Regional Traits - Dharrenal

## General

* *Airship Wanderer:* Your years aboard airships, have taught you how to expertly operate and even command a vessel, as well as how to arrest yourself even in the midst of the most turbulent storms. You gain a +2 trait bonus on Wisdom checks to move in subjective directional gravity and a +2 trait bonus on Profession (Airship) and any driving checks.
* *Beachcomber (Coastal or River):* You have a knack for finding what you need as it washes ashore. Once per week, if you spend 8 hours in a single day searching along a shoreline, you can attempt a Survival check. You find any combination of mundane objects whose value in gold pieces is less than or equal to the result of the check, in a usable (if somewhat waterlogged) condition.
* *Charmed Innocent (Any City):* Your apparent good nature or playful charm makes nonevil creatures want to like you. Once per day, before you roll any Charisma check or Charisma-based skill check against a nonevil creature, you can roll twice and take the better result.
* *Child of the Crusades:* Your ancestors stood strong against the demons of the Calamity, 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.
* *Citizen (Specific City):* You were born and raised in a specific city. You gain a +1 trait bonus on all Knowledge (Local) and Knowledge (Nobility) checks regarding that specific city.
* *Cultist Lineage (Specific Titan):* Your parents were both servants of a Titan and your family has a long tradition of service in their cult. Your strict, fanatical upbringing and familiarity with darkness have bestowed upon you an air of confidence and menace. This grants you a +1 trait bonus on Intimidate checks and a +2 bonus on Knowledge (Religion) checks made specifically about that Titan.
* *Demon Eradicator:* You are trained in the arts of combatting the Abyss that was pioneered by paladins in the Golden Unity during the Calamity War. Anytime an outsider with the demon subtype must make a Will save against one of your spells, increase the DC of that save by +1.
* *Diligence (Any City):* You grew up helping with a family business or were mentored by an expert in some craft or profession, who taught you diligence. Select one specific Craft or Profession skill. You can take 20 with that skill in half the amount of time normally required to take 20.
* *Elf-Friend (Non-Elf):* You have a special relationship with the elves, having grown up in close proximity to them. You gain a +2 trait bonus on Diplomacy checks with elves.
* *Forlorn (Elf, any non-elven land):* Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You also understand the people of this world better than most elves. You gain one additional language of your choice, and a +1 trait bonus on Diplomacy and Gather Information checks when interacting with non-elf races.
* *Ghoulish Affinity:* The Undead Uprising nearly claimed your life, but you managed to survive. However, ever since you recovered from ghoul fever, the scars on your arms and hands itch whenever one of these vile creatures is nearby. You gain a +2 trait bonus on Perception checks to notice undead disguised as living creatures, and a +2 trait bonus on Fortitude saves against diseases and poisons inflicted by undead.
* *Hermit Apothecary (Any Wilderness):* Heal is a class skill for you, and you gain a +2 trait bonus on Heal checks to stabilize dying creatures and stop bleeding.
* *Human Dominance (Human):* You have developed a similarly assured sense of superiority over people from other backgrounds. You gain a +1 trait bonus on Intimidate checks against humanoids of a subtype other than Human, and the DC for such creatures to demoralize you with Intimidate is 2 higher than usual.
* *Humble Beginnings (Non-City):* You didn’t have any intention of becoming an adventurer, but a single, unexpected confrontation changed everything. 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 wielding the chosen item. (These items should all be considered improvised melee weapons that deal 1d4 points of bludgeoning damage).
* *Lair Snake (Dragon's Lair):* You spent your formative years bowing and scraping in the presence of a dragon, witnessing the glory of the vast hoard... and squirreling away a few bits of coin for yourself. You gain a +1 trait bonus on Appraise checks, and your starting wealth increases by 200 gp.
* *Lost Origins (Any City):* You are disconnected from your heritage and do what you can to learn more about where your family is or where your people came from. Knowledge (local) is always a class skill for you, and you can always take 10 on Knowledge (local) checks, even when stress or distractions would normally prevent you from doing so.
* *Militia Member (Non-City):* As part of Amanandar’s militia, you have trained extensively with groups. You gain a +1 trait bonus on attacks made while flanking an opponent.
* *Observant Archer (Aquatic or Aerial Origin):* Growing up in an aquatic or aerial environment, where three-dimensional movement and perception were necessary, has given you keen observational skills and the ability to notice and target unusual positions with ranged attacks. You gain a +1 trait bonus on ranged attack rolls when your target is at least 10 feet above or below you.
* *Ozmit Advocate:* You possess strong ties to the Ozmit Empire, and spread flattering words regarding it. You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you.
* *Ship Aptitude:* You are used to crewing on many of the different types of ships that sail the seas or skies. As a result, you have a knack for quickly determining the weaknesses and strengths of any ship, even ones you’ve never set foot on before. You gain a +1 trait bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill for you.
* *Shipboard Caster:* You feel an affinity with ships and the rolling rhythm of sailing helps to focus your mind. When on a ship or other sky or water-going vessel, you gain a +3 bonus on concentration checks.
* *Town Gossip:* Choose a community that you’ve lived in for at least 5 years. You gain a +2 trait bonus on Diplomacy checks while in that community.

## Alaraza

* *Acolyte of Raza:* You are an adherent of the Alaraza 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. This bonus increases to +2 when dealing with specifics of the Alaraza faith.
* *Divine Deceiver:* You are trained in the methods of Alaraza’s priesthood, and can use your arcana to fuel minor healing powers. Once per day as a full-round action, you can sacrifice a prepared arcane spell or spell slot to manifest healing magic. This acts as cure light wounds, except you heal 1d6 points of damage per level of the spell or spell slot sacrificed (maximum 3d6) and the hit points healed are temporary (lasting 1 hour).
* *Soldier of the Living God:* You have served Raza as a faithful enforcer, or upon one of the “faith barges” plying the waters of the Everwinter Sea, and have learned the enforcement techniques of Raza. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

## The Eastern Plains

* *Caravan Nomad:* Your family has lived on the open roads of Elidash for untold generations. You gain a +1 trait bonus on Bluff and Perform checks, and one of these skills is a class skill for you.
* *Cheap to Feed (Halfling):* Growing up among the nomadic clans of halflings, you have experienced burning hunger and near starvation from enduring many hardships and lean times on the road. Now you have no qualms about pointing out how little of a burden your upkeep would prove to potential employers, captors, innkeepers, or anyone else able to provide you with the necessities of life. You gain a +3 trait bonus on Bluff checks made in order to gain food, water, or shelter.
* *Dominator (Goliath):* The blood of dominance runs thick in your veins. You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
* *Frontier-Forged:* A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
* *Mountain Guide:* You are familiar with the various paths over the Dawnrise Mountains that connect the Eastern Plains and the Ozmit Empire. 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 +1 trait bonus on Knowledge (geography) and Survival checks when in mountainous areas, and Knowledge (geography) is always a class skill for you
* *Plainsmen:* You live and work on the Eastern Plains. You gain a +1 trait bonus on all Knowledge (geography) and Survival checks regarding plains.
* *Rider of the Plains:* You belong to one of the nomadic groups of horseback riders that range throughout the Eastern Plains. You gain a +1 trait bonus on Handle Animal and Ride checks.
* *Zig-Zag:* Having grown up in the rolling plains of the east, you have encountered hill bandits, goliath tribes, and gnoll raiders. You are used to dodging ranged weapon fire and gain a +1 bonus to AC made against thrown weapons.

### Brazeg

* *Dump Salvager:* You grew up in or around Eastcrown’s rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling. You gain a +3 trait bonus on Perception checks to search for concealed items.
* *Greenskin Stalker:* You’re a member of the Greenskin Stalkers. Due to your affiliation with this brotherhood of goblin slayers, you’ve learned to think and act like a goblin, as disturbing as that sounds. You receive a +1 trait bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against or concerning goblinoids. You can also attempt Knowledge checks concerning goblinoids untrained.
* *Playful Lobber:* Your regular participation in the moonmelon festival has made you wickedly effective at hurling harmless objects. You gain a +2 trait bonus on attack rolls when throwing items that do not deal normal hit point damage (such as weapons that deal nonlethal damage or items such as tanglefoot bags and thunderstones).
* *Star Reader:* You are one of the few remaining descendants of the lost civilization of Lirgen. Growing up learning of your people’s history has granted you a fine understanding of celestial divination as well as a deep-seated hatred of the demon-worshiping monsters that have come to rule your ancestral lands. While under starlight, the caster level of all your divination spells is increased by 1. If the target of your spell is a demon, the caster level is increased by 2.

