Regional traits

Your character may choose any regional trait from this list. They must be from the associated nation in order to take it.

### CHARON

**Seafarer**: You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you.

**Bookworm**: Pick one knowledge skill. You get a +1 bonus to that chosen skill and it becomes a class skill for you.

**Multicultural**: Pick a humanoid subtype from the ranger's "favored enemy" table. You get a +2 on diplomacy, bluff and sense motive against members of that subtype.

**Academy Student**: Pick one school of magic, you get a +1 on caster level checks made to overcome spell resistance when using spells from that school.

**Wise negotiator**: You gain a +1 to diplomacy and it is always a class skill for you. This bonus goes to +2 when attempting to influence the attitude of someone.

### CAISTER

**Plains traveller**: When encumbered by medium or heavy armor or because of gear weight, reduce the movement penalty by 5ft.

**Deadly wielder**: Choose between: orc double axe and orc skull ram. You gain proficiency with the chosen weapon. If you already have proficiency with it you instead gain a +1 trait bonus to attack rolls when using this weapon.

**Agressive speaker**: You gain a +1 bonus to intimidate check and it is always a class skill for you.

**Shamanic tattoos**: You receive a +2 bonus to saves against mind affecting and compulsion effects.

### CIELARGENT

**Family heir**: You start play with an additional 500 gold and gain a +1 diplomacy and knowledge (Nobility) in Cielargent.

**Knight of the realm**: You start play with a combat trained light horse equipped with a riding saddle. The horse can fend for itself outside of settlements in all but the most hostile environments. If your horse is slain, you may receive a new horse by returning to Cielargent and paying 35gp to a stable. You get +1 to ride checks when mounted on your horse.

**Forest dweller**: You gain a +2 bonus on Survival checks while in forest terrain and it is always a class skill for you.

**Intense devotion (divine caster required)**: Once per day, you may cast one of your divine spells with +1 caster level and +1 DC.

### BAOLEI

**Standing ground**: You get a +1 bonus to your DMD until your next turn if you didn't move more than 5ft.

**Elven hatred**: You gain a +1 to damage and intimidate checks against humanoid creatures of the elven subtype.

**Wall defender**: You gain a +1 bonus to attack rolls when attacking from an elevated position. This bonus doesn't apply when flying.

**Discipline training**: You gain a +1 trait bonus on Will saves.

### KARGRIM

**Peak explorer**: you gain a +2 survival and +2 resistance bonus against weather effect in mountain terrain

**Dwarven militia**: You are always proficient with light shields. When fighting defensively or taking the full defense action while wearing a light shield you get a +1 to AC.

**Tenacious**: You gain a +1 trait bonus on Fortitude saves.

**Isolationist**: You receive a +1 to sense motive against non-humanoid (dwarfs) and sense motive is always a class skill to you.

### MAHAKAL

**Desert traveller**: You gain a +4 bonus on fortitude saves to resist the effects of hot weathers.

**Eye for value**: You gain a +1 to appraise checks and it is always a class skill for you.

**Arcane collector**: You may cast detect magic 3 times per day as a spell-like ability and you get +1 bonus in spellcraft checks to determine the properties of a magical item.

**Corporate associate**: You get a +1 to bluff and disguise and one of these skills is always a class skill for you.

**Djinn blooded**: Pick one element, you get a +2 bonus on saving throws against spells and effects with that element descriptor.