Traits
Character traits are abilities that are not tied to your race or class. They can enhance your skills, racial abilities, class abilities, or other statistics, allowing you further customization.
Combat Traits
Gladiator: You’ve spent your life fighting both humanoids and beasts in Athas’ arenas, either voluntarily or as a slave forced into the role. During those fights, you’ve become handy with some especially crowd-pleasing weapons. Choose one weapon with the performance quality. You gain proficiency with this weapon, a +1 trait bonus to attacks of opportunity with this weapon, and a +1 trait bonus to performance combat checks with this weapon.
Bred in the Pits: You were born in the gladiator pits of one of the city-states and have spent the majority of your life training in life-or-death situations. You gain a +1 trait bonus to initiative and a +1 trait bonus to Reflex saves.
Safeguard: Growing up out in the scorching sands was a harsh life, but you’ve learned to take care of your-self. When fighting defensively, you reduce the penalty on all attacks by 2.
Slave Trader: You’ve made your living capturing people out in the deserts and selling them at auction as slaves. Whenever you deal nonlethal damage in combat, that damage increases by +1.
Slave Tribesman: You fought your way to freedom and have escaped from one of the city-states. Now, you have dedicated your life to fighting against oppression and slavery. You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.
Faith Traits
Commune with Nature: You are far more in tune with the natural world and the spirits that protect it than others. You’ve had the good fortune to interact with those spirits and live to tell the tale. Some of these spirits may even consider you a friend. You gain a +1 trait bonus on Bluff and Diplomacy checks when interacting with creatures that have the elemental or incorporeal subtype.
Overlord’s Hand: You have additional training in identifying the enemies of your sorcerer-king or sorcerer-queen. You gain a +2 trait bonus on all Knowledge (arcana) and Knowledge (local) checks made to identify the abilities and weaknesses of creatures that have been declared criminals or enemies of your city-state.
Templar Legacy: You’re the latest in a long line of templars that have served your sorcerer-king or sorcerer-queen faithfully for centuries. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when using one of your judgments.
Voice of the Elements: You are a conduit for one of the great elements of Athas. This connection has granted you insight into ways that element manifests on Athas. Choose Air, Earth, Fire, or Water. You gain a +1 trait bonus to Knowledge (Planes) and Diplomacy checks with outsiders with a subtype that matches your element.
Magic Traits
Acquisition of Power: Whether you were born to be evil, or circumstances caused you to become so, you’ve dedicated your life to the acquisition of power by whatever means necessary. When you cast spells with the evil descriptor, you may apply one additional level of metamagic if you choose to defile.
Elemental Infusion: The power of the elements runs through your veins. Choose the acid, cold, electricity, or fire spell descriptor when you take this trait. Once per day for every 2 caster levels that you have (minimum once per day), when you cast a spell that has your chosen elemental descriptor, you can deal an additional 1d4 points of damage of that energy type to one target of that spell. If you have the Draconic Infusion trait, you cannot select this trait, and vice versa.
Touched by Dragons: At some point in your life, you have been touched by the power of dragon magic. You’ve felt your life-force being drained and have found a way to resist its effects. You gain a +4 trait bonus on all Fortitude saves made against the life-draining effects of dragon magic.
Veiled Alliance: You are a member of the Veiled Alliance; a group of renegade preservers who oppose the sorcerer-kings. Your time spent in this group has taught you how to disguise the spells you cast. You gain a +2 trait bonus to both Bluff and Sleight of Hand checks to disguise any arcane spells you cast as psionic powers.
Psionic Traits
Disciple of the Way: You are a student of psionics on Athas, known as “the Way.” Your study of this cerebral art, whether or not you managed to manifest powers of your own, has taught you how to shield your mind against outside influence. You gain a +1 bonus to Will saves against mind-effecting and fear effects.
Psychometabolic Healing: You’ve learned how to master your body’s natural healing processes. Once per day, when you benefit from the Heal skill (such as via Long-Term Care or Treat Deadly Wounds), you heal an additional hit point per two levels on a successful healing attempt.
Reserved Focus: Years of study and practice has taught you how to hone the power of your own mind. When undercasting a spell with the mind-affecting descriptor, treat your caster level as 1 higher for the purposes of determining the duration, range, and saving throw DC of the spell.
Social Traits
Athasian Noble: You have lived a life of wealth and privilege in one of the city-states. This has afforded you time to study all manner of subjects that the commoners couldn’t begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility), which becomes a class skill for you. You also begin play with 900 ceramic pieces; a one-time benefit. If you have the Chosen Child or Rich Parents trait, you cannot select this trait, and vice versa.
Desert Traveler: Whether you are a member of an elven tribe, a thri-kreen clutch, or a merchant caravan, you have spent a lot of time traversing the vast deserts of the Tablelands. As a result of being constantly on the move, you have learned how to shrug off fatigue and continue moving. You gain a +1 trait bonus to Survival checks in desert terrain and a +1 trait bonus to Fortitude saves to avoid nonlethal damage from hot environments.