### Crait

* *Draconic Vigil:* As a defender of Crait, you have seen the damage the blue dragon Zardoz the Thundering Blight, and his orc servants, has wrought upon the land. You gain a +1 bonus on initiative rolls when entering combat against creatures of the dragon type or humanoids of the orc subtype.
* *Footsteps of the Ancestors:* You are one of the brave travelers who travels the frigid and haunted Aganhov Forest that connects Crait and Vanar, and borders both the Frostweald and the Xandir Imperium. These journeys have left you hardier, granting you a +1 trait bonus on Fortitude saving throws to resist the effects of cold weather. Survival is a class skill for you, and you gain Drow, Giant, Hallit, Orc, or Vanarian as a bonus language.
* *Guerilla: Y*ou have spent much time in the dense Aganhov Forest and know its secrets. You gain a +1 trait bonus on Knowledge (nature) checks as well as Survival checks made in the forest. One of these skills becomes a class skill for you.
* *Storm Hunter:* You learned to hunt in the relentless winds of Crait, and still make your arrows fly true. When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons.

### Oliad

* *Antiques Smuggler:* You have moved contraband relics from Dharrenal's elder days for years, especially Oliad and the ruins of ancient Theros, 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.
* *Artifact Hunter:* You know the legends of Oliad and Theros, 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 always a class skill for you.
* *Curse Queller:* You know many ancient methods of removing a curse or other magical blights that have been handed down from the ancient days of Volantis. Whenever a caster level check is required to treat an affliction with magic (such as when casting remove curse on a cursed creature or object), you gain a +2 trait bonus on your caster level check. Additionally, you gain a +1 trait bonus on your saving throws against curse.
* *Numerologist:* Having studied the sciences and other formal academics in your formative years, you swiftly became interested in the esoteric numerological practices of the ancient Theros' mathematicians, and know how to apply this science to dungeons. Once per day, you can attempt a Perception check while studying a trap (a standard action). The DC of this check is equal to the Disable Device DC of the trap – 5. If you succeed, you identify the DC necessary to disable the trap, as well as the DC of the Reflex save (if any) to avoid its effects.
* *Oliad Performer:* You are one of the famed performers of Oliad, and your skill is known throughout Dharrenal. You gain a +1 bonus with any two Perform checks of your choice. Additionally, once per day, when you start a bardic performance, you can increase the DC of the saving throw to resist your performance’s effects by 1. This effect lasts until you switch performances or end your performance.
* *Volantis Scholar:* You have learned much about Volantis and its ancient artifacts. You gain Ancient as a bonus language, and you gain a +2 trait bonus on Appraise and Use Magic Device checks when attempting to identify or use authentic Volantis artifacts.

## The Frostweald

* *Ancestral Weapon:* You have inherited a sacred tribal weapon wielded by your forebears since the days before the Sundering, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
* *Big Gamer Hunter:* You have spent long hours hunting giant creatures and have become skilled at bringing them down quickly. You gain a +1 trait bonus on weapon damage rolls against Large or larger creatures of the animal type.
* *Chilled by Brutality:* You were part of a group that was mercilessly attacked by giants of the tundra, who may have gone so far as to eat the dead and dying. After that, little can faze you, but you strongly prefer to finish fights with giants quickly to prevent anything like that from happening again. You gain a +2 trait bonus on attack rolls to confirm critical hits against giants and on saving throws against fear effects.
* *Draconic Vengeance:* Your nomadic tribe wanders the Icy Steppes. They live in constant fear of the great white wyrm known as Iobar the Howling Storm, 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 have to be afraid of Iobar or any other wyrm. You gain a +2 bonus on saving throws against any dragon’s frightful presence.
* *Frontier-Forged:* A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
* *Mammoth Master:* You have experience trapping and training large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. You gain a +4 trait bonus on Handle Animal checks related to these creatures.
* *Monkey Goblin (Goblin):* You are adept at arboreal activity, and are more at home in the branches of a tree than you are on the ground. You gain a +2 trait bonus on Acrobatics and Climb checks while climbing trees.
* *Northern Tribesman:* You were born or adopted into a northern 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.
* *Screaming Leap:* The rocky foothills of your homeland are ideal for staging leaping ambushes that leave your victims battered and routed. You gain a +1 trait bonus on melee damage rolls when you make a charge attack from higher ground. Once per day, when you make a charge attack from higher ground, you can use the Intimidate skill to demoralize your target as a swift action.
* *Sky Reader:* Born in the wilds of the far north, you learned to read the aurora and the night sky for portents. Once per day, you gain a +1 luck bonus on a single saving throw. You can apply this bonus after the saving throw is rolled but before the results are revealed.
* *Spirit Totem:* A spirit animal watches over you. Choose one of the following spirit animals. The benefit you receive depends on which of the following spirit animals you choose:
	+ *Great Eagle:* You gain a +2 bonus to Perception check and your passive perception increases by +5.
	+ *Mega Sloth:* You gain a +1 bonus to Will saves.
	+ *Mammoth:* You gain a +1 bonus to Fortitude saves.
	+ *Smilodon:* You gain a +1 bonus to Reflex saves.
	+ *Whale:* You gain a +2 bonus to Swim checks and you can always Take 10 while swimming.
	+ *Wooly Rhinoceros:* You can charge over difficult terrain and only suffer a -1 penalty to AC after a charge.
* *Tundra Adaptation:* You spent at least part of your youth in tundras of the far north and are acclimated to the frigid cold of the Frostweald's Ice Wells. You gain a +4 trait bonus on saves to avoid nonlethal damage from cold environments. In addition, you begin play with a cold-weather outfit at no cost.

### Snowtown

* *Cunning Liar:* You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.
* *Home Port:* You have a fondness for Snowtown, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information here.
* *Snowtown Fixer:* Everyone in Snowtown knows how to make do with substandard equipment, and you can improvise tools and materials in order to keep a damaged object working for just a little bit longer. Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours (this does not affect the object’s hit points). At the end of this time, it regains the broken condition (but you can use this trait on it over and over again).

## The Glorious Domains

### Alfine

* *Cliff-Master:* You are adept at moving along the cliffs of Alfine's numerous mountains, and have become a skilled climber. You gain a +1 trait bonus on all Climb and Survival checks.
* *Clockwork Legionnaire (Gnome):* You have served in the Clockwork Legion, and are used to the weight of heavy armor. You reduce the armor check penalty of all armors you wear by -1.
* *Conscientious Miner:* You have worked in the mines of Alfine, and have learned to extract ore and minerals efficiently. You gain a +1 trait bonus on Appraise checks, and a +1 trait bonus on Profession (miner) checks. In addition, Profession (miner) becomes a class skill for you.
* *Firearms Engineer:* Your extensive experience with firearms allows you to get the most out of those unique weapons. When you’re wielding a broken early firearm, the amount your misfire value increases by is reduced by 1.
* *Freedom Fighter:* 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.
* *Giant Ambivalence:* You witnessed or were otherwise strongly influenced by two separate acts by giants, one of great beneficence and one of great violence. You reflexively gauge the intentions of powerful creatures in case they turn to violence. You gain a +1 trait bonus on initiative checks. You also gain a +1 trait bonus on Sense Motive checks, and a +2 trait bonus on Perception checks to not be surprised in a surprise round of combat.
* *Giant Dodger:* In your youth, you were chased by giants for trespassing—or for sport—and you have learned to evade the reach of your opponents. You gain a +3 bonus on Acrobatics checks to avoid provoking an attack of opportunity when moving out of a threatened space.
* *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. You can move normally through such obstructed spaces, and can run or charge though them with a successful Acrobatics check.
* *Highlander:* You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
* *Master of Peaks:* You grew up high in the mountains near one of Alfine's many peaks, and your body is used to the effects of both extreme cold and high altitude. You gain a +2 trait bonus on Fortitude saving throws made against the effects of cold dangers and altitude sickness.
* *Mechanical Expertise (Zhivago):* Growing up in the city of Zhivago has made you familiar with tools and practical objects. You rely on mechanics to solve problems and are familiar with basic engineering concepts. Select one of the following skills: Craft (any), Disable Device, or Knowledge (engineering). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
* *Technological Brewmaster (Gnome, Zhivago):* You have learned the secret of creating potions using advanced scientific techniques so strange that some might consider them alien. When brewing a potion, you can increase its base creation cost by 10% to brew it in half the normal amount of time. This trait does not grant the ability to brew potions.

