Background Traits in the Forgotten Realms

Racial Traits
Religion Traits
Regional Traits
Sexual Traits
Regional Paizo Traits

Racial Traits

Credits: Racial traits 3.5e conversions swiped from Giant in the Playground.

Daylight Adaptation [Racial]
Source: Forgotten Realms Campaign Supplement
Requirements: Drow, Duergar, Orc, or any other race with the light sensitivity as a racial trait.
You’ve spent so many years on the surface, out of the dark, that you’ve become adapted to the light of the sun. Unlike other members of your race, you are not Dazzled or Blinded by exposure to bright light or sunlight. However, spells or effects that affect all creatures regardless of race, such as Sunbeam or Sunburst, still affect you normally.

Gnome Trickster [Racial]
Source: Races of Faerun
Requirements: Gnome
Due to your racial heritage with illusion magic, your glamers are particularly likely to fool the senses of your target. Your Illusion (glamer) spells and racial spell-like abilities gain +1 trait bonus on save DCs and checks to overcome spell resistance.

Religion Traits

Credits: Religion traits 3.5e conversions swiped from Giant in the Playground.

Gift of Discernment [Religion]
Source: Player’s Guide to Faerun
Requirements: Any
You are gifted by the divine with a conscience that guides your actions. You can take a moment (a free action) to contemplate an action you are about to perform and you can discern if this action would adversely affect your alignment or your standing with your deity. This effect is identical to the phylactery of faithfulness. You can perform this ability as an immediate action if you succeed a DC 12 wisdom check.

Lliira’s Blessing [Religion]
Source: Player’s Guide to Faerun
Requirements: Lliira
You are blessed by the Goddess of Freedom, making you more difficult to restrain. You gain a +1 trait bonus to all Escape Artist checks and to all saving throws against any effect that would cause you to become entangled, held, or paralyzed.

Spider Bite [Religion]
Source: Player’s Guide to Faerun
Requirements: Lolth
Your ambition and ruthlessness has garnered the blessing of the Spider Queen. You gain a +1 trait bonus to the DC of any poison you apply to a weapon; and a +1 trait bonus to saves against poison.

These are credit LordOfBones on candlekeeep.com, and skiltair.com.

Arcane Savant [Religion]
Requirements Mystra
Your studies included endless cataloging of minor magical trinkets and spell scrolls. Whenever you are under the effects of a detect magic spell you personally cast, you gain information as if you had been studying for an additional round; so on the first round, you gain information as if you had been studying for two rounds, and so on.

Bastion [Religion]
Requirements Helm
You are exceptionally skilled at guarding those under your banner. As long as you are adjacent to a single ally of your choice, you can use a swift action to grant that ally cover. You may choose to switch this protection to any ally within 30 feet of you, but you must be adjacent to him to be able to affect him.

Black Fist [Religion]
Requirements Bane
At times, you have learned that it is necessary to remind others of their place. When you deal damage to a foe that can see you, you gain a +2 trait bonus to Intimidate checks made against that foe. Additionally, Intimidate is a class skill for you.

Blueblood [Religion]
Requirements Siamorphe
You are well-versed in affairs of the court. You have a +2 trait bonus to Diplomacy checks against nobles, rulers and royalty and a +2 trait bonus to Knowledge (nobility) checks. Additionally, choose one of the aforementioned skills; that skill is now a class skill for you.

Clairvoyant [Religion]
Requirements Savras
Savras often favors his faithful by granting them limited foresight. You have a +1 trait bonus to Initiative checks, and your AC when flatfooted increases by +2.

Darksight [Faith]
Requirements Shar
Your senses are much keener in the dark. You receive a +1 trait bonus to Perception rolls as long as you are in areas of shadowy illumination, and a +2 trait bonus when in complete darkness.

Dawn’s Vigor [Faith]
Requirements Lathander
Lathander’s light illuminates your soul, making it difficult for undead to affect you. Whenever an undead creature attempts to affect you with an ability that would inflict negative levels or inflict damage to your physical ability scores, you gain a +1 trait bonus to your saving throw. This increases to +2 if the undead is vulnerable to light, whether magical or natural in origin.

Fool’s Courage [Religion]
Prerequisites Hanseath
Everyone is said to be braver under the effects of strong drink, but you take this to a new height; you gain a +1 trait bonus to saves vs. fear effects for every level of intoxication you are currently experiencing.

Judge’s Gavel [Religion]
Prerequisites Tyr
Like Tyr himself, you are not swayed by lies. You gain a +2 trait bonus to Sense Motive checks whenever an opposed Bluff check is made against you. Additionally, you treat Sense Motive as a class skill.

Killing Spree [Religion]
Prerequisites Cyric
Bhaal’s murderous hand guides your killing blows. When you inflict a coup de grace or death from massive damage, you add a +1 trait bonus to the DC needed to survive the attack.

Lover’s Lips [Religion]
Requirements Sune
The charm of your voice is a gift from the goddess. Whenever you use the Diplomacy skill to make a request or influence attitudes, you add a +2 trait bonus to the DC as long as your facial features are clearly visible.

Night Magic [Religion]
Requirements Set
The Father of Serpents blesses those who invoke his magic during the hours he is strongest. Whenever you cast a spell with the air, darkness or evil descriptors, or a spell that inflicts ability damage or drain, you do so with a +1 to the DC as long as you cast that spell at any hour between dusk and dawn.

Nycoptic Lore [Religion]
Requirements Velsharoon
Your long studies in the lore of the dark arts have sharpened your insight. You gain a +2 trait bonus to Knowledge (arcana) and Spellcraft checks for the purposes of dealing with knowledge pertaining to necromancy, undead creatures and undeath.

