Half- …

  • Brute

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

    < …

  • Caravan Drover

    With your hand on the lash, your caravans always arrive on time. Benefits: You treat whips as martial weapons, and up to 10 animals and humanoids traveling with you can hustle or make a forced march for 1 hour longer than normal before taking …

  • Cruel Rager

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

    *Back to [[Half-Orc]]

  • Finish the Fight

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

  • Iron Control

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

  • Lasting Ferociousness

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

    *Back to [[Half-Orc]]

  • Outcast

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

    *Back to [[ …

  • Scrapper

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

  • Wild Ferocity

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

  • Elven Reflexes

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

    *Back to [[Half-Elf]]

  • Elven Serenity

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

  • Trade Talk

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

  • Failed Apprentice

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

  • Wild Domesticator

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

  • Centaur Vengeance

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

  • Pious Devotion

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

  • Steady Rider

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

  • Humble Beginnings

    Growing up with nothing, you learned to use what you had to protect what little you had. Benefit: Choose one of the following: boot, bucket, frying pan, mug, rolling pin, spade, or stool. You are treated as having the Catch Off-Guard feat when …

  • Ancestral Spirit

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

  • Assimilated but Aware

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

  • Druidic Empathy

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

  • Lays of the Northern Adepts

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

  • Legacy of Vecna

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

  • Lore of the Ur-Flan

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

  • Totem Bond

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

  • Caretaker of the Land

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

  • Chivalric Fighter

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

  • Push to Glory

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

    *Back to [[Oeridian]]

  • Atlan's Mark

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

  • Bred for War

    You tower above most other humans and possess a physique of hard, corded muscle. Benefits: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

    < …

  • Giant-Blooded

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

  • Blood of Dragons

    Long ago, your ancestors’ blood mixed with that of dragons. Benefit: Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or …

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