### Illan, the Emerald Expanse

* *Altruistic Diplomat:* Your upbringing among the Elves has influenced you to be both peaceful and wise, and your arguments are consistently sound. You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.
* *Animal-Spirit Vitality:* The elven druids taught you to commune with the natural healing powers of animals. Once per day when you cast a spell that restores hit points, you restore 1 additional hit point for every die rolled as long as a creature of the animal type is within 50 feet. You must decide to use this ability before rolling to determine the number of hit points that your spell restores.
* *Briar Hunter:* The time you’ve spent crawling through thorny brambles and other thick underbrush during hunts and ambushes taught you how to move without disturbing the dense flora around you. When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks.
* *Elven Bitterness:* Only the most cunning warriors of Illan were selected to serve as guards along the borders of the Emerald Expanse during the Calamity War. You are either close with some who have guarded the elven homeland or know of the magical defenses used by the elves against their demonic foes. When you cast an enchantment spell on a chaotic evil outsider, the DC of that spell is increased by 2.
* *Elven Herbal Tradition:* You are trained in the elven tradition of herbalism dating back to the Dawn Era and therefore have great insight into how to use the natural ingredients at your disposal to nurse an ailing body. You gain a +4 trait bonus on Heal checks when providing long-term care, and Heal is a class skill for you.
* *Elven Guerilla:* You have grown up among the nomadic wood elf tribes or perhaps studied and traveled with the rangers of Illan and learned their ways. When you gain this trait, select one ranger trap that doesn’t deal ability or hit point damage. You can use this trap once per day within a forest. The DC for your trap is equal to 10 + half your character level + your Wisdom modifier (minimum +0), and it lasts for 1 day. If you are not a ranger, you can set only extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
* *Enchanted by the Fey:* You are familiar with the primeval magic of forestdwelling fey and have witnessed their close attention to the natural world around them, whether because your people engaged in trade with them or because you stumbled into their territory. The experience opened your eyes to the workings of nature and magic. You gain a +1 trait bonus on Survival checks and Spellcraft checks. You can always take 10 on Spellcraft checks to identify spell-like abilities.
* *Eye of the Falcon:* You have a way of seeing right to the heart of things. You gain a +1 trait bonus on saving throws against illusion (phantasm) spells and a +1 trait bonus on Sense Motive checks to know when you are being lied to, so long as you are face to face with the speaker in question.
* *Illan Illusionist:* You have lived in or near the Emerald Expanse for so long that you are very familiar with illusions. You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to disbelieve illusions.
* *Green Tower Graduate:* You graduated from one of Illan’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.
* *Rider of the Green:* You call the Plains of greengrass home, whether you were born there or in the glittering towers of Elvhanen. The horses are your kin. When mounted and making a charge, your mount’s speed is increased by 10 feet.
* *Sharp Eyes:* You are immune to the dazzled condition.
* *Songs of the Ancients:* Illan is a land of poetry, and you have grown up immersed in the words and language of that culture. Your facility with the language is evident to all when you speak. You gain a +2 trait bonus on Bluff and Diplomacy checks when speaking with anyone fluent in Elvish, as long as you are speaking that language as well.
* *Spirit Talker:* You have traversed the strange forests of your homeland numerous times, and have learned how best to communicate with its otherworldly inhabitants. You gain Sylvan as a language and receive a +1 trait bonus on Diplomacy and Intimidate checks made against fey and outsiders that have the native subtype.
* *Sure-Footed Ascent:* You have grown up among the stones and ridges and peaks of the mountains surrounding Illan, rather than the forests of your kin. You gain a +1 trait bonus on Acrobatics and Climb checks.
* *Weed Resistance:* You have learned how to keep your flesh out of the way of the toxic thorns and vines that are often prevalent in verdant lands. You gain a +3 trait bonus on saving throws against poison and disease abilities and effects inflicted by creatures of the plant type (such as a basidirond’s spores).

### Konigreigh von Vanar

* *Accustomed to Trickery:* You have been exposed to fey magic and know tricks to avoid it. Once per day, when you fail a saving throw against a Fey’s spell-like or supernatural ability, you may reroll the save. You must take the second result, even if it is worse.
* *Apothecary Mentorship: Y*ou were apprenticed to a talented alchemist or apothecary, and they taught you how to recognize various ingredients and reagents by taste. Upon imbibing a sip of potion, you can make a Spellcraft check to determine the nature of the poison. If the potion contains a spell on your formulae list of a spell level you are capable of casting, but you do not have in your book, you can attempt a Spellcraft check (DC 15 + extract level). On a success, you can immediately add the spell to your formulae book.
* *Artisan Apprentice (non-dwarf):* You studied as the apprentice of a dwarven blacksmith for many years. Choose one of the following: Craft (Armor), Craft (Blacksmith), Craft (Brewing), Craft (Cooking), Craft (Masonry), Craft (Weapons), Knowledge (Engineering), Profession (Merchant), or Profession (Miner). You gain a +1 trait bonus on the chosen skill, and it becomes a class skill for you. You also gain Dwarven as a bonus language, and you gain proficiency with either the Battleaxe or Warhammer (choose one) and start play with tools appropriate to your apprenticeship.
* *Cavalry Rider:* From the moment you were old enough to walk, you learned how to ride the mighty warhorses of Vanar. You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you. Once per day, you can reroll a failed check made to maintain control of your mount in combat or a similar situation.
* *Coincunning:* Whether from working with dwarven merchants or being one yourself, you’ve developed a distinctly dwarven business sense. You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking.
* *Community Minded:* While some pray to the gods for mercy or prosperity, you follow a different tack—you believe in improving the lives of those around you through earnest labor and the efforts of you and your community. Your hard-earned discipline and the candor of your words affect all who bear witness. Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
* *Confidante to the Oppressed (Starlight Brigade):* Others recognize that you are filled with the Vanarian spirit of freedom and equality. You gain a +2 trait bonus on Diplomacy checks to improve the attitude of oppressed, enslaved, or imprisoned subjects, and unless they have reason to distrust you, their starting attitude toward you is at least indifferent, if not better.
* *Enemy of the Undead:* Your disgust at the way the undead aristocracy of Barovia treats the living has inspired hatred in you. You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
* *Fey Hex:* You have learned to incorporate fey enchantments into your hexes to snare victims that shake off your curses. Once per day as a free action, when a creature succeeds at its saving throw against your hex that cannot target the same creature more than once per day, you can declare that creature to be subject to your fey hex. You can attempt the failed hex against the creature a second time, so long as you do so within 1 minute.
* *Fey Mediator:* You gain Sylvan as a bonus language. Additionally, choose Bluff, Diplomacy, or Knowledge (nature). That skill is a class skill for you.
* *Gallant Imposter:* You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. In addition, you gain a +2 trait bonus on both Disguise and Bluff checks while attempting to impersonate a knight.
* *Halfling Accuracy (Halfling, the Burrows):* Like many halflings, you spent a lot of time with your friends in the fields and forests around your village throwing small stones in play. You have a particular knack for such things, gaining a +10 bonus to range and a +1 bonus to damage with thrown weapons and objects.
* *Home Port (Hexenberg):* You have a fondness for hexenburg, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information here.
* *Honey Harvester:* Your frequent exposure to bees—and their stings—makes all such creatures seem more like nuisances than actual threats. You gain DR 3/— against damage dealt by swarms and a +1 trait bonus on saving throws against distraction and poison from swarms.
* *Little, but Fierce (Halfling, the Burrows):* Even when facing foes much larger than yourself, you retain your cool. You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you.
* *Log Roller:* The time you spent leaping between slippery logs as they whirled down the Krakenstaur River taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.
* *Perseverance:* Your time among your dwarven allies 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 +3 trait bonus on the extra Will saves against that effect.
* *Vanar Hunter:* Growing up in the wilds, you have become an able hunter. You gain a +1 trait bonus on Survival and Craft (traps) checks, and gain a +1 bonus to AC against attacks by traps or on saving throws against effects created by traps.