Opportunistic Grace [Religion]
Requirements Mask
Mask smiles on you when you catch an opponent off-guard. Whenever you deal sneak attack damage to an opponent, you deal extra hit point damage equal to your weapon’s critical damage multiplier.

Perceptive Strategist [Religion]
Requirements Red Knight
You gain a +1 trait bonus to both bluff and sense motive skill checks. Additionally, you may choose one of these skills as a class skill. In addition, when making any check involving games of mental skill or strategy, you gain a +2 trait bonus to your check.

Perfect Prevaricator [Religion]
Requirements Cyric
You gain a +1 trait bonus to bluff and disguise skill checks. Additionally, bluff is a class skill for you. In addition, any illusion spell used to hide your true self causes anyone trying to see the truth to suffer a -1 penalty on their perception check.

Pillow Talker [Religion]
Requirements Malcanthet
You have a goddess-given knack for putting others at ease with your charming mein. Against anyone with whom you’ve spent a sexual encounter for at least one of the past 24 hours, you gain a +2 trait bonus to Bluff, Diplomacy and Sense Motive checks.

Plaguebearer [Religion]
Requirements Talona
You have very little to fear from certain diseases. You are immune to one non-magical disease of your choice. If you are affected in any manner that would normally give you that disease, you do not suffer any ill-effects from it, but for the next 24 hours the disease stays in your body and infects any creature that hits you with a melee or natural weapon and succeeds in dealing damage to you.

Purveyor [Religion]
Requirements Waukeen
As a faithful of the Merchant’s Friend, you are gifted with a knack for negotiation, and seldom walk away from a barter as the loser. You gain a +1 trait bonus to Appraise and Diplomacy checks, and one of these skills of your choice is always a class skill for you.

Shark in the Water [Religion]
Requirements Umberlee
Umberlee’s spite is your blessing. When you successfully deal damage to a foe underwater, you enjoy a +1 trait bonus to attack rolls made against that opponent for one round, or a +1 trait bonus to the DC of the next harmful spell with the air, cold or water descriptor that you cast against that opponent for one round.

Stormborn [Religion]
Requirements Talos
You gain a +1 trait bonus on saves versus electrical, cold, and fire based attacks. In addition, when casting spells involving electricity, add an additional point of electrical damage per 5 character levels.

Trained Symbologist [Religion]
Requirements Deneir
You gain a +1 trait bonus to linguistics and craft (calligraphy) skill checks. In addition, Linguistics is a class skill for you. You also gain a +1 trait bonus to saves versus magical effects as a result of glyphs, runes, and similar effects.

Vengeful Justicar [Religion]
Requirements Hoar
Once per day, as a swift action, you may designate a foe who has wronged you and bestow a minor curse on him that lasts up to a minute. This curse causes the foe to suffer a -1 penalty on skill checks and attack rolls made against you.

Wyrmbreath [Religion]
Requirements Tiamat
Tiamat allows you to call upon a fraction of her power when you mimic the powers of her spawn. Whenever you deal acid, cold, electricity or fire damage, add +1 to the damage dealt. If the damage is an ongoing effect, such as a melf’s acid arrow, the increase only applies to the initial damage.

Regional Traits

Credits: Regional traits 3.5e conversions swiped from Giant in the Playground.

Arcane Schooling [Regional]
Source: Player’s Guide to Faerun
Requirements: Chessenta [Humans, Planetouched], the Golden Water [Human], Halruaa [Human], Lantan [Human], Mulhorand [Human], Nimbral [Human], Underdark  [Deep Imaskari], Unther [Human], Wizards’ Reach [Human]
In your homeland, magic is prominent and amongst many in your culture and some basic knowledge of the use of arcane magic is available to everyone. You can make Use Magic Device skills untrained, and Use Magic Device is always a class skill for you. You also gain a +2 trait bonus to Use Magic Device Rolls to activate arcane scrolls and wands.

Artist [Regional]
Source: Player’s Guide to Faerun
Requirements: Chessenta [Human], the Dalelands [Human, Half-Elf], Sildeyuir [Elf], Snow Eagle Aerie [Elf], Thesk [Gnome], Waterdeep [Human], Western Heartlands [Gnome, Human]
Your people cultivated and developed the artistic talents of those with the willingness and drive to express themselves through their artistic talents. Select any two of Craft skills that involve art (such as calligraphy, painting, sculpture, and weaving) or Perform skills. You treat both of these as class skills. If either of these skills are already class skills, you gain a +1 trait bonus to those that are. If you have the bardic performance ability or similar, then you also gain one extra round of performance per day.

Axethrower [Regional]
Source: Player’s Guide to Faerun
Requirements: the Great Glacier (Dwarf, Human), the Moonsea (Orc and Half-Orc), the Moonshae Isles [Human], Surkh (Lizardfolk), the North [Human], Underdark (Northdark) [Orc and Half-Orcs], Vaasa [Human]
Throwing heavy weapons is a necessity of daily life for hunting, fishing, and even fighting. You’ve learned to throw far and accurate with various thrown weapons. You gain proficiency in simple and martial weapons of the Thrown weapons group, if you did not already have proficiency. The range increment of any throwing weapon you wield is 10ft greater for you, and you gain a +1 trait bonus to attack rolls with a thrown weapon made within the first original, unmodified range increment.