Dynastic Agent: You are one of the agents by which the dynastic merchant houses interacts with the templars of the city-states. Whenever you are within a city-state, you gain a +1 trait bonus on Bluff and Intimidate checks. This bonus increases to +2 when dealing with government officials.
Dynastic Merchant: You are a scion of one of the dynastic merchant houses that have grown powerful under the rule of the sorcerer-kings and sorcerer-queens. Your family has taught you how to haggle with even the shadiest elf in the Elven Market. You gain a +1 trait bonus on Appraise, Bluff and Sense Motive checks made for business deals and transactions.
Iron Miner: You worked in one of Tyr’s iron mines, extracting the precious ore from the earth. As a result, you have developed a hardy constitution. You gain a +2 bonus on the following checks and saves: Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; and Fortitude saves made to resist damage from suffocation. You also gain a +1 trait bonus on Profession (miner) checks, and Profession (miner) becomes a class skill for you.
Silt Sailor: You have spent virtually your entire life sailing on the Sea of Silt. If you didn’t quickly learn about the dangers of the sea, you would have ended up dead before long. You gain a +1 trait bonus to Knowledge (Nature) and Knowledge (Geography) checks concerning the Sea of Silt, and one of these skills (your choice) is always a class skill for you.
Veiled Alliance Contact: You have connections to the Veiled Alliance, keeping an ear out for anything that might be of interest to their members. You gain a +1 trait bonus on Knowledge (local) checks to know hidden organizations, rulers, and locations, and on Sense Motive checks to understand secret messages.
Racial Traits
Dwarven Craftsman: (Dwarf only) A life of toil has taught you a few things about engineering and craftsmanship. You gain a +1 trait bonus on Knowledge (engineering) checks. You may also choose one Craft skill from the following list, gaining a +1 trait bonus on skill checks with that skill: armor, blacksmithing, bows, carpentry, gemcutting, glass, jewelry, leather, locks, pottery, stonemasonry, or weapons.
Dwarven Honour: (Dwarf only) You know the codes and mores of your people well, but your experiences with other races has given you reason to be wary and harsh with them. You gain a +2 trait bonus on Diplomacy and Sense Motive checks when dealing with other dwarves, but you take a -1 penalty on Diplomacy checks with non-dwarves.
Fierce Colossus: (Half-Giant only) Being bigger than everyone else hasn’t always been easy for you. You have had to fight off everyone who thinks that they can take you down just because they want to show that they can defeat the biggest person around. As a result, you’ve learned how to handle yourself quite well, and to stand your ground when smaller folk try to bully you. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.
Forest Ridge Denizen: (Halfling only) You originally came from the Forest Ridge, beyond the Ringing Mountains. Your time spent in one of Athas’s last remaining green places, which has all manner of deadly predators in it, as taught you the value of going unseen. You gain a +2 bonus to Stealth, and Stealth is always a class skill for you.
Healthy Specimen: (Mul only) Possessed of both the sturdiness of the dwarves and the agility of human-kind, you have inherited the best of both lineages. You gain a +1 trait bonus on Acrobatics and Survival skill checks.
Heavy Laborer: (Half-Giant only) Working out in fields or quarries has given you great strength and stamina. You gain a +1 trait bonus on Constitution checks made to stabilize while dying, and you treat your Strength score as 2 higher for the purpose of determining you carrying capacity.
Iron Tongue: (Human only) Dealing with merchants and traders all your life, you’ve learned how to spot a con or strike a bargain. You gain a +1 trait bonus on Appraise, Diplomacy, and Sense Motive checks made for business deals and transactions.
Kemalok Historian: (Dwarf only) You have studied the ruins beneath the village of Kled. You might have even explored part of them. You gain a +1 trait bonus on Knowledge (dungeoneering) and Knowledge (history) checks, and one of them is always a class skill for you.
Last of Your Clutch: (Thri-Kreen only) You’ve been interacting with non-Thri-Kreen for so long that you’ve actually gotten good at dealing with other races. You gain a +1 trait bonus to Diplomacy and Sense Motive checks.
Left for Dead: (Half-Elf only) You were abandoned as a child to the desert by the elven tribe that your parent belonged to. As a result, you are mistrustful of elves, but you did manage to learn how to survive in the wild. You gain a +1 trait bonus on Sense Motive and Survival checks.
Market Pickpocket: (Elf only) Lifting purses from traders in the marketplaces has become so easy, it’s child’s play to you. You gain a +4 trait bonus to Sleight of Hand checks to pick pockets in a crowded area.
No Friend to Templars: (Elf only) You hate the cities and the scum that run them, bou’ve gotten very good at frustrating the templars without getting into trouble. You gain a +4 trait bonus to Bluff when dealing with templars.