### Ozmit Empire

* *Alchemical Prodigy (Fologrod, Academy):* Early on in your life, you showed significant promise in the sciences and alchemical arts, and received extensive tutoring from those seeking to maximize your potential. If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.
* *Analytical (Tolstov):* You have been trained in the analytical thought process preferred by the professors of mortal sciences at **Lepidstadt University**, allowing you to consider a question more carefully when you have time for calm contemplation. When you take 10 on a Knowledge check, add 1 to your result.
* *Betrayed Ex-Noble:* You were born a noble of the Empire, but were unjustly stripped of your title or exiled. Now, your ire prevents you from brooking any further insult unto your already disgraced name. Whenever an enemy attempts to feint against you in combat, the DC to do so is equal to 10 + your base attack bonus + your Wisdom modifier, or 10 + your Intimidate bonus, whichever is higher.
* *Chivalrous:* You were raised on tales of heroic knights and benevolent wizards from the Exalted Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
* *Cosmopolitan (Tolstov):* Your exposure to the many peoples intersecting in Tolstov and the tongues spoken there has given you a particular facility for speech. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
* *Crusdaer Tactician (Lastwall):* You have studied at the Imperial War College, and are skilled in both heraldry and siege tactics. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you.
* *Elemental Endowment (Fologrod, Academy):* You see the interactions between elements as the epitome of balance; you’ve studied the traditional elemental bindings of the ancient world and can draw upon their power. As an immediate action, once per day when you cast a spell with the air, earth, fire, or water descriptor, you can gain a number of temporary hit points equal to the spell’s level. This effect lasts for 1 minute.
* *Elemental Pupil (Fologrod, Academy):* You have studied at the feet of the masters of the Imperial Academy of the Eldritch Arts, and so increased your own mastery of the elements. Choose one of the following energy types: acid, cold, electricity, or fire. When casting any spell that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.
* *Exiled Scholar (Fologrod; Academy):* Since you were young, you’ve always been interested in the process of lichdom and what drives people to desire such a fate. Superiors marked you as dangerous and expelled you when they discovered your morbid fascination with the consummate undead, but you still benefit from your forbidden studies. You gain a +1 trait bonus on Knowledge (arcana) and (religion) checks. In addition, choose one Knowledge skill; you can attempt untrained checks with this skill as long as the DC is lower than 15.
* *Expert Smuggler (Tolstov):* Years of smuggling and other unsavory work have trained you to hide your assets even when being actively searched. Other creatures never gain the +4 bonus on their Perception checks (opposed by your Sleight of Hand check) while frisking you.
* *Highlander:* You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
* *Home Port (Tolstov):* You have a fondness for Tolstov, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information here.
* *Imperial Soldier:* You’ve served in the Grand Army of the Ozmit Empire. Choose one of the following skills: Heal, Intimidate, or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
* *Inspiring Speaker (Tolstov):* 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 +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
* *Justicar:* You are experienced in interpreting and applying legal doctrine, regardless of any sort of divine doctrines. You gain a +2 trait bonus on Diplomacy and Knowledge (local) checks to settle disputes or arbitrate laws. Once per day if you succeed at an Intimidate check to demoralize a foe who has repudiated or ignored a pronounced judgment you’ve made, you may choose to cause the creature to be sickened instead of shaken. The duration of the effect remains the same.
* *Lepidstadt Scar:* You engaged in nonlethal duels at Fifthstones Hill so often that you gained a visible (though minor) scar on your face. Because of this experience, you’re unf linching in the heat of combat, calmly analyzing how to lessen the impact of a foe’s best attacks. You gain a +1 dodge bonus to AC against attack rolls made to confirm a critical threat against you.
* *Lion's Audacity:* You attack your foes with the ferocity of a charging lion and inspire others with your audacious deeds. Once per day when you make a charge attack, you can inspire allies within 30 feet. They gain an additional +2 trait bonus on attack and damage rolls when they make a charge attack before the beginning of your next turn.
* *Merchant's Child (Tolstov):* One of your close relatives was a gifted merchant in the bustling Red Market of Tolstov, 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.
* *Planar Scholar (Fologrod, Academy):* During your time as a student of the Imperial Academy of the Eldritch Arts, you visited the libraries frequently and voraciously read the tomes therein. You gain a +1 trait bonus on Knowledge (planes) checks and checks made with one other Knowledge skill of your choice. This bonus increases to +3 when used to identify a creature with the Outsider type. Knowledge (planes) becomes a class skill for you.
* *Open-Minded Explorer (Tolstov):* You grew up constantly interacting with people who speak unfamiliar languages and have diverse customs; your manners may not be polished, but your acceptance of others is genuine. You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when you’re speaking the racial or ethnic language of the target creature.
* *Ozmitian Noble:* You were born into the wealth and duty of the Imperial Bureaucracy. Your starting gold becomes 900 gp.
* *Poison Connoisseur:* When the ceaseless bickering and elaborate posturing of Ozmitian politics proves ineffective, it is not unheard of for the nobility of the Empire to turn to poison to solve their problems, and therefore many are taught to identify the telltale signs of commonly used toxins. You gain a +2 trait bonus on saving throws against ingested poisons. Additionally, you can cast detect poison as a spell-like ability once per day, using your character level as your caster level.
* *Pomp and Pageantry:* Though others think you merely waste time, you know that those extra flourishes and ceremonial touches actually make your work just that much easier. You gain a +1 trait bonus on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks with class skills if you spend twice as long as it normally takes to make that check.
* *Precocious Spellcaster (Fologrod, Academy):* Before you even began your training as a spellcaster, you spent a great deal of time studying cantrips and simple spells on your own. Because of this, you developed some innate magical abilities without any outside guidance. Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
* *Rancher (Kamondash Valley):* Domestic animals from Kamondash are known for their resiliency. You gain a +1 trait bonus on Handle Animal checks and Handle Animal is a class skill for you. Your animal companion or bonded mount gains a permanent +3 trait bonus to its maximum hit point total.
* *Signaler:* By watching Imperial 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.
* *Sophisticated Citizen (Ant City):* You grew up in a large city, and as a child you learned trivia about people and places from all across the world. Choose Knowledge (geography), Knowledge (local), or Sense Motive; that skill is a class skill for you. In addition, you know one additional bonus language*.*
* *Spell-Duel Prodigy (Fologrod, Academy):* You’ve participated in many spell duels during your time at Erages Academy, and you’ve developed a keen talent for identifying magical arts. You gain a +2 trait bonus on Spellcraft checks to identify a spell as it is being cast and on dispel checks to counterspell a spell.
* *Teleportation Gatekeeper (Fologrod, Academy):* You helped maintain the teleportation circles and are familiar with the operation of teleportation magic. You gain a +2 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus to caster level checks when casting teleportation spells. You know the proper commands to operate a particular teleportation circle (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way circle).
* *Tolstov Roof Runner (Tolstov):* Your childhood playing atop Tolstov’s buildings has given you a remarkable head for heights. You gain a +2 trait bonus on Acrobatics checks made when you are at least 20 feet above the ground.