Blooded [Regional]
Source: Player’s Guide to Faerun
Requirements: the Chondalwood [Elf], Cormanthyr [Elf], the Dalelands [Human], Delimbiyr Vale [Fey’ri], the Inner Sea [Elf], Underdark [Elf], the Nelanther Isles [Human], the Outer Sea [Elf], the Plateau of Thay [Centaur, Gnoll], Sildeyuir [Elf], Silverymoon [Human], Tethyr [Human], Underdark [Earthroot], Underdark (Northdark) [Orc and Half-Orcs], Underdark [Any], Vaasa [Orc, Half-Orc]
Fighting, combat, and the threat of death wears on anyone and the value of reacting quickly and efficiently to the defense of your home and family means you need to always keep your wits about you. You gain a +1 trait bonus to Initiative and Perception checks, as well as Will saving throws against fear.

Bloodline of Fire [Regional]
Source: Player’s Guide to Faerun
Requirements: Calimshan [Human, Planetouched]
You are descended from the efreet that ruled Calimshan long ago. Your blood retains much of the fire in their spirit. You receive a +1 trait bonus to all saving throws against fire and fire effects. Any supernatural, spell-like abilities, or spells you use with the fire descriptor or the fire type that deals fire damage deals an additional one point of fire damage per damage die used in the effect to a maximum of +5 damage. For example, a level 3 sorcerer that casts burning hands deals 3d4+3 points of fire damage in total on a failed saving throw. The same sorcerer at 8th level that casts fireball deals 8d6+5 points of damage on a failed saving throw.

Bullheaded [Regional]
Source: Player’s Guide to Faerun
Requirements: Altumbel [Human], Damara [Human], the Great Dale [Human], the Great Rift [Dwarf], the Icerim Mountains, Rashemen [Human], the Spine of the World [Dwarf], Underdark [Any], Western Heartlands [Human]
You’ve seen a lot during your life and you’ve been threated by foes both angry and fearsome. It takes quite a bit to shake your resolve. You gain a +1 trait bonus to all Will saving throws, and the duration of any such effect upon you is reduced by one round, whether or not you make your save against the effect.

Cosmopolitan [Regional]
Source: Player’s Guide to Faerun
Requirements: Amn [Halfling, Human], the Golden Water [Human], the Sword Coast [Human], Waterdeep [Dwarf, Elf, Half-Elf, Human]
You are very comfortable in your own skin around anyone, regardless of their background or history and you know enough about city life that you know if you’re not capable in the lies, doublespeak, and general deceitfulness of the people of the city, then you’ll just be another of their victims. You gain a +1 trait bonus to all Bluff and Sense Motive checks as well as Diplomacy checks to gather information.

Dauntless [Regional]
Source: Player’s Guide to Faerun
Requirements: Amn [Orc, Half-Orc], Chessenta [Orc, Half-Orc], Damara [Human], the Galena Mountains [Dwarf], the Great Dale [Human], Impiltur [Human], the Moonshae Isles [Human], Surkh [Lizardfolk], Smoking Mountains [Dwarf], Turmish [Dwarf], Underdark (Earthroot), Underdark (Fluvenilstra), Underdark (Old Shalantar) [Dwarf, Human], Vaasa [Orc, Half-Orc]
You can withstand greater punishment and continue to thrive and push forward. You gain +3 hit points, and a +1 trait bonus to Constitution checks to stabilize.

Discipline [Regional]
Source: Player’s Guide to Faerun
Requirements: Aglarond [Human, Elf], Cormyr [Human], Evereska [Elf], Luiren [Halfling], Mulhorand [Planetouched], Shadovar [Human], Shou Lung [Human], Thay [Human], Underdark (Fluvenilstra), Underdark (Yathchol), Western Heartlands [Gnome], the Yuirwood [Elf]
Your culture has given you all the tools you need to clear and focus your mind to accomplish any task through sheer willpower and determination. You are difficult to distract even under the duress of combat or magic. You gain a +1 trait bonus to all Will saving throws and Concentration checks.

Dreadful Wrath [Regional]
Source: Player’s Guide to Faerun
Requirements: Impiltur [Planetouched], Rashemen [Human], Silver Marches [Planetouched], Thay [Planetouched], Underdark (Sloopdilmonpolop) [Kuo-Toa], Western Heartlands [Planetouched]
Fear is a potent ally and you’ve learned to inspire it with your actions. When you make a charge attack, or a single attack action, you can make an intimidate check to demoralize the targeted opponent as a part of the action. When you make such an action, the penalty to your AC when making a charge is an additional -2, or your single attack becomes a full-round action.

Education [Regional]
Source: Player’s Guide to Faerun
Requirements: Chessenta [Human], Evermeet [Elf], Lantan [Gnome, Human], Silverymoon [Elf, Half-Elf, Human], Snow Eagle Aerie [Elf], Waterdeep [Human]
The availability and importance of education is paramount and formal schooling was given to you from a young age. You gain one of the following. Once this choice is made, the choice is permanent:

  1. A +1 trait bonus to two Knowledge skills of your choice.
  2. You can select two knowledge skills. These skills are always class skills for you.
  3. You can select one knowledge skill. You gain a +1 trait bonus to that skill and that skill is a class skill for you.

Ethran [Regional]
Source: Player’s Guide to Faerun
Requirements: Rashemen [Human]
You have been initiated into the Wychlaran as one of the Ethran (“the untrained”). You gain the ability to participate in the circle magic of Hathrans. Knowledge (Local-Rashemen) becomes a class skill for you if it wasn’t already and you gain a +1 trait bonus to all Knowledge (Local-Rashemen) checks.

