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TraitSummary DescriptionTypeSubtype
Class Restriction
PFSDescriptionClass Skill TraitsSource
A Sure Thing''+2 to attack roll vs evil creature once/day, wasted if creature is not evil
Silver Crusade
Once per day, you gain a +2 bonus on a single attack against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit.PCo:CEoD
Accelerated DrinkerDrink potion as move actionBasicCombatYou know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.P:CTWE
AdoptedRace Trait from parent's adoptive raceBasicSocialYou were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.P:CTWE
Aid Allies'+3 instead of +2 when using aid anotherFaction
Shadow Lodge
When using the aid another action, you give your ally a +3 bonus instead of a +2 bonus.P:CTWE
Alchemical Prodigybrew potion for one spell as if it were part of your spell list (requires brew potion feat)RegionIn your magical studies, you have learned to substitute the careful application of alchemical principles for spell knowledge. Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list.P:CTWE
Ambassador+2 to diplomacyReligionYour natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy checks.P:CTWE
Anatomist+1 to confirm critical hitsBasicCombatYou have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.P:CTWE
Arcane DabblerCast cantrip once/day as spell-like ability (save DC is Cha based or Int based)RaceElfThough your magical studies were decades ago, you still remember your favorite little trick. Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Intelligence- or Charisma-based (chosen when you select this trait).P:CTWE
Armor ExpertArmor check penalty reduced by 1BasicCombatYou have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.P:CTWE
Asmodean Demon Hunter+2 on will saves vs mind affecting spells and effects from demonsReligionRaised in the church of Asmodeus (whether or not you are currently a follower of the Prince of Darkness), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.P:CTWE
Aspiring Bard+1 to one type of perform skill and +2 to knowledge (local) that deal with the Oppara music sceneRaceHumanYou spent countless hours of your youth wandering the open campuses of the Kitharodian Academy and the Rhapsodic College, listening to wonderful musicians and singers and daydreaming of your life as a bard. You gain a +1 trait bonus to one category of Perform checks and a +2 trait bonus to any Knowledge (local) checks that deal with the Oppara music scene.P:CTWE
Attuned to the AncestorsAutomatic Hide From Undead for 1 round/2 character levels.FactionOsirionYou were raised to believe that undead were nothing to fear—they are simply the unliving remnants of your honored ancestors. Once per day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take action against them, per hide from undead. The protection lasts for 1 round per two character levels you possess. If you take any offensive action against any undead, this effect immediately ends. This is a supernatural ability.PCo:QttE
Bad Reputation'+2 to intimidate, becomes class skillFactionSczarni The reputation of the Sczarni precedes your arrival. You gain a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.Create Class SkillPCo:CEoD
Beast of the SocietyWildshaping lasts 2 hours per druid level instead of 1 hour per druid level when turning into small or medium creatureBasicMagicDruidPathfinder SocietyP:CTWE
Bellflower TillerRegionalCheliaxBellflower NetworkP:CTWE
Beneficient TouchReroll 1s when healing hp damage, once/dayFaction
Silver Crusade
Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).P:CTWE
Berserker of the Society+3 uses of rage/dayBasicCombatBarbarianPathfinder SocietyP:CTWE
Birthmark'+2 on saves vs charm/compulsion, birthmark is a divine focusBasicFaithYou were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.P:CTWE
Blade of Mercy+1 nonlethal damage while using a slashing weaponReligionYou know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.PCo:CEoD
Blade of the Society+1 trait bonus to damage rolls on sneak attacksBasicCombatRoguePathfinder SocietyPCo:CEoD
Brastlewark Businessman+2 to craft (alchemy)RaceGnomeLegalYour time among the Brastlewark elite has led to an extensive knowledge of alchemy and ready connections in the trade. You gain a +2 trait bonus on all Craft (alchemy) checks.P:CTWE
Brute +2 to intimidateRaceHalf-OrcYou have spent long hours working for a crime lord, either as a low-level enforcer or as a guard or bouncer. You're adept at frightening away people and gain a +2 trait bonus on Intimidate checks.P:CTWE
Brute +2 to intimidateRaceHalf-Orc You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening
away people. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Bullied+1 on AoO's made with unarmed strikesBasicCombatYou were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you’ll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You’ll simply not be able to make use of it until a later point if you do.P:CTWE
Calistrian Prostitute+1 to diplomacy to gather information and +1 to sense motiveReligionYou worked in one of Calistria’s temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Gather Information and Sense Motive checks.P:CTWE
CanterWhen receiving secret messages, they gain +5 to bluff, you gain +5 to sense motiveBasicSocialYou grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t phase you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.P:CTWE
Caretaker'+1 to heal, becomes class skillBasicFaithCreate Class SkillUCa
Captain's Blade''+1 to acrobatics & climb, choose one to become a class skillFactionAndoranYou were born on board a ship and learned to fight beside the sailing men and women of
the Andoren fleet. While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One of these skills (your choice) is always a class skill for you.