### Polczek

* *Bandit:* Since you were young, you’ve been a member of one of Polczek's bandit gangs 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.
* *Black Eagle Recruit:* You were recruited to serve as one of Lord Arnefax’s feared Black Eagles for a time, but you have since left that life. You gain a +1 trait bonus on saves against fear effects.
* *Fangwood Diplomat:* You’ve lived and worked among the disparate guerrilla groups of the Fangwood. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
* *Fight for the Purple:* You inspire commoners and the helpless to fight for freedom with a rousing battle cry. As a standard action, you may make a rallying cry with a DC 15 Perform (oratory) check. On a successful check, any unarmed ally within 30 feet who is able to hear you gains a +2 trait bonus on attack rolls with improvised weapons and unarmed strikes. This bonus lasts for 1 round per level.
* *Free Agent:* You embody the independent spirit of the former River Kingdoms and do best when sailing under your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion effects.
* *Freedom Fighter:* You come from a family of farmers, but are determined to fight for your rights. You gain a +1 trait bonus on attacks made with improvised weapons. If you do not possess the Catch Off-Guard or Throw Anything feats, you still take penalties on these attack rolls as normal.
* *Guerilla Mender:* With the help of a healer, you narrowly escaped death by disease or poisoning while on the run from the Crown's soldiers, whether contracting the ailment was an accident or you were the victim of more sinister forces. Whenever you successfully use the Heal skill to treat an ally’s poison or disease, you grant the ally an additional +1 trait bonus on the saving throw against the disease or poison. Heal is a class skill for you.
* *Instigator of Rebellion:* Your rage over the political repositioning within Polczek has led you to incite rage within your compatriots. You have become adept at organizing rallies in opposition to the government. You gain a +1 trait bonus on Diplomacy and Intimidate checks.
* *Noble in Exile:* Though forced to live elsewhere, you never forget you’re a Polczan noble. You gain a +1 trait bonus on Diplomacy checks while interacting with aristocrats and nobles, and a +1 trait bonus on Intimidate checks while interacting with commoners.
* *Rebel Insurgent:* You have spent time as a member of the Purple Rebellion, during which you and your comrades clashed regularly with the soldiers of the Crown. After years of guerrilla warfare, you’ve learned to interpret the sounds of the forest to detect signs of enemies. You gain a +1 trait bonus on initiative checks when in a forest. Once per day when in a forest, you can designate yourself or an ally to roll twice for initiative and take either result.
* *Rebel Leader:* A close relative was an important player in the rebellions that led to the first Civil War, or maybe the Second, and passed on their passion to you. If you take the Leadership feat, you receive a +1 trait bonus to your Leadership score.
* *River Duelist:* Your training in ancient Ridani sword fighting included several bouts in the Sevier, which has taught you how to inflict further punishment in one-on-one fights. You gain a +1 trait bonus on damage rolls when you are the only one threatening your opponent.
* *River Navigator:* Polczek was once called the River Kingdoms and are familiar with the many winding streams that cross the land. You gain a +1 trait bonus on Survival checks or Profession (sailor) checks dealing with lakes, rivers, and their immediate surroundings, and one of these skills becomes a class skill for you.
* *River Sniper:* Unlike seagoing pirates, you’re used to fighting most of your ship-to-ship battles at close range, and understand the value of a well-placed arrow. When on the deck of a waterborne vessel, you gain a +1 trait bonus on attacks with ranged weapons.
* *Royal Soldier:* You were a soldier in one of Polczek’s extensive royal armies, trained under the oversight of one of the finest generals. You gain a +1 trait bonus on Reflex saves.
* *Saltmarsh Child:* You spent most of your life moving through murky bogs and have grown acclimated to the terrain. You move normally through shallow bogs (as long as the terrain hasn’t been magically manipulated) but are still affected by deep bogs as normal.
* *Secret Revolutionary:* You seek to return Polczek to its heyday before the rise of the Usurper. 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.
* *Swamp Skulker:* Terrible things prowl the moors of your homeland, and you are all too familiar with hiding or fleeing from them. You gain a +1 trait bonus on Stealth checks when you are in bog, marsh, or swamp terrain, and you treat shallow bogs and swamp undergrowth as normal terrain for the purposes of movement.
* *Swordlord's Page:* You have trained under the Ridani swordlords, and though not yet a swordlord yourself, you have learned how to strike hard with your weapon. You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with.

### Slazka

* *Blessed of the Norns:* You or one of your parents belonged to a coven that honored the norns—powerful fey seers—and you still bear their favor in the form of a subtle sense for danger. You gain a +2 trait bonus on Perception checks to notice traps and ambushes, and a +1 trait bonus to your AC against traps and during any surprise round in which you are caught unaware.
* *Bounty Hunter:* You have made it your mission to help bring the bandits of Slazka to justice. You gain a +1 trait bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised.
* *Brave Words:* You inherit your forebears’ ability to fight off terror with bragging or insults. As a swift action, when you have the frightened condition, you can function as if you only have the shaken condition for 1 round by shouting at the source of your fear. You must be able to see the source of the fear condition. You can use this trait only once per fear effect. This trait grants no benefits against the shaken or panicked conditions.
* *Chillblight Emissary:* You have spent considerable time at Chillblight, but have managed to escape this unearthly fey outpost. You gain DR 1/cold iron but become sickened for 1 round if damaged by a cold iron weapon.
* *Corpse Dodger:* You spent your formative years in the town of Avemov, where your proximity to both a prominent graveyard and an infamous prison left you no stranger to the occasional zombie or skeleton. As such, you developed unique methods of dodging these pests. Once per day, you can cast *hide from undead* as a spell-like ability. The casting time is a swift action and the caster level for this effect is always 1st; this ability is otherwise identical to the spell.
* *Debt to a Witch:* Your life was spared in youth by the magic of a White Witch healer who was using your survival to perpetuate her agenda. Her magic was painful, but it made your body stronger. You gain a +2 trait bonus on saving throws against spells with the cold descriptor and against the dangers of cold weather.
* *Desperate Instinct:* Your instinct to survive easily overpowers your intellect, and you consider this a more than fair trade. Once per day you can improve your condition from dying to disabled by taking 4 points of Intelligence damage.
* *Dreadful Forethought:* As a minor Ustalavic noble, you have friends linked to Karcau’s fiendish cults. Your observations give you a keen insight into the blasphemies of the idle rich. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (planes) checks.
* *Educated Druggist:* Any alchemical remedies you administer that provide an alchemical bonus have that bonus increased by 1. These remedies also restore 1 hit point to the target in addition to their usual effects.
* *Fey-Wise:* You grew up around fey and are accustomed to their tricks. You gain a +1 trait bonus on saving throws against the spell-like and supernatural abilities of fey and a +1 trait bonus on Sense Motive checks against fey.
* *Ghost Survivor:* You spent a single night in Harrowstone and managed to survive the terrifying ordeal, though you bore witness to ghosts and numerous other horrors during your short stay. You gain a +2 trait bonus on Knowledge (religion) checks to identify incorporeal undead and a +2 trait bonus on Fortitude saving throws against effects that inflict negative levels.
* *Giant-Harried:* You were robbed by giants or nearly killed by a giant’s prank, and the experience gave you a keen instinct for outmaneuvering bigger creatures. You gain a +1 trait bonus on combat maneuver checks against creatures larger than you and a +1 trait bonus to CMD against such creatures.
* *Holy Tattoo:* You have undergone a ritual to have an intricate tattoo containing religious imagery by a Sczarni tattooist years ago. Your holy symbol tattoo functions in all ways as a holy symbol. When you use your holy symbol tattoo to keep a vampire at bay, the DC for the vampire to overcome its revulsion is 28 (rather than the normal 25).
* *Huldra's Luck:* At some point in your life, you were touched by a fey creature called a huldra and inherited a bit of its luck. Once per day, you may choose to gain a +1 luck bonus on a single saving throw, attack roll, or skill check.
* *Jadwiga Medicine:* Once per day as an immediate action when you cast a spell of the healing subschool or a hex that produces the effect of such a spell, you can attempt an Intimidate check to demoralize your target or anyone who can see you within 30 feet. You gain a +2 trait bonus on this check.
* *Riverfolk:* You’ve grown up on the tributaries of the Sellen River system, and are as comfortable on boats as on land. You gain a +2 trait bonus on Profession (sailor) checks and any skill checks involving rope use.
* *Shadow Dealer:* You have survived and thrived in the dark forests of Slazka by knowing how to make deals with terrible things. You gain a +1 trait bonus on saving throws against fear effects and a +1 trait bonus on Bluff and Diplomacy skills checks against evil fey, monstrous humanoids, and undead.
* *Slazkan Noble:* You are a scion of one of the warring noble houses of Slazka, and are well versed in maneuvering though the cutthroat world of Slazkan politics. You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
* *Superstitious Ward:* 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 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.
* *Winter Warrior:* You grew up in the icy lands of Slazka, and surviving in the cold snows of winter is second nature to you. You gain a +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.
* *Witch's Boon:* In your youth, a hag or witch granted you a boon promoting your continued health and long life. The DCs of any Heal checks to stop bleed damage you are suffering are reduced by 4.
* *Witch Tongued:* Hailing from frozen Slazka, where witches rule the land, you deal with others in a cool, calculated way. You gain a +1 trait bonus on Diplomacy checks, and you gain a +1 trait bonus on Intimidate checks against non-witches.

## Iron Empire

To take any Iron Empire Region Traits, you must be a Dwarf, unless a specific trait says otherwise.

* *Aberration Hunter:* You refuse to give in to the monsters that feast on your people, and hunt them instead. You gain a +1 trait bonus on attacks of opportunity against aberrations.
* *Channel the Earth:* The dwarves are fiercely loyal to Moradin the Allhammer, and those who were raised and learned the ways among the caverns and stones of their home thaigs seem to possess a magical link with the earth. Whenever you channel positive energy to heal living creatures, affected targets gain a +2 sacred bonus to CMD to resist bull rush, reposition, and trip combat maneuvers. This effect lasts 1 round.
* *Coin Hoarder:* Everything has a price—and it’s your job to know it. Your starting cash increases to 500 gp.
* *Deep Road Delver:* You are familiar with the byways and passages of the Dwarven Deep Roads. You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in the Underdark. One of these skills becomes class skill for you.
* *Dwarf Timing:* After years of training and living under the strict hierarchy of the dwarves, you find synchronizing your actions with an ally second nature. Once per day when you take a readied action in combat, you gain a +3 trait bonus on the d20 roll for that action if it was triggered by an ally’s action.
* *Glory of Old:* In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
* *Heart of Clay:* You believe you are destined for an afterlife of service as part of Moradin's army, so you do not fear death as others do. You gain a +1 trait bonus on Fortitude saves.
* *Surface Stranger:* You were born and raised in a subterranean home with little or no bright light. Your miss chance for concealment or total concealment due to either mundane or magical darkness decreases by 10%. You are dazzled for 1 round when you are suddenly exposed to bright light.