Fearless [Regional]
Source: Player’s Guide to Faerun
Requirements: Anauroch [Human], Channath Vale [Halfling], the Hordelands [Orc, Half-Orc], Elven Court [Elf], Impiltur [Human], Lantan [Gnome], Snow Eagle Aerie [Elf], Sphur Upra (Gloamings), the Stormhorns (Aaracokra), Western Heartlands [Halfling]
You have been through far more in a week than many in Faerun have faced in their lifetimes and your courage is unflappable. Where others would cower in fear, you stand strong. You gain a +1 trait bonus to initiative and to Will saving throws against fear. Any time you are subject to a fear effect, the duration of any such effect is reduced by one round, regardless if the saving throw was successful (minimum 1 round).

Fleet of Foot [Regional]
Source: Player’s Guide to Faerun
Requirements: the Dalelands [Half-Elf], the Forest of Lethyr [Elf], the High Forest (Elf, Half-Elf), the Shaar [Human], Thindol [Human], the Wealdath [Elf]
You know how to make use of your mobility in combat. You gain a +1 trait bonus to your AC and CMD against attacks of opportunity anytime you move 10 feet or more in a combat round. Any time you perform a run action, your base speed improves by 5 feet. (Therefore, if your normal base speed is 30ft, then when you take a run action for x4 speed, you can move a distance up to 140 feet.)

Foe Hunter [Regional]
Source: Player’s Guide to Faerun
Requirements: Chult [Human], Cormyr [Human], the Dragon Coast [Half-Elf], the Galena Mountains [Dwarf], Impiltur [Human], the Moonsea [Human], the North [Halfling, Human], Samarach [Human], the Spine of the World [Dwarf], Tashalar [Human], Thindol [Human]
Your land and way of life is constantly besieged by fierce enemies and raiders. Training and experience in fighting them has taught you a great deal about how to best them. Select a particular race or subrace from the ranger’s favored enemy list; you gain a +1 trait bonus to Bluff, Sense Motive, and Survival checks against that chosen foe, as well as a +1 trait bonus to all weapon, unarmed strike, and natural attack damage rolls.

Forester [Regional]
Source: Player’s Guide to Faerun
Requirements: Any forested region of Faerun.
You have lived your life in one of the many great forests of Faerun and you can make just about any forest your home. You gain a +1 trait bonus to all Perception and Stealth checks. When in a forested terrain, these bonuses increase to +2.

Forgeheart [Regional]
Source: Player’s Guide to Faerun
Requirements: [Dwarf] Smoking Mountains, the Sword Coast, Thunderholme
Work around the strong heat of the forge fire or the heat-blasted lands of your homeland (or both) has made you inured to extreme heat that would fell lesser creatures. You gain a +1 trait bonus to all Fortitude saving throws against heat dangers and a +1 trait bonus to Fortitude and Reflex saving throws against fire damage effects.

Furious Charge [Regional]
Source: Player’s Guide to Faerun
Requirements: Chessenta [Orc, Half-Orc], Cormyr [Human], the High Forest [Centaur], the Ride [Human], the Shaar [Wemic], the Stormhorns [Aaracokra], Tethyr [Human], Uthgardt Tribesfolk [Human]
You are no stranger to battle and the value of mobility and he necessity of striking fast, hard, and true. Upon a successful charge attack, you deal a +2 trait bonus to damage. This is considered precision damage, and creatures immune to critical hits or sneak attack (or both) are immune to this additional damage.

Genie Lore [Regional]
Source: Races of Faerun
Requirements: Calimshan [Human, Genasi]
You have studied centuries of Calishite lore regarding geniekind. Choose one type of energy: acid, cold, electricity, or fire. You add +1 trait bonus to the DC of saving throws for any spontaneously cast spells with the energy type descriptor that you cast. This benefit stacks with Spell Focus bonuses if applicable.

Gift of Tongues [Regional]
Source: Races of Faerun
Requirements: Evereska [Elf], Evermeet [Elf]
You have an intuitive talent for learning languages. Your Intelligence is 4 points higher for the purpose of determining how many bonus languages you may start with, and you are not limited to the bonus languages of your race or region for these additional languages. You gain a +1 trait bonus on all Linguistics checks, and Linguistics is always a class skill for you.

Godsight [Regional]
Source: Lost Empires of Faerun
Requirements: Mulhorand [Aasimar, Human, or Tiefling]
You enjoy the special blessing of a deity of the Mulhorandi pantheon, who has granted you unerring powers of perception. You gain the ability to cast one of the following spells per day as a spell-like ability: detect alignment, detect magic, detect poison, detect undead, or read magic. Your caster level equals your character level, and the casting is Charisma-based.

Harem Trained [Regional]
Source: Races of Faerun
Requirements: Calimshan [Human]
You have been trained to serve as a jhasin (if male) or jhasina (if female) and are well versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties of the harem. You receive a +2 trait bonus on Diplomacy and Perform checks.

Horse Nomad [Regional]
Source: Player’s Guide to Faerun
Requirements: The Hordelands [Human, Orc, Half-Orc], the Ride [Human], the Shaar [Human]
Riding and shooting is a way of life for you and is valued by your culture. You gain proficiency in the shortbow and the scimitar. You also gain a +1 trait bonus to all Ride checks and the Ride skill is considered a class skill for you.

Knifefighter [Regional]
Source: Player’s Guide to Faerun
Requirements: Anauroch [Human], Channath Vale [Halfling], Chessenta [Planetouched], Dambrath [Half-Elf, Human], the Dragon Coast [Half-Elf], Earthfast Mountains [Bugbear, Goblin, Hobgoblin], the Lake of Steam [Human], the Sword Coast [Human], Thesk [Orc, Half-Orc], Underdark [Drow]
You’re adept at fighting and using weapons in a grapple. You gain a +2 trait bonus to attack rolls when attacking with an unarmed strike or light weapon in a grapple.