Create Class SkillP:CTWE
Carefully Hidden +1 to will saves and +2 to saves vs divinationRaceHumanModern Taldor is not kind to Keleshites. Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.PCo:CEoD
Charming+1 to bluff/diplomacy if target may be sexually attracted to you and +1 save DC on language-dependent spells cast on the targetBasicSocialBlessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.P:CTWE
Child of Zolurket/Platinum+1 damage vs undeadRaceDwarfYou come from a family whose ancestors worked in the platinum mines near Tar Urkatka, now known as Zolurket. Your parents never explained why they've never returned to Zolurket, but they did make sure that you knew your way around a fight against undead foes. You gain a +1 trait bonus to weapon damage against undead.P:CTWE
Chivalrous+1 to diplomacy, +1 to knowledge (history)RegionYou were raised on stories of heroic knights and benevolent wizards, and wish to emulate their great deeds. You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.PCo:CEoD
Cleansing the Twisted+1 damage with slashing weapons vs aberrationsReligionYou have studied well the many religious texts that chronicle Sarenrae’s never-ending struggle against Rovagug and his monstrous offspring. Your fighting style works particularly well when you utilize slashing weapons against aberrations. You gain a +1 trait bonus to slashing weapon damage against all aberrations.PCo:CEoD
Clearheaded'+1 to opposing checks against bluff and disguise, +1 on saves vs illusionRaceDwarfYou see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.P:CTWE
Cliff Jumper+1 to acrobatics, +1 to climb, +1 on reflex saves to avoid fallingRegionYou 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.PCo:CEoD
Coherent RagePick a skill to be usable normally while raging: Bluff, Escape Artist, Handle Animal, StealthBasicCombatUlfen GuardP:CTWE
Collector+2 to either craft (any one), disable device, escape artist, perform (any one) or spellcraft when your collection is within 5ft of youRaceGnomeLegalYou have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no non-gnome could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Chelish horse-nail is worthy to add to your collection when a dwarven wheelbarrow nail is not, it all makes sense to you. Select one of the following skills: Craft (any one), Disable Device, Escape Artist, Perform (any one), or Spellcraft. Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill. Once this skill has been selected, it cannot be changed, nor can you gain it for any other collection you begin amassing.P:CTWE
Child of the Temple''+1 to knowledge (nobility) and knowledge (religion), choose one to become class skillBasicFaithCreate Class SkillUCa
Comparative Religion'+1 to knowledge (religion), becomes class skillFaction
Silver Crusade
Your allies within the Silver Crusade have taught you a lot about other faiths. You gain a +1 trait bonus on Knowledge (religion) skill checks, and Knowledge (religion) becomes a class skill for you.Create Class SkillP:CTWE
Convincing LiarBasicSocialBellflower Network
Courageous+2 on saves vs fearBasicCombatYour childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear effects.
Defender of the Society+1 trait bonus to AC when wearing medium or heavy armorBasicCombatFighterPathfinder Society
Deft Dodger+1 on reflex savesBasicCombatGrowing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Defy MadnessBasicFaithOld Cults
Demon SlayerKnowledge (planes) check to study a demonic opponent (DC 10 + demon's CR). If successful, gain +3 to confirm criticals on those demons till end of battleBasicCombatMendev Crusaders
Dervish'+1 dodge bonus while moving in threatened squaresFactionQadiraYou trained at a secret fighting school in Katheer where you learned the art of rapid movement in combat. You gain a +1 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Dodge bonuses stack with each other, unlike most types of bonuses.
Desert Child+4 to saves vs hot conditions, +1 to saves vs fire effectsRegionYou were born and raised in southern Katapesh, in the rocky deserts that border Nex. You are accustomed to high temperatures and 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.
Desert ShadowMove at full speed while using stealthFactionQadiraYou move with a quick and quiet grace and your enemies are often taken unawares by your silent speed. When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill check.
Desperate Focus+2 on concentrationBasicMagicYou’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.