### Kal-Khazad (Dwarvhame)

* *Axe Master:* No one knows how to swing an axe better than a dwarf of Kal-Khazad! You gain a +2 trait bonus on all damage roll made on a critical hit.
* *Dwarven Alchemist:* You studied with the alchemists of House Opion, perfecting your craft in the homunculus factories, golemworks, and ooze colony. You gain a +1 trait bonus on Craft (alchemy) checks.
* *Iron Mind:* Your training among the Runesmiths has strengthened your mind. You gain a +2 trait bonus on saving throws against spells and effects that would reduce your Intelligence score or cause you to forget something.
* *Linebreaker:* Years of training and combat against orcs and other enemies of the dwarves has taught you how to storm enemy battle lines and quickly overwhelm them. When charging, add 10 feet to your base speed.
* *Master of Stone:* The skill of the masons of Kal-Khazad is known far and wide. You gain a +2 trait bonus on Craft (Masonry) checks, and it is always a class skill for you.
* *Rune Resistance:* You have grown up exposed to the Runesmiths of Dwarvhame. You can recount the runes from memory, and repeated exposure has imbued you with a faint resistance to runic magic. You gain a +2 trait bonus on saving throws against spells with the word “glyph”, "rune", or “symbol” in their name.

### Kal-Glander (Glitterhame)

* *Fortune Found:* You have learned a great many tricks and techniques for bartering with humans. You gain a +1 trait bonus on Appraise and Diplomacy checks, and one of these skills (your choice) is a class skill for you.
* *Glander Engineer:* Your family helped to save and rebuild the city of Glitterhame after the Calamity War nearly brought it to ruin, and that tradition runs in your blood. Your Stonecunning bonuses increases by +1. Knowledge (engineering) is always a class skill for you.
* *Glitterhame Vandal:* You find it quite easy to apply your carefully honed instincts for building and repairing to destruction instead. You gain a +2 trait bonus on damage rolls made against targets with hardness. This bonus does not apply to attacks that ignore hardness.

### Kal-Barak (Forgehame)

* *Blooded:* Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
* *Forgehame's Finest:* You are an elite soldier in one of Forgehame’s numerous armies, and your discipline has made you a truly deadly foe. You gain a +1 trait bonus on all rolls to confirm critical hits.
* *Forgehame Weaponsmiths:* You are a descendant of a long line of skilled dwarven weapon maker and learned their long-held secrets relating to the production of magical arms and armor. You treat your caster level as 1 higher for purposes of creating magical weapons, and gain a +1 trait bonus on Craft checks to create magical armor, shields, or weapons.
* *Frostborn:* Long nights in the frigid winters of the north have inured you to cold. You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold spells and effects.
* *Master of Metals:* The weapons and armor produced in Kal-Barak are known throughout Dharrenal. You gain a +2 trait bonus on Craft (Blacksmith) checks, and it is always a class skill for you. Additionally, you can use Craft (Blacksmith) to forge both weapons and armor as well.

### Kal-Hirod (Duskhame)

* *Iron Lungs:* Due to the constant intrusion of marsh gases seeping into the tunnels and chambers of the tunnels around the thaig, you can hold your breath for twice as long and gain a +2 trait bonus on saving throws against the effects of inhaled poisons.
* *Kobold's Neighbor:* You grew up wandering the chambers and tunnels near where kobolds make their homes. You learned early on how to find traps before they find you, how to disable them, and when you should just walk away. You gain a +2 trait bonus to Perception checks to discover traps and a +1 trait bonus to Disable Device checks.

### Kal-Groht (Delvinghame)

* *Cavern Survivor:* You’ve regularly traversed the deepest caverns and tunnels around your home, and know how to subsist in the lightless realms better even than other dwarves. You gain a +2 trait bonus on Survival checks to survive in a subterranean wilderness, and Survival is a class skill for you.
* *Delvinghame Gourmand:* You have studied among the great chefs of Delvinghame, and as such have indulged in many exotic and unnerving pleasures. You gain a +1 trait bonus on saves against any effect causing the nauseated or sickened condition and against all ingested poisons.
* *Merchant of Delvinghame:* You grew up among the market stalls of one of the greatest trading posts found in dwarven lands, and can almost smell the value of an item before you touch it. You gain a +1 trait bonus to Appraise checks, and Appraise is always a class skill for you.
* *Prospector:* You were a talented laborer in the silver mines of Delvinghame, and have seen many wonders in the strange caverns beneath the city. You gain a +1 trait bonus on Appraise and Knowledge (dungeoneering) checks.

## The Lucain Coast

* *Descendant of the Ascension: Y*ou are descended from one of Ancient Maezar’s pharaohs, and a sliver of their otherworldly power has been passed onto you. You gain a +1 trait bonus on Will saves against fear effects. Any time you become confused, reduce the duration of the effect by a number of rounds equal to your Wisdom modifier (to a minimum of 1 round of confusion).
* *Desert Child:* You were born and raised in the arid, rocky hills of the northern Lucain Coast. 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 effects.
* *Expert Swimmer:* You grew up along the coasts and rivers of the Lucain Coast. You gain a +1 trait bonus on Swim checks, and it becomes a class skill for you.
* *Flamboyant Fighter:* You have long appreciated the flamboyance and versatility of the whip, both as a weapon and a tool for enforcing discipline. When you wield a whip or scourge, you gain a +1 trait bonus on Intimidate checks. Additionally, once per day when you use a whip or scourge to perform a successful disarm or trip combat maneuver against an opponent, you regain 1 point of grit (if applicable).
* *Free People: T*he independent city-states within the Lucain Concord hold little regard for the control others wield over free people. Their willful, independent streak makes them suspicious of any attempt to guide their behavior. You gain a +1 trait bonus on Sense Motive checks and on Will saves against mind-affecting effects.

### Auros

* *Balanced Education:* Your upbringing focused on strengthening mind and body in equal measure. Once per day, you can draw on this training to apply a physical ability modifier to a skill check instead of its usual mental ability modifier, or apply a mental ability modifier to a skill check instead of its usual physical ability modifier. You can only exchange ability modifiers between the following pairings: Strength with Intelligence, Dexterity with Wisdom, and Constitution with Charisma.
* *Candidate for Perfection:* You have begun training to enter one of the Houses of Perfection, and have honed your body, mind, and spirit into one well-trained weapon. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.
* *Child of the Godswalk:* You were raised near the famous Godswalk and would sometimes sneak into holy places. Entering the clergy was a natural choice as you grew older, and your past experiences made you a particularly well-informed disciple of the church. Your effective cleric level is 1 higher for the purposes of channeling positive energy to damage undead.
* *Cloistered Upbringing:* Growing up among acolytes or monks, you were exposed to their supernatural power. You gain a +1 trait bonus on saving throws against the supernatural effects of channeled energy or abilities powered by ki, and regain 1 additional hit point when healed by supernatural effects.
* *Cynic:* As a Auros 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.
* *Halo-Kin Imposter (Human):* You have found it is easier to be mistaken for someone with celestial blood than to reveal your true nature. You gain a +5 trait bonus on Disguise checks when pretending to be an aasimar, and a +2 trait bonus on Diplomacy checks against those you have convinced of your supposed celestial nature.
* *Planar Negotiator:* You are used to dealing with outsiders that would fluster a less experienced negotiator. When dealing with an outsider within one step of your alignment, you gain a +1 trait bonus on Diplomacy and Sense Motive checks. Increase these bonuses to +2 if you and the outsider worship the same deity.