Luck of Heroes [Regional]
Source: Player’s Guide to Faerun
Requirements: Aglarond [Half-Elf, Human], Channath Vale [Halfling], the Dalelands [Human], Elven Court [Elf], the Forest of Lethyr [Elf], Sphur Upra [Gloaming], Tethyr [Human], Turmish [Human], the Vast [Human], Western Heartlands [Halfling], the Yuirwood [Elf]
Danger is fraught from every corner in your region and even the ordinary can, unexpectedly, achieve the extraordinary. Once per day, as an immediate action, if you would fail a saving throw or be hit with an attack against your armor class by one or two points, you can instead treat the roll as being one or two points in your favor.

Magic in the Blood [Regional]
Source: Player’s Guide to Faerun
Requirements: Ashane [Spirit Folk], Calimshan [Planetouched], Delimbiyr Vale [Fey’ri], the Far Hills [Kir-Lanan], the Great Dale [Gnome], Menzoberranyr [Elf], Mulhorand [Planetouched], Oldonnar [Dwarf], Thesk [Gnome], Underdark (Darklands) [Dwarf], Underdark (Northdark) [Gnome], Unther [Planetouched]
Your ability to naturally manipulate magic is a little greater for you than others. You gain two additional uses of any spell-like ability you can cast. This need not be a spell-like ability you gain at 1st level but it must be a 0 level or 1st level spell-like ability. Once your choice is made, it cannot be changed.

Magical Training [Regional]
Source: Player’s Guide to Faerun
Requirements: Evereska [Elf], Evermeet [Elf], Halruaa [Human], Nimbral [Human]
Learning to use magic in your culture is a part of everyday schooling and in your culture, it seems most people at least know the basics of magic. You can select one of the following. Once your choice is made, the benefit is permanent.

  1. You gain the ability to use a single arcane cantrip (0-level spell) of your choice once per day as a spell-like ability. The saving throw DC is charisma-based.
  2. You gain a bonus spell slot in which to prepare zero-level spells if you prepare spells similarly to a wizard or a witch.
  3. You gain a bonus cantrip known if you are a arcane spellcasting class that gains spells known similarly to the bard or sorcerer.

Mercantile Background [Regional]
Source: Player’s Guide to Faerun
Requirements: Amn (Halfling, Human), Calimshan [Halfling], Lantan [Gnome, Human], Sembia [Human], Shou Expatriate [Human], the Sword Coast [Human], Tashalar [Human], Tharsult [Human], Thesk [Human], Turmish [Human], Underdark (Darklands) [Dwarf], Underdark (Northdark) [Gnome], the Vast [Human], Waterdeep [Human]
Whether you come from a wealthy family, a family with a deep tradition in the art of the negotiation, trade, or business, or you just have the gift of a salesman’s tongue, you have a talent for the art of buying and selling. Any item you sell is sold at 55% of its normal market value and any item you purchase is purchased at 95% of it’s normal market value; . this discount also applies to your starting gear. Any time a skill check is required to haggle up or down a price, you receive a +1 trait bonus to the relevant skill check or skill checks and to calculate any end results of haggling.

Militia [Regional]
Source: Player’s Guide to Faerun
Requirements: Aglarond [Half-Elf], Altumbel [Human], the Dalelands [Human], Impiltur [Human], Luiren [Halfling], Samarach [Human], Thindol [Human], Turmish [Human]
You were trained at an early age to fight and have been a part of a well-armed militia in the defense of your home and the lands to which your home is a part. Therefore, you know your way around a few weapons. You gain one of the following benefits. Once you make your choice, that choice is permanent:

  1. You gain proficiency in one martial weapon of your choice.
  2. You gain proficiency in two simple weapons of your choice.
  3. Your non-proficiency penalty in all simple and martial weapons is reduced by 2.

Nomadic Trekker [Regional]
Source: Shining South
Requirements: The Shaar, Anauroch Desert, Calimshan Desert
You are particularly effcient at overland movement across the great deserts or grasslands. Pick one terrain — either the trackless plains or desert; you can move overland across this terrain at normal speed. You gain a +1 trait bonus on Survival checks and Constitution checks required for forced marches across this terrain. Up to one additional creature per two character levels may gain these benefits while traveling with you.

Mind over Body [Regional]
Source: Player’s Guide to Faerun
Requirements: Ashane [Spirit Folk], Calimshan [Human, Planetouched], Mulhorand [Human], Shou Expatriate [Human], Silverymoon [Elf, Half-Elf, Human], Snow Eagle Aerie [Elf], Thay [Human, Planetouched]
Your mental discipline that you have developed through the teachings from the aesthetics and mystics of your homeland have allowed you to reduce your body’s frailties with the power of your mind and thoughts. Select Intelligence, Wisdom, or Charisma. You can use that modifier instead of your Constitution modifier to determine your bonus hit points at first level. If you can cast spells or manifest psychic powers, you gain 2 additional hit points. At 2nd level and every level thereafter, you determine hit points normally.

Otherworldly [Regional]
Source: Player’s Guide to Faerun
Requirements: Ashane [Spirit Folk], Evermeet [Elf], Sildeyuir [Elf], Underdark [Deep Imaskari]
Whether due to the favor of your deity or some other mystical influence, you have become something a little more and a little greater than mortal. Your racial type changes to the outsider type with the native subtype, in addition to other racial subtypes you have, and are considered both an outsider and your base race for the purpose of prerequisites. You gain a +1 trait bonus to all Charisma-based skill checks with creatures of your original type and subtype as they see you as something unique and intriguing among others of your kind.

