Religion Traits

The deities of Suidae have their own traits. A character who worship a Suidae deity may take one of their traits as a religion trait.

### **Jeanne**

**Destiny's hand**: Whenever you are under the effect of a sacred bonus of any kind, that bonus increases by 1.

**Sacred warrior**: Whenever you confirm a critical hit with a melee weapon against an evil outsider, you deal an additional 2 dmg to them.

**United**: Whenever you use the aid another action to aid a non-evil adjacent ally, increase the bonus you grant your ally by 1. This is a trait bonus.

### **Trevia**

**Fireplace's warmth**: You gain a +2 resistance to fire damage. Additionally you only need to rest for 6 hours instead of 8 in order to feel well-rested. This bonus doesn't allow you te regain abilities or spells more than once per 24h.

**Cordon Bleu**: You gain a +1 bonus on skill checks made to cook or prepare meals. In addition, you may cast "Purify Food and Drink" up to three times per day.

**Fervent protector**: Whenever an enemy attacks an adjacent ally with an attack of opportunity, your ally gets a +1 bonus to their AC.

### **Ranya**

**Enthralling allure**: You gain a +1 to diplomacy, bluff and sense motive checks made against people that would be attracted to you and one of them is always a class skill to you.

**Creator of beauty**: You gain +1 to representation skill checks and it is always a class skill for you.

**Vigorous**: You gain a +2 on saves against poisons and diseases.

### **Marthell**

**Harsh interrogator**: You get a +2 on intimidation checks against all humanoids, monstrous humanoids, outsiders and feys.

**Blazen Purity**: Whenever you inflict fire damages, you deal an additional +1 dmg. This may not occur more than once per turn.

**Fanaticism**: You gain a +1 on saves against fear. This bonus goes to +3 when you are bleeding.

### **Beldroth**

**Dancer in the forest**: You gain a +1 bonus on representation (dancing) and it is always a class skill to you. Once per day you may use the druid's Wild Empathy class ability, using a representation (dancing) check as your roll.

**Friend of the forest**: You gain +1 trait bonus to perception and survival when in a forest or jungle environment.

**Joyous feaster**: Once per day you may take (at least) an hour to feast on food and drinks. Doing so makes you regain 1d3 hp and removes the fatigued and sickened conditions. The meal must be bountiful and considered worthy of a feast.

### **Tianhuang**

**Dominating presence**: You gain a +1 to intimidation checks to coerce an opponent. This bonus goes to +2 against opponents who have fewer levels than you (or HD if they have no character levels). Additionally, intimidation is always a class skill for you.

**Dragon's scales**: You gain a +1 bonus on saves against spells and effects with the [acid] descriptor, as well as against paralysis and sleep effects.

**Mental barrier**: You gain a +1 trait bonus on will saves.

### **Wushu**

**Lethal body**: You gain a +1 trait bonus on damage rolls made with unarmed attacks.

**Severe training**: You gain a +1 bonus on saves against pain effects. Additionally once per day you may reduce by half the amount of non-lethal damage you take from a spell or attack.

**Athletic acrobat**: You may use half of your strength bonus instead of your dexterity bonuses on acrobatics checks and it is always a class skill for you.

### **Yishu**

**Accomplished artisan**: You gain a +1 on either a craft or profession skill check and it becomes a class skill for you.

**Flow of life**: Once per day you can meditate on the beauty of the world for 1 hour to gain a +1 bonus to one wisdom based skill check of your choosing.

**Flawless artistry**: You gain a +1 in one representation skill of your choosing and it is always a class skill for you.

### **Khorgrum**

**King's warden**: Heavy shields are considered light weapons for you and when wielding a metal shield (except bucklers), reduce that shield's armor check penalty by 1, to a minimum check penalty of 0.

**Dwarven formation**: When adjacent to an ally dwarf during combat, you and that ally get a DR 1/- and a +1 to their CMD.

**Stone mastery**: You get a +2 bonus on craft, profession and knowledge checks related to stone and stone carving.

### **Grunlekha**

**Academic enthusiast**: You may use your wisdom modifier instead of intelligence on knowledge (engineering) skill checks and it is always a class skill for you.

**Pragmatic thinker**: Once per day you may take 10 on a single intelligence based check even in a stressful situation.

**Blessed powder**: When you’re wielding a broken early firearm, the amount your misfire value increases by is reduced by 1.

### **Yusafir**

**Sand blessed**: In the desert you always know the direction of the nearest oasis and you gain a +2 trait bonus on all saves to resist poison effects.

**Lucky charm**: At the beginning of each day, roll 1d6. The result is your "pool" for the day. You may spend any number of points from your pool as a luck bonus on any d20 roll you make until your pool is empty. The points must be spent before the roll is made.

**Superstitious traveller**: After making an offering of at least 1sp to one of Yusafir shrines, you gain the Favored terrain (Desert) ranger class ability until you leave the Surin desert. You are always considered a level 3 ranger for this ability, if you already have favored terrain (desert) from another source you may add +2 to these bonuses instead.

### **Sahar**

**Flickering knowledge**: At the start of each day, roll 1d10 and compare the result to the list of knowledge skills. For that day you gain a +2 trait bonus on checks for that knowledge skill and may use it untrained.

**Arcane connoisseur**: You get a +1 trait bonus to Identify the properties of a magic item and to Decipher a scroll. You also get a +1 to Use Magic Device checks.

**Risk taker**: Once per day, you may take a -4 penalty on one of your attacks with your unarmed strikes or a manufactured weapons. This attack will have its threat range increased by 1.