### Ibrido

* *Alchemical Fence:* Growing up in the vast markets of Ibrido, you developed connections to a great many alchemists and poisoners all over the world. You know many of the right people in any given locale as well as how to get in touch with useful contacts. When determining whether a given potion, poison, or alchemical item is available in a settlement, there is a 90% chance that it is available if it is within the settlement’s base value for available magic items rather than a 75% chance. Additionally, when you use Diplomacy to gather information about a topic related to alchemy or poisons (including making poisons), you gain a +3 trait bonus on the check.
* *Child of Mumia:* During your childhood, you knew someone who was addicted to mumia, a drug made from the flesh of the dead, whether that was a drug-addled parent, an unsavory employer, or a libertine childhood friend. Although you may not have indulged in the ghoulish narcotic yourself, your exposure to it has granted you a +1 trait bonus on saving throws against curses and diseases, including magical diseases.
* *Cliff Jumper:* You spent your early years exploring and foraging along the coastal cliffs. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
* *Cliff Strider:* You grew up scaling perilous cliffs and dealing with the dangerous creatures that live on these rocky surfaces. As a move action while climbing, you can climb 5 feet without provoking an attack of opportunity, even if you don’t have a climb speed.
* *Commercial Savvy:* You excel at maximizing mercantile contacts and convincing merchants to dig just a bit deeper into their pockets for you. Whenever you buy from or sell to a merchant, you treat a settlement’s Base Value and Purchase Limit as 10% higher.
* *Cultivated:* You grew up speaking multiple languages. You learn one additional language. Additionally, when attempting a Diplomacy check to gather information using this language, you can do so in 1d6 × 10 minutes, rather than the normal 1d4 hours.
* *Emissary:* Accustomed to the strange residents of Ibrido, you have few prejudices. You gain a +2 trait bonus on Diplomacy checks when dealing with aberrations, monstrous humanoids, undead, and creatures with the giant subtype.
* *Exhibition Fighter:* You have considerable experience in the coliseum of Ibrido, and you fight at your best in such tournaments. While others may attempt to cheat or chafe against the constraints placed upon them, you thrive under such limitations. You gain a +1 bonus on attack and damage rolls when fighting as part of a tournament or other structured setting with rules and restrictions, so long as you do not break these rules.
* *Forbidden Knowledge:* As a child, you somehow got your hands on a lurid, forbidden text written by a now-forgotten Blood Lord of ages past. You studied the details within intently, learning much about extraplanar undead from beyond this reality, and you developed a strange, almost macabre way of thinking because of this book’s influence. Anytime you would roll a Knowledge (planes) check, you may roll a Knowledge (history) or Knowledge (religion) check instead.
* *Home Port:* You have a fondness for Ibrido, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information here.

* *Ibrido Hotspur:* You grew up on the streets of Ibrido 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.
* *Lost Role Model:* As a youth, you marveled at the crusaders, spelunkers, and lore seekers who came through your town on their way to the nearby dungeon. One such intrepid role model in particular was of great import to you. On the last day you ever saw your hero, the adventurer gave you a unique dungeon guide worth no more than 75 gp and with an accuracy modifier of no greater than +2.
	+ *Suggestion: With the help of your GM and using the examples in this book, construct a unique dungeon guide tied to the dungeon.*
* *Narrows Survivor:* You spent your childhood in the infamous Narrows district of Ibrido. Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
* *Pesh Addict:* 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.
* *Pesh Dealer:* You worked for a pesh dealer, either by selling the drug on the street or helping to organize shipments to other regions, which involved a certain amount of smuggling. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
* *Pirate Duelist:* You’ve rubbed elbows with pirates of all stripes in Ibrido’s taverns and convinced a few to show off their swordfighting skills. You gain a +1 trait bonus on attacks of opportunity made with daggers, short swords, cutlasses, rapiers, scimitars, or hook hands*.*
* *Roof Racer:* You’ve spent more than your fair share of time among the strange sloping slums that cover the rooftops of much of Old Ibrido. When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is.
* *Sacred Row Guard:* You were a stalwart guard of one of Sacred Row's many temples, and your resolve proved to be of great use during bandit raids. You gain a +1 trait bonus on attacks of opportunity made with polearm weapons.
* *Walking Corpse Hunter:* The lingering effects of the Black Dynasty can be felt even now, and you are experienced in defending yourself and your neighborhood from undead, and have developed a knack for killing undead creatures with magic. You gain a +1 bonus on damage rolls from your spells against undead.

### Margra

* *Elemental Ties:* Interactions with elementals are commonplace for you. You gain a +1 trait bonus on Diplomacy checks when dealing with creatures of the elemental type, and you begin play knowing one of the following languages as an additional bonus language: Aquan, Auran, Ignan, or Terran.
* *Margran Artist:* You grew up in Margra, and your artistic talents were cherished and honed from an early age. You have been nurtured on the artistic spirit of the city. Choose one Perform skill. You gain a +1 trait bonus on checks with that skill, and it becomes a class skill for you.
* *Ten-Thousand Stairs:* You grew up in the City of 10,000 Stairs and have become inured to the strain that such travel takes. You gain a +4 bonus to any check made to resist the Fatigued or Exhausted condition from travel, climbing, or non-magical means.

### Sapphire City

* *Duskwalker Agent: Y*ou spent a portion of your childhood working for the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Sapphire City’s notorious Nightstalls. You have quite a bit more spending cash than most others of your age as a result, and start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Nightstalls, and any transactions you make there are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.
* *Prismati Player:* Prismati is an ancient, extremely complicated game originating with the natives of the Lucain Coast, and the game still thrives in Sapphire City. You’ve grown up playing the confusing game with accuracy and ease. You gain a +1 trait bonus on attack rolls with fist-sized rocks or similarly shaped objects, and a +1 trait bonus on concentration checks.

### The Stepping Stones

* *Aquatic Survivalist:* You spent much of your formative years fighting to keep yourself alive amid the fearsome creatures that inhabit the oceans surrounding and between the islands of the Stepping Stones, and you learned how to stay hidden even against predators with unusual senses. You gain a +2 trait bonus on Stealth checks while underwater. Once per day, you can attempt a Stealth check to hide in plain sight (as the ranger class feature of the same name) while underwater. This is only effective against creatures that rely on blindsense, blindsight, or tremorsense. Creatures with other senses perceive you normally.
* *Fruit Merchant:* When bartering for mundane items like food, water, and clothing, you can purchase supplies for 10% less and sell them for 10% more.
* *Home Port:* You have a fondness for a specific port, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information here.
* *Honey-Tongued:* Having matured in the melting pot of New Tolstov, you know the customs of the Elerothi as well as those of the Dharrenali, and you utilize this knowledge to create peace between rival groups. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.
* *Hurricane Savvy:* You are used to sailing in the terrible winds that roll out from the ocean, and can apply the skills you’ve learned to any storm. You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
* *Pearl Diver:* You were a pearl harvester and you know just what clues to look for when searching for a worthwhile haul in the briny shallows. You gain a +1 trait bonus on Appraise and Swim checks.

### World's End

* *Coastal Guard:* You are one of the warriors on the front lines, and excel at combat against water-dwelling foes. You gain a +2 trait bonus on rolls to confirm critical hits against foes with the aquatic subtype.
* *Cypher Backer:* You’ve managed to work with various members of the Cyphermages of World's End, and one has agreed to assist you with future findings. When in World's End, you can use your contact to gain information about artifacts and history. Treat this ability as a single Knowledge (arcana) or Knowledge (history) check with a skill bonus of +15. You may make this check once per day that you spend in World's End. You can make a new check every day. Each time you do so, you can choose whether to use Knowledge (arcana) or Knowledge (history).
* *Empathic Diplomat:* In a city divided between two rival nations, you follow a path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
* *Home Port:* You have a fondness for World's End, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information here.
* *Honey-Tongued:* Having matured in the melting pot of World's End, you know the customs of the Maezari as well as those of the Dharrenali, and you utilize this knowledge to create peace between rival groups. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.
* *Merchant Trader:* Your cosmopolitan upbringing has given you familiarity with many cultures. You gain two bonus languages and a +2 trait bonus on Knowledge (local) checks.
* *Osirionologist:* You have studied the history of ancient Maezar, 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.

## Mizka

* *Call of the Longships:* Your blood sings with longing to relive the adventures of one of your ancestors, and you are inexorably drawn to the sea. You gain a +1 trait bonus on Profession (sailor) checks and a +1 trait bonus on attack rolls made onboard ships.
* *Disease Survivor:* You witnessed the plagues that rolled through the few settlements across Mizka firsthand. Whenever you are exposed to a disease while you are trying to treat an afflicted creature, you gain a +4 trait bonus on your Fortitude saving throw to resist contracting the disease yourself.
* *Former Bandit: Y*ou fled the persecution of the authorities. Whether or not you are guilty of your alleged crimes, you seek to build a new life amid new neighbors. Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.
* *Naturalist:* Your ancestors taught you the importance of using what nature provides. You gain a +3 trait bonus on Survival checks when attempting to survive in the wilderness.
* *Recluse:* You gain a +2 trait bonus on saving throws against poison, and you can safely eat raw fish and game without any effort spent cooking or cleaning them.