Planetouched Animal Affinity [Regional]

Deity Animal
Anhur Lions, horses
Bast (Sharess) Cats, leopards, lions
Geb Bears
Hathor Cows, bison
Horus-Re Hawks, lions
Isis Hawks, donkeys
Nephthys Rats, snakes, vultures
Osiris Bears, hawks
Sebek Crocodiles
Set Scorpions, snakes
Thoth Owls, storks

Source: Races of Faerun
Requirements: Mulhorand [Aasimar, Human, Tiefling]
You have a special affinity for a kind of animal associated with your deity ancestor. Choose a divine ancestor from the list below. You gain a +2 trait bonus on Animal Empathy and Handle Animal checks when dealing with animals associated with your divine ancestor. You may make untrained Animal Empathy checks to affect such animals, as well as celestial (if you are an aasimar) or fiendish (if you are a tiefling) animals of these types as if they were animals. See the table for a summary of Mulhorandi deities and their favored animals:

Resist Poison [Regional]
Source: Player’s Guide to Faerun
Requirements: Dambrath [Human], Earthfast Mountains [Bugbear, Goblin, Hobgoblin], Lapaliiya [Human], the Moonsea [Orc, Half-Orc], the North [Orc, Half-Orc], Underdark
Whether due to the devices of nature and fate or the purposeful intent of those that wish you harm, you have become inured to poisons to a greater extent than most. You gain a +1 trait bonus to fortitude saving throws to resist poison. If the poison that afflicts you requires two or more consecutive saving throws to negate the effects of the poison, you need one fewer consecutive successful saving throws to negate the effects of the poison.

Saddleback [Regional]
Source: Player’s Guide to Faerun
You’ve spent endless hours around horses and learning to ride and fight on saddleback.
Requirementss: Cormyr [Human], Dambrath [Human], the Hordelands [Human], Narfell [Human], Nimbral [Human], the North [Human], Western Heartlands [Human]
Benefit: You gain a +1 trait bonus to all ride checks and ride is a class skill for you. While mounted, if you, the mount you are riding, or both you and your mount are subject to a reflex saving throw, that saving throw is made with a +1 trait bonus.

Silver Palm [Regional]
Source: Player’s Guide to Faerun
Requirements: Amn [Halfling, Human], the Dragon Coast [Human], the Golden Water [Human], the Great Rift [Dwarf], Sembia [Human], Tharsult [Human], Thesk [Human], Turmish [Dwarf], the Vilhoun Reach [Human], Waterdeep [Dwarf, Human]
Your culture is based upon haggling and the art of the deal. You’re talented at manipulating people and appraising your wares. You gain a +1 trait bonus to Appraise, Bluff, Diplomacy, and Sense Motive checks made while bargaining, and one of these skills becomes a class skill for you.

Smooth Talker [Regional]
Source: Player’s Guide to Faerun
Requirements: Silverymoon [Human], Sphur Upra [Gloaming], Thesk [Gnome, Human], Waterdeep [Elf, Half-Elf, Human]
Whether through diplomacy or passionate if misguided argumentation, your culture values settling disputes with words and reason. You gain a +2 trait bonus to all diplomacy checks and diplomacy is a class skill for you.

Snake Blood [Regional]
Source: Player’s Guide to Faerun
Requirements: [Human] Chult, the Lake of Steam, Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhoun Reach
The blood of the yuan-ti taints your blood and grants you a heritage just on the periphery of the human lineage. You gain a +1 trait bonus to reflex saving throws and initiative checks. You also gain a +1 trait bonus to fortitude saving throws against poison.

Spellwise [Regional]
Source: Player’s Guide to Faerun
Requirements: Calimshan, Evermeet [Elf], Halruaa, Nimbral, Shadovar, Wizards’ Reach
Spells and magic are relatively common in your culture and you can quickly learn to recognize it for what it is. You gain a +1 trait bonus to Will saves against illusion effects and to Spellcraft checks. Spellcraft is a class skill for you.

Street Smart [Regional]
Source: Player’s Guide to Faerun
Requirements: Amn [Halfling, Human], Calimshan [Halfling, Human], the Moonsea [Human], Unther [Human], Western Heartlands, Wizards’ Reach [Human]
You know how to keep an ear to rumor and maintain an active network to stay knowledgeable about your home and the secrets therein. You gain a +1 trait bonus to Diplomacy checks to gather information and Sense Motive checks. After spending 24 hours within a city and spending a day talking to people through a DC 15 diplomacy check to gather information, these bonuses increase to +2 within that city for the remaining duration of your stay.

Stormheart [Regional]
Source: Player’s Guide to Faerun
Requirements: Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, Tharsult
Whether you were born with sea legs or you were forced to grow a pair, you are naturally attuned to the waves and the dangers thereof. You gain a +1 trait bonus to all Acrobatics checks and Profession (sailor) checks. You ignore any movement penalties for fighting on pitching or slippery decks.

Strong Soul [Regional]
Source: Player’s Guide to Faerun
Requirements: Channath Vale [Halfling], the Dalelands [Half-Elf, Human], Dambrath [Half-Elf], Elven Court [Elf], Luiren [Halfling], the Moonshae Isles [Human], Oldonnar [Dwarf], Silverymoon [Elf, Half-Elf], Underdark (Northdark) [Gnome], Western Heartlands [Gnome]
The supernatural powers and magic that can rip a man’s soul right out of his body is well known to you and your people and through either training or natural talent, you can resist even the most horrifying of fates. You gain a +1 trait bonus to Fortitude and Will saving throws against death effects, energy drain, and effects that deal ability drain. If you receive long-term care with a successful heal check while under the effects of energy drain or ability drain, you can recover from one negative level or one point of ability drain instead of ability damage without needing a saving throw. You can not recover from permanent negative levels in this fashion.

