Regional Traits

Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain). In order to select a regional trait, your character must have spent at least a year living in that region, and characters typically select a regional trait tied to their place of birth or homeland.

The Regional Traits

  • Advocate for the Empire

    You possess strong ties to the Empire of Seven Dragons far to the north of Aldhaven, and spread flattering words regarding it.

    Benefit: You gain a +1 trait bonus on Deception checks, and Deception becomes a class skill for you.

  • Arbiter

    You are a natural mediator, trained to settle disputes and deliver fair judgments, earning the respect of those who seek justice and the ire of those who resist it.

    Benefit: You gain a +1 trait bonus on all skill checks to recall knowledge to find a legitimate way to avoid, negate, or escape an existing obligation or contract.

  • Cosmopolitan

    Your exposure to many people and tongues has given you a particular facility for speech.

    Benefit: You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.

  • Desert Child

    You were born and raised in deserts south of Aldhaven, and are accustomed to high temperatures.

    Benefit: 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.

  • Diplomat

    You know how to handle delicate communications with different groups of people.

    Benefit: You gain a +1 trait bonus on Insight and Persuasion checks.

  • Disease Resistant

    Growing up in regions rife with disease, you have developed a stronger immune system.

    Benefit: You gain a +2 trait bonus on saving throws against diseases, including magical diseases.

  • Esoteric Wisdom

    You are blessed with wisdom gained for otherworldly sources, which leaves you somewhat distant towards others.

    Benefit: You gain a +2 trait bonus on all Wisdom-based skill checks but suffer a -1 trait penalty on all Charisma-based skill checks.

  • Evident Supporter

    You know how best to appear supportive of the current regime despite the vagaries of a shifting government.

    Benefit: The Insight DC needed for a city guard, a politician, or other governmental functionary in a large town or larger settlement to gain a hunch about your trustworthiness is 25, instead of 20 (this is considered a trait bonus). On a failed check, you’re seen as trustworthy regardless of the situation.

  • Fallen Noble

    You were born a noble, but your family were stripped of their titles and exiled. Whether this was just or unjust, your resentment of this disgrace drives you to respond with hostility to any perceived insult.

    Benefit: You suffer a -1 trait penalty to any skill check or save made to resist being provoked to anger, but you also gain a +2 trait bonus to attack rolls against any individual who has openly insulted you or your family or otherwise questioned your honor.

  • Fey-Wise

    You grew up around fey and are accustomed to their tricks.

    Benefit: You gain a +1 trait bonus on saving throws against the spell-like and supernatural abilities of fey and a +1 trait bonus on Insight checks against fey.

  • 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.

    Benefit: You receive a +1 trait bonus on Perception checks and a +1 bonus on Natural Lore checks made to survive in the wild.

  • Gladiatorial Alumnus

    You trained at an exclusive gladiatorial college.

    Benefit: Select one combat maneuver when you take this trait. You gain a +1 trait bonus on attack rolls when fighting to entertain a crowd and a +1 trait bonus on combat maneuver checks to perform the selected maneuver.

  • Guardian of Prophecy

    You stand with indomitable will against abominations prophesized to bring doom to the world.

    Benefit: You gain damage reduction 1/— against attacks from creatures with the Aberration type or the Mutant subtype. This stacks with all other sources of damage reduction.

  • Highlander

    You were born and raised in rugged badlands or hills of the east, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands.

    Benefit: 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.

  • Log Roller

    The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.

    Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

  • Militia Veteran

    Your first job was serving in a civilian militia in your hometown, or you are a trainee with the City Watch. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life.

    Benefit: Select one of the following skills: Profession (soldier), Handle Animal, or Streetwise. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

  • Navigator

    You’ve sailed the treacherous waters of the sea and you can navigate their dangers adroitly.

    Benefit: You gain a +1 trait bonus on Natural Lore checks to navigate or know your current location and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you.

  • Noble-in-Exile

    Exiled from your family and your home, you are determined to maintain your noble bearing and make use of the few connections you still have remaining.

    Benefit: You gain a +1 trait bonus on Persuasion checks while interacting with aristocrats and nobles, and a +1 trait bonus on Intimidate checks while interacting with commoners.