Raised Among Humans: (Half-Elf only) Your human parent raised you just like any other human child, and your elven ancestry is barely even noticeable. You’re quite well-liked and are a gifted communicator. You gain a +1 trait bonus on Charisma-based skill checks
Skilled Assassin: (Halfling only) Your tribe has trained you in the art of assassination and has sent you to earn your keep as a hired assassin. You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.
Street Rat: (Human only) Having grown up poor and orphaned on the streets of one of the city-states, you know your way around the streets and how to get out of danger. You gain a +2 trait bonus to Acrobatics and Climb checks while within a city.
Sun-Kissed: (Dwarf or Mul only) Your mother showed her devotion to the sun by letting it kiss her body each day when you were in the womb. You gain a +1 trait bonus on caster level checks when aboveground during the daytime. This includes dispel checks and checks to overcome spell resistance.
Wary Warrior: (Thri-Kreen only) Born and bred to the harsh realities of the desert, you are keenly aware of your surroundings and respond quickly to danger. You gain a +2 trait bonus on Initiative checks.
Wasteland Nomad: (Mul only) You were born to the scouring desert sands, and if you get your way, you’ll die there. You gain a +1 trait bonus on saving throws against natural environmental hazards.
You Should Be Dead: (Lost Races only) No one has For use with the Pathfinder Roleplaying Game seen a creature like you in centuries. Everyone believes that your race has long-since been wiped from the face of Athas. If you belong to a race that was believed to be hunted to extinction during the Cleansing Wars (such as gnomes or half-orcs), you gain a +1 trait bonus to Initiative and Intimidate checks.
Regional Traits
Agafari Woodworker: Shaping wood into spears, shields, and other instruments of war has been your life for many years now. You gain a +2 trait bonus to Craft checks when working with agafari wood.
Altaruk Defender: You’ve weathered more than a few battles against giant raiders from the Sea of Silt. You gain a +2 dodge bonus to AC and a +1 trait bonus to CMB rolls against creatures with the giant subtype. Dwarves cannot choose this trait.
Armed With Steel: Living in Tyr under the rule of the Tyrant is not with-out its benefits. You have managed to acquire a steel weapon worth no more than 100 ceramic pieces. While wielding this weapon, you gain a +2 trait bonus on Intimidate checks.
Balican Trader: You have been moving goods across the Sea of Silt from one trade port to another for years. Choose one of the following skills: Appraise, Bluff, Profession (sailor). You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Draji Fanatic: You’ve seen your godking perform bloody miracles far too often to not believe in his power. Nothing the god-king does anymore surprises you, and you know that he will protect you from any enemies to your city. You gain a +2 trait bonus on Will saves against fear effects.
Gulgan Seer: You’ve been trained by the best seers in Gulg. After years of seclusion and discipline, you have honed your ability to see the unseen. You gain a +1 trait bonus on your caster level when casting spells of the divination school.
Jaguar Knight: Having undergone extensive training to conquer your own fears, and to prey upon the fears of others, you are an exceptionally effective combatant. You gain a +2 trait bonus on Intimidate checks. In additional, the DCs of Intimidate checks to demoralize you increase by 2.
Judaga: Half-hunter, half-fighter, you belong to a group of warriors that prefers to ambush their foes from a distance with bow and dart. You gain a +1 trait bonus on attacks with ranged weapons and a +1 trait bonus on Stealth checks.
Know the Code: You know Hamanu’s Code as if you wrote it. You are familiar with every single aspect of the law of Urik and can avoid trouble or manipulate templars into focusing their attention on others. You gain a +2 trait bonus to Bluff, Diplomacy and Intimidate checks when dealing with Urikite templars.
Nibenese Dancer: Silken veils, scarves, and ribbons are your decorations, but your body is both your tool and your artist’s brush. You gain a +2 trait bonus on Perform(dance) checks. Perform is always a class skill for you.
Obsidian Craftsman: You are an expert at creating tools and weapons made of Urik’s most valuable export – obsidian. Whenever you use the Craft skill or a crafting foeat to make an obsidian item, you reduce the cost of making the item by 10%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
Raamite Insurrectionist: You’ve spent your life trying to promote an- other uprising in Raam to overthrow the Grand Vizier. You gain a +1 trait bonus to Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you.
Raamite Warrior: You have been well trained and well armed for battle. You begin play with a heavy wooden shield and spear, both made from agafari wood and both of masterwork quality. You also gain a +1 trait bonus on attack rolls with your masterwork agafari spear.
Tyrian Artisan: You were raised in Tyr and were trained by some of Tyr’s finest craftsmen. As such, you learned a valuable trade. Pick one Craft skill. You gain a +2 trait bonus on checks with that skill, and it becomes a class skill for you.
Campaign Traits
Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.