Surefooted [Regional]
Source: Player’s Guide to Faerun
Requirements: Amn [Orc, Half-Orc], the Great Glacier [Human], the Moonsea [Orc, Half-Orc], Uthgardt Tribesfolk [Human], Vaasa [Orc, Half-Orc]
You are adapted to living and fighting on steep slopes and treacherous surfaces. You gain a +1 trait bonus to all Acrobatics checks and Climb checks. Your speed and movement is not reduced nor do you need to make skill checks or reflex saving throws from steep slopes or icy conditions, though your speed is halved with both icy conditions on a steep slope.

Survivor [Regional]
Source: Player’s Guide to Faerun
Requirements: Anauroch [Human], the Chondalwood [Elf], Chult [Dwarf, Human], the Great Glacier [Dwarf, Human], Narfell [Human], the Outer Sea [Elf], the Shaar [Human], Underdark (Fluvenilstra), Underdark (Sloopdilmonpolop) [Kuo-Toa]
You have long adapted to particularly harsh and dangerous places. You gain a +1 trait bonus to Fortitude saving throws and all Survival checks. Survival is a class skill for you.

Swift and Silent [Regional]
Source: Player’s Guide to Faerun
Requirements: the Chondalwood [Elf], Cormanthyr [Elf], Earthfast Mountains (Bugbear, Goblin, Hobgoblin), the North [Halfling, Orc, Half-Orc], the Shaar (Wemic), Underdark (Old Shalantar) [Human], Uthgardt Tribesfolk [Human], the Wealdath [Elf]
Not being seen is a way of life for you. Your life is that of controlling what your enemies see and hear. You gain the ability to use the Stealth skill while running, at a -20 penalty to your Stealth check. You still can not use the skill when charging or attacking.

Tattoo Focus [Regional]
Source: Player’s Guide to Faerun
Requirements: Thay [Human, Planetouched]
You bear a tattoo that not only grants you a measure of additional control over your arcane magic, but it marks you as someone trained by a Thayan Red Wizard. Your tattoo acts as a focus component for all of your arcane spells that require a focus component of less than 100 gold pieces in value. You must still provide any focus components if the value of the component is 100 gold pieces or greater. This trait also allows you to participate in Red Wizard circle magic.

Thug [Regional]
Source: Player’s Guide to Faerun
Requirements: Amn [Orc, Half-Orc], the Dragon Coast [Human], Impiltur [Planetouched], the Moonsea [Human], the Nelanther Isles [Human], the Plateau of Thay (Centaur, Gnoll), Silver Marches [Planetouched], Thesk [Orc, Half-Orc], Underdark (Northdark) [Dwarf, Orc, Half-Orc], Underdark (Reeshov) (Grimlock), Unther [Human, Planetouched], the Vast [Human], the Vilhoun Reach [Human], Waterdeep [Dwarf], Western Heartlands [Planetouched]
You are quick to act and confrontational because more often than not, you know it works. You gain a +1 trait bonus to Initiative, and to Intimidate checks.

Thunder Twin [Regional]
Source: Player’s Guide to Faerun
Requirements: the Galena Mountains [Dwarf], the Great Rift [Dwarf], Smoking Mountains [Dwarf], the Spine of the World [Dwarf], the Sword Coast [Dwarf], Turmish [Dwarf], Underdark (Old Shanatar) [Dwarf], Waterdeep [Dwarf]
You were born as one of the generation of dwarves blessed by Moradin’s Thunder Twin Blessing in the Year of Thunder. You have a fraternal or identical twin (this can be a PC controlled by another player, or NPC controlled by the DM, either of which must also possess this trait). As long as your fraternal or identical twin is alive, you can make a DC 12 wisdom check to determine your twin’s direction and approximate distance as a move action that does not provoke an attack of opportunity. When your twin is within 30 ft of your location, you can also sense if your twin is injured, dying, or dead. You gain a +4 trait bonus to any Heal check made upon your twin, and you gain a +1 trait bonus to all Diplomacy and Intimidate checks with other dwarves due to your status.

Tireless [Regional]
Source: Player’s Guide to Faerun
Requirements: the Galena Mountains [Dwarf], the Hordelands [Human, Orc, Half-Orc], the Ride [Human], the Shaar [Wemic], Surkh [Lizardfolk], the Sword Coast [Dwarf], Thindol [Human], Underdark (Old Shanatar) [Dwarf], Vaasa [Human]
Your culture values the sort of dogged persistence and relentlessness that pushes you to your limit. You gain a +1 trait bonus to Fortitude saving throws against fatigue and exhaustion. Your constitution is considered to be two points higher for the purpose of determining the duration of any activity that requires endurance for effects keyed off of your constitution score (such as holding your breath or long-distance running).

Treetopper [Regional]
Source: Player’s Guide to Faerun
Requirements: Aglarond [Half-Elf, Human], the Chondalwood [Elf, Halfling], the High Forest [Elf, Half-Elf], the Yuirwood [Elf]
You are at home amongst the dense foliage, tall trees, and high places. You gain a +1 trait bonus to Acrobatics and Climb checks. While climbing, attackers do not gain a bonus to hit you, although you are still considered flat-footed.