  • Pirate

    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.

    Benefit: You gain a +1 trait bonus on on Natural Lore checks to navigate or know your current location and Profession (sailor) checks. One of these skills becomes a class skill for you.

  • 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 better.

    Benefit: You gain a +1 trait bonus on Acrobatics, Athletics, Handle Animal, Intimidate, Perform, and Persuasion checks if you spend twice as long as it normally takes to make that check.

  • Professional Duelist

    Your training in personal combat has taught you how to inflict great punishment in one-on-one fights.

    Benefit: You gain a +1 trait bonus on damage rolls when you are the only one threatening your opponent. This bonus increases to +2 when in single combat as part of an officially recognized duel.

  • River Rat

    You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels.

    Benefit: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Athletics checks while swimming. Athletics is always a class skill for you.

  • Saddleborn

    You were raised in a culture that focused on riding and are a natural in the saddle.

    Benefit: You gain a +1 trait bonus on Handle Animal checks.

  • Savanna Child

    You were born and raised on the rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the region’s secrets.

    Benefit: Pick one of the following skills: Handle Animal or Natural Lore. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

  • Sea-Souled

    You are at home at sea.

    Benefit: You receive a +1 trait bonus on Athletics checks, and you can always take 10 on Athletics checks while swimming, even when threatened.

  • Sect Disciple

    You were raise in or near a martial arts sect and have learned the ways of combat.

    Benefit: You gain a +1 trait bonus on Arms Lore checks, and Arms Lore is always a class skill for you.

  • Sharp Eyes

    You have learned to easily deal with bright light and the hazard of snow blindness.

    Benefit: You are immune to the dazzled condition.

  • Soul of Steel

    Your passion for metal focuses your energies, allowing you to achieve great feats of crafting prowess.

    Benefit: Once per day, you may choose to gain a +5 trait bonus on any Profession check made to craft a item out of metal.

  • Storm Hunter

    You learned to hunt in the relentless winds and still make your arrows fly true.

    Benefit: 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.

  • Strong Stomach

    Growing up scrounging for whatever you could find and eating it as quickly as you can has given you the ability to easily digest almost anything with minor discomfort.

    Benefit: 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.

  • Surface Stranger

    You were born and raised in a subterranean home with little or no bright light.

    Benefit: 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.

  • Survivalist

    You are experienced in carefully moving from one location to the next, even in the most severe of weather.

    Benefit: You gain a +5 trait bonus on Natural Lore skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.

  • Swamp Dweller

    You grew up hiding in the swamps from the monstrous creatures who hunt you and your people.

    Benefit: You gain a +2 trait bonus on Stealth checks in swampy terrain, and Stealth is always a class skill for you.

  • Tundra Child

    You were born and raised in the cold wastes of the far north or far south, and are accustomed to low temperatures.

    Benefit: You gain a +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.

  • Underworld Explorer

    You are familiar with the byways and passages of the underworld.

    Benefit: You gain a +1 trait bonus on Natural Lore checks made while underground.

  • Unorthodox Tradition

    You hail from a region where the practice of a particular martial tradition has drifted to incorporate new and different techniques while abandoning others traditionally associated with it.

    Benefit: You trade one of your martial tradition’s available disciplines for a different discipline of your choice. You gain the new discipline’s skill as a class skill.

  • Vagabond Child

    You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.

    Benefit: You gain a +1 trait bonus on Streetwise checks, and Streetwise is always a class skill for you.

  • Wastes Explorer

    You belong to one of the nomadic tribes that wander the desert wastes and you are adept at navigating the seemingly endless desert.

    Benefit: You gain a +1 trait bonus on Natural Lore checks made in the desert.

  • Watch Trainee

    You have received basic training with the City Watch, learning ways to quickly and effectively subdue suspects.

    Benefit: You gain a +1 trait bonus to weapon attack rolls when dealing nonlethal damage. If you are legally empowered to make an arrest, this bonus increases to +3 against suspects and criminals actively resisting arrest.

  • Windspeaker

    You have a keen sense for weather patterns.

    Benefit: You always know 8 hours in advance when naturally occurring winds will reach high speeds.