## Nyavka

* *Abyssal Eavesdropper:* Having grown up in or near Nyavka, you have a rough understanding of the demons’ guttural babble. You add Abyssal to your list of languages known, though you take a –2 penalty on Diplomacy, Intimidate, and Bluff checks made while speaking Abyssal, as well as a –2 penalty on Linguistics checks made to read Abyssal text. If you gain Abyssal as a language again at a later time (such as by taking a rank in Linguistics and selecting Abyssal as a learned language), these skill check penalties become +2 trait bonuses instead.
* *Ash Bane:* You have built up a resistance to the diseases that ash giants and their vermin guardians carry. You gain a +2 trait bonus on Fortitude saving throws to resist the disease abilities of ash giants and creatures with the vermin type. In addition, you gain a +1 trait bonus on melee attack rolls against vermin.
* *Blighted Physiology:* Exposure to the corruption that seeps through every drop of water and grain of dirt in Nyavka has altered your body. Horrific growths beneath your skin provide you a +1 natural armor bonus to AC, but your body does not work as a normal creature’s would. You become sickened for 1 round anytime you receive magical healing.
* *Blood Potion Brewer (Orc):* The orcs of Lokaruum routinely mix the blood of their enemies with potions they brew to gain some of their foe’s strength. Twice per day when you brew a potion, you can add some of an enemy’s blood to the mixture. When you do, the potion’s caster level is treated as 1 higher when you drink it for the purpose of determining the duration of the potion’s effects. This ability has no effect if another creature drinks the potion. This trait does not grant the ability to brew potions.
* *Born Under the Green Star:* You were born in the farth north of Nyavka and touched by the region’s profound psychic bounty. Treat your caster level as 1 higher when casting spells and spell-like abilities with the mind-affecting descriptor.
* *Demonbane Summoner (Elf):* Your line is derived directly from the god-callers. You adamantly oppose the demonic forces of Nyavka in hopes of reclaiming your peoples' lost lands. The attacks of creatures you summon are treated as cold iron for the purpose of overcoming damage reduction.
* *Demon-Proof Mind:* You are used to the maddening energy fluctuations emanating from the wastes, and have steeled your mind against their influence. You gain a +2 trait bonus on saving throws against the mindaffecting effects of evil outsiders.
* *Lamenting Survivor (Elf):* Your woodland home in Ellaesmyr struggles against the tenacious Lament, forcing you to steel yourself against its poisonous influence. You gain a +2 trait bonus on Fortitude saving throws against diseases and poisons inflicted by devils, fey, plants, and forest-related hazards.
* *Numerian Defender:* You have lived in Numeria and served in its militia. You know just where to aim to do the most damage. You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons.
* *Wasteland Nomad:* You were born and raised in the burning sands of Nyavka's wasteland, desert interior. 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.

## The Sunrise Islands

* *Devilfish Diver:* You’ve swum with the devilfish along the southern islands. You gain a +2 trait bonus on saving throws versus poison.
* *Eager Boarding Fighter:* You’re so excited to board other ships that you’re frequently the first one over the rail, regardless of the danger. You gain a +1 trait bonus on attack rolls made while onboard an enemy ship.
* *Flotsam:* You were one of only a few that survived the destruction of the merchant vessel *Vantage*. Your crew was more than able to hold off the blundering pirate attackers, but their red dragon ally proved too much for your defenses. As you floated among the burning wreckage, watching the sharks and eels feast on the bodies of your fallen comrades, you vowed to see Aashaq the Ember Queen slain. You gain a +2 bonus on Reflex saves against spells and effects with the fire descriptor.
* *Home Port:* You have a fondness for a specific port city, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information here.
* *Hurricane Spellpiercer:* You have spent time in the gales of tropical storms, and can cast spells even when battered by the elements. You gain a +2 trait bonus on concentration checks when spellcasting.
* *Narrow Escape:* You were captured by cannibals and nearly devoured in a sacrificial ritual. At the last second you wriggled free from your bonds and escaped into the jungle. Your narrow escape has left you with a paranoid fear of capture. You secretly conduct regular sessions in which you slip out of different types of knots. You gain a +1 trait bonus on Escape Artist checks, and Escape Artist becomes a class skill for you.
* *Storm Sailor:* The howling gales of the Sea of Storms were your lullaby as a child, and you quickly learned to anticipate the winds’ danger as well as parse their song. You gain a +2 trait bonus on Profession (sailor) checks, and you treat the wind force of environmental wind effects as one step less powerful for the purposes of determining any penalties on ranged attacks and Fly checks as well as whether you would be checked or blown away.
* *Sunrise Corsair:* The hidden coves and bays of the islands have been your home throughout most of your career as a pirate, and the winding waterways have trained you well in the art of sailing. You gain a +1 trait bonus on Knowledge (geography) checks and Profession (sailor) checks, and one of these skills becomes a class skill for you.
* *Zataria Native:* Raised amid or near the transitive triton kingdom known as Zataria, your predilection for watery environs has been strong since birth and you know the types of creatures who call the ocean home. You gain a +2 trait bonus on Knowledge checks to identify aquatic monsters. Anytime you are looking through water and would take a penalty on vision-based Perception checks due to murkiness or other natural circumstances, reduce the penalty by 2.

## Xandir Imperium

* *Abolitionist Hunter:* You hunt those who hunt slavers, whether as part of a special task force, or independently. You gain a +1 trait bonus on attack rolls when fighting abolitionists or those you have good reason to believe targeted you because of your slaver activities.
* *Aspiring Moonknight:* Your family has a long tradition of service in the Moonknights, 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.
* *Drow Experiment (Non-Drow):* You were raised in Xandir, where you were overseen by drow mages and subjected to horrifying experimentation. You gain a +4 trait bonus on saving throws against pain effects and sickening effects
* *Drow Guerrilla:* In fighting against the diabolical House Ivune, you’ve spent many years training to face the diabolist nobles and the devils they bind. You gain a +2 trait bonus on Knowledge checks to identify devils (and their special powers and weaknesses) and a +1 trait bonus on weapon damage rolls against devils.
* *Egorian School Apprentice:* You studied under one of the masters of the Egorian School style of architecture. You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style.
* *Imperium Shadowcaster:* You have studied with the feared shadowcasters of Xandir. You can cast the *Darkness* spell one additional time per day.
* *Intrepid Delver:* An elder drow has told you many stories of the Darklands beneath the Imperium and of the drow who descended into those mad and howling depths. Your nerves have hardened to horrors others can hardly fathom. You gain a +2 trait bonus on saving throws against fear effects.
* *Keeper of the Veil:* Even when not cloaked in magic, your training has taught you how to conceal your true nature. You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you.
* *Nightstall Urchin:* You grew up an orphan on the streets of Xandir, and spent many years of childhood in the Nightstalls, Xandir’s most infamous market. The strange and often horrific sights you saw there forced you to grow up fast—there’s little that can shock or unsettle you. You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls and all skill checks for the next minute.
* *Nightstall Escapee (Non-Drow):* The slavers of Xandir were determined to sell you as living property, but you had other plans. You know not whether your slavers hunt you still, but you are careful about whom you trust and you always sleep with one eye open. You need to sleep only 4 hours to get a full night’s rest (restoring 1 hit point per character level). You do not receive extra benefits for sleeping additional hours, and you must still rest for 24 hours to receive the benefits of complete bed rest.
* *Poisoned Blade Resistance:* In the Xandir Imperium, odds are good that any given blade is coated in some kind of poison, and people there are used to both poisoning and being poisoned. You gain a +2 trait bonus on Fortitude saving throws against injury poisons. Additionally, you are immune to one specific nonmagical injury poison. You must choose this poison when you choose this trait and cannot change it.
* *Solidarity (Non-Drow):* While enslaved in the Imperium, you watched too many of your friends fall victim to drow tempers. Now, you help others avoid thorny situations whenever you are able. Any time you successfully use the aid another action to help an ally succeed at a Bluff or Escape Artist check, you add a +3 bonus to this check (rather than a +2 bonus).
* *The Vessel Between:* The assassin ushers her victims from the kingdoms of the living to the kingdom of the dead. You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.