Devil's Mark+2 to bluff, diplomacy, intimidate and sense motive vs evil outsidersFactionCheliaxYou bear the stain of a higher fiend upon you and any evil creature who sees it may think twice before crossing you. You gain a +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.
Diabolical Dabbler Summoned fiendish animals get +1hpBasicMagicEach fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Dirty Fighter+1 damage when flanking, multiplied on criticalsBasicCombatYou wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Divine Warrior +1 damage on damaging divine spellsReligionFrom an early age, you were trained by militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. Your divine spells gain a +1 trait bonus to melee weapon damage.
Dump Salvager +3 to perception to search for concealed itemsRegionYou grew up in or around Westcrown’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.
Dunewalker+4 on fortitude saves vs nonlethal damage from hot conditions and move through non-magical sand as if it were normal terrainFactionOsirionYour people have long roamed the shifting and treacherous sands and you do not fear the harsh wrath of the unforgiving desert. You gain a +4 trait bonus on Fortitude checks to resist nonlethal damage from hot conditions and can always move through non-magical sand as if it were normal terrain.
Eastern MysteriesSelect one spell/day to increase save DC by +2 one/dayFactionQadiraEver since you were a young child, you studied the ancient arcane arts of several Eastern societies and those studies have made your spellcasting ability sometimes difficult to resist. Once per day you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.
Egorian School Apprentice+2 to perception to find secret doors or traps in buildings built in the Egorian School styleRegionYou 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.
Ekujae Reflexes/Elven Reflexes
+2 to initiativeRaceHalf-ElfOne of your parents was a member of the Ekujae tribe of the Mwangi Expanse, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Elemental Pupil+1 energy damage to one type of elemental spellsRegionYou have studied at the feet of the masters of Katheer’s colleges of magic, and so increased your own mastery of the elements. Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.
Devotee of the Green'+1 to knowledge (geography) and knowledge (nature), choose one to become class skillBasicFaithCreate Class SkillUCa
Etymologist'+1 to linguistics, linguistics becomes class skillRaceGnomeLegalCreate Class Skill
Exalted of the Society+1 use of channel energy/dayBasicFaithClericPathfinder Society
Excitable+2 to initiativeRaceGnomeLegal
Expert Duelist+1 to AC while adjacent to enemy (n/a to touch attacks or when denied dex bonus)FactionTaldorIn your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dex bonus.
Explorer (Andoran)'+1 to survival, survival as class skillFactionAndoranYour family heritage is filled with proud and renowned explorers, and you are a natural wayfinder. You
gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you
Create Class Skill
Explorer (Gnome)+2 to survival in chosen terrain type (cold, desert, forest, jungle, mountains/hills, plains, planes, swamp, underground/caves/dungeons, urban or water), pick an additional terrain type each level-up to replace the old one (cannot pick the same type twice in a row)RaceGnomeLegal
Eyes and Ears of the City+1 to perception (to listen and spot, if not PFS)ReligionLegalYour religious training was entwined with your work serving the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Listen and Spot checks.
Failed Apprentice +1 to saves vs arcaneRaceHalf-ElfAs a child, your parents sent you to a distant wizard's tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of magic and how to resist them. You gain a +1 trait bonus to saves against arcane spells.
Faithful Feedback+1 hp healed when casting a spell from healing subschoolBasicFaithAny religion
Fanatic'''+1 to Knowledge (arcana) and Knowledge (history) checks, one becomes class skillRaceHumanYour years spent in libraries reading every musty tome you could find about ancient lost civilizations has given you insight into the subjects of history and the arcane. You gain +1 to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.Create Class Skill
Fashionable'+1 to bluff, diplomacy & sense motive while wearing clothes worth more than 80gp, choose one to become class skillFactionTaldorYou spent your youth as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for youCreate Class Skill
Fencer+1 on AoO's made with bladesBasicCombatYou trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
Fiendish Presence'+1 to diplomacy & sense motive, choose one to become class skillFactionCheliaxYour family routinely held court with pit fiends and erinyes when you were a child, and as a result, you learned to manipulate people better than most. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. One of these skills (your choice) is always a class skill for you.Create Class Skill
Fires of HellCreate fire weapon dealing +1 fire damage and gives torchlight for charisma-mod roundsFactionCheliaxYour parents signed a pact with a fiend of Hell before you were born and you can summon fire to your aid. Once per day, as a swift action, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that deals an extra 1 point of fire damage for as many rounds as your Charisma bonus. This fire gives off light equivalent to a torch. This is a supernatural ability.
First MemoriesRaceGnomeLegal
Flame of the Dawnflower+2 fire damage when critical hit is made with scimitar while worshipping SarenraeReligionYou have been raised to view yourself as a blade in Sarenrae’s service, or have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target. If you ever abandon the worship of Sarenrae, you immediately lose access to this trait’s benefits.
Focused Mind+2 on concentrationBasicMagicYour childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Force For Good'+1 caster level on good-aligned spells,aura becomes one step higher vs detect evilFaction
Silver Crusade
Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.
Forlorn+1 on fortitude savesRaceElfThere are no major elven settlements in Katapesh, and like many of the region’s elves, you were forced to grow up among shorter-lived races like humanity. Having lived outside of traditional elven society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Forlorn+1 to fortitude savesRegionHaving 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 gain a +1 trait bonus on Fortitude saving throws.
FortifiedNegate critical hit/sneak attack once/day with 20% chance of success.Faction
Shadow Lodge
Some members of the Shadow Lodge aren’t completely convinced of the Decemvirate’s sincerity and fear potential reprisals. Through alchemical techniques and endurance training, you gain the ability to negate a critical hit or sneak attack scored against you once per day. This functions as the fortification armor quality with a 20% chance of success
Freed Slave+1 to fortitude savesRegionYou spent a significant portion of your childhood as a slave, but were freed from slavery several years ago by a benevolent master who purchased you from an auction after your previous master’s death. Yet while the memories of your difficult childhood still haunt you, the hard life did toughen you. You gain a +1 trait bonus on Fortitude saves.
Freed Slave+1 to diplomacy & knowledge (nobility), knowledge (nobility) as class skillRaceHalflingBellflower NetworkCreate Class Skill
Freedom Fighter+1 to stealth and attack rolls made during surprise roundFactionAndoranYour family has long waged war against tyranny and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
Genie Blood+1 on saves vs one element (air, earth, fire, water) and +1 to bluff, diplomacy, intimidate and sense motive vs creatures of that subtypeRaceHumanOne of your ancestors was genie-kind. Select an element (air, earth, fire, or water). You gain a +1 trait bonus on saving throws against attacks that utilize that element (cold for air, acid for earth, fire for fire, and electricity for water), and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype.
Genie-Caller+2 caster level on a single conjuration (summoning) spellRegionYour exploration of the magic for calling genies has increased your overall aptitude for summoning creatures. Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.
Gifted Adept+1 caster level for one chosen spellBasicMagicYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Goldfinger'+1 to disable device & sleight of hand, choose one to become class skill
FactionQadiraYour family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.Create Class Skill
Greasy PalmPay 10% less to bribe an NPCFactionSczarniYou know how to get people to do what you want with little effort. When bribing an NPC, you pay 10% less than a character without this trait would, garnering the same results.PCo:EoG
Greater Adept of the Society+1 cantrip slotBasicMagicWizardPathfinder Society
Havoc of the Society+1 force damage with any spell that deals damageBasicMagicSorcererPathfinder SocietyPCo:DoG
Hellknight Ancestry+2 to diplomacy vs hellknights, +2 to intimidate vs enemies of hellknightsBasicSocialAt least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.PCo:DoG
Historian'''+1 to Knowledge (history) checks and bardic knowledge, knowledge (history) becomes class skillRaceHumanYour parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past. You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.Create Class SkillPCo:DoG
History of Heresy+1 on saves vs divine spells (must not have divine spellcasting levels)BasicFaithYou were raised with heretical views that have made it not only difficult for you to accept most religious beliefs, but you also have had to live with the fact that you or those you love were often treated as pariahs. As a result, you have turned your back on religious teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.PCo:EoG
Honored Fist of the Society+1 point to ki pool BasicCombatMonkPathfinder SocietyPCo:EoG
Horse Lord'+2 to ride, becomes class skill
FactionQadiraYour people are masters of battling on horseback, and you have mastered their rare skill. You gain a +2 trait bonus on Ride checks, and the Ride skill becomes a class skill for you.Create Class SkillPCo:EoG
Hunter's EyeNo penalty for second range increment with a bow, gain proficiency for shortbow or longbowFactionAndoranYour parents had you blessed by Erastil as a youth and you are a prodigy with a bow. You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are always considered proficient with one of these weapons (your choice).PCo:EoG