Twin Sword Style [Regional]
Source: Player’s Guide to Faerun
Requirements: Calimshan [Human], Menzoberranyr [Elf], Sembia [Human], Waterdeep [Elf, Half-Elf, Human]
You have mastered the art of twin swordplay, allowing your weapons to fight as one. As long as you wield two weapons of the same type and weight (such as two steel scimitars or one steel mace and one adamantine mace but not a steel longsword and a mithral longsword) you gain a trait bonus of +1 to attack rolls with both weapons.

Sexual Traits

Source: from Sisters of Rapture 3pp book, categorized as a new trait category:

Burlesque: You know how to put on a show that leaves your audience thinking about only one thing. You gain a +1 trait bonus to Perform (sing) and Perform (dance), and to Diplomacy checks to improve another creature’s attitude. One of these skills (your choice) becomes a class skill for you.

Comfortable Nudity: You’re most comfortable when you’re au naturale and clothing is comparatively restrictive to you. Gain +1 trait bonus to AC and CMD, so long as you’re not wearing armor, carrying a shield or modestly clothed.

Goose-Blocker: You’re used to people trying to touch you when you’d rather they not, and have plenty of practice avoiding unwanted physical affection. You gain a +1 trait bonus to Reflex saves and to AC against touch attacks.

Grabby: You’ve never been able to keep your hands to yourself, unable to keep from copping a quick feel when the opportunity presents itself. You gain a +1 trait bonus to melee touch attacks and Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Lewd Thoughts: You often have sexual fantasies about the attractive people around you, finding it easier to imagine them naked rather than see them as a threat. Add +2 to the DC of Intimidate checks to demoralize you made by creatures you could find sexually attractive. If the creature fails their check, you immediately get a Diplomacy check against the creature to attempt to improve its attitude toward you.

Pink Magic: You’ve always had an easy time understanding the theories behind enchantment spells, even before you could cast any. You gain a +1 trait bonus to all Knowledge (arcana) and Spellcraft checks made regarding spells of the enchantment school, and a +1 trait bonus to the DC of any spell or spell-like ability of the charm subschool that you cast.

Once-Bitten, Twice Shy: You have experienced a lover’s touch far more often than most, and you’ve also been jaded more than enough time to know that some acts of seeming love have duplicitous motives. Gain a +1 trait bonus against Bluff checks, as well as Will saves against mind-affecting Enchantment effects.

Prurient: You have long been interested in sexual matters, and have gained an advanced understanding of all things erotic. You gain a +1 bonus trait bonus on any Knowledge and Lore checks dealing with sexual or relationship topics (subject to DM adjudication), and Bluff and Diplomacy checks to seduce a target, and one of these skills (your choice) is always a class skill for you.

Symbolic Weaponry: You can’t ignore the phallic nature of certain weapons, and get a thrill of titillation when you drive such weapons home. You gain a +1 trait bonus to confirm critical hits when using any type of lance, spear, or club-like weapon.

Regionalizing Paizo Regional Traits

What follows are Pathfinder regional feats that have been revised to reflect regions backgrounds that would apply in the Forgotten Realms setting. All Andoran regional feats are removed because there is no ‘Merica analogy in the Realms. Also no Numeria feats.

Arctic Resilience [Link]
Requirement(s) Spine of the North, Narfell
You spent at least part of your youth in the frigid cold of Faerun’s Northern Climes. You gain a +4 trait bonus on saves to avoid nonlethal damage from cold environments, and you begin play with a cold-weather outfit at no cost.

Aberration Hunter [Link]
Requirement(s) Underdark [Drow, Dwarf]
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.

Abyssal Eavesdropper [Link]
Requirement(s) Berrybriar (Halfling), Selberholme [Elf]
Having grown up near the Darkwatch, and kept watch thereupon, you have a rough understanding of 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.

Academy Graduate [Link]
Requirement(s) Any city with a mages’ academy (ex Arabel, Ravens Bluff, Silverymoon, Waterdeep)
You aprenticed at a reknowned arcane academy, and the rigorous program of study has honed your mind. You gain a +2 trait bonus on concentration checks when casting arcane spells.

Accustomed to Trickery [Link]
Requirement(s) Ardeep, Misty Forest, Moonshaes, Neverwinter Wood, Yuirwood
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.

Acupuncturist [Link]
Requirement(s) Kara-Tur
You have studied the ancient art of acupuncture, and use it to pursue enlightenment and healing. You gain a +2 trait bonus on all Heal checks to provide long term care.

Alchemical Fence [Link]
Requirement(s) Thay
Growing up in the markets of Thay, 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 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.

Animal-Spirit Vitality [Link]
Requirement(s) Semberholme, or have lived there for at least 1 year.
The elven druids of the Sember 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.

Anauroch Explorer [Link]
Requirement(s) Anauroch
You belong to one of the nomadic tribes that wander the Anauroc, and you are adept at navigating the seemingly endless desert wastes. You gain a +1 trait bonus on Knowledge (geography) checks and Survival checks made in the desert.

Antiquities Smuggler [Link]
Requirement(s) Mulhorand or Unther
You have moved contraband relics from elder civilizations for years, 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.

Axe Master [Link]
Requirement(s) The North
No one knows how to swing an axe better than a Northman! You gain a +2 trait bonus on all rolls made to confirm critical hits with weapons from the axes weapon group.

Balanced Education [Link]
Requirement(s) Any monastic institution
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.

Bandit [Link]
Requirement(s) Any rural region.
Since you were young, you’ve been a member of one bandit gang 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.

Beachcomber [Link]
Requirement(s) 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.

Inner Sea Pirate [Link]
Requirement(s) Pirate Isles
The hidden coves and bays around the Sea of Fallen Stars have been your home throughout most of your career as a pirate, and the vast 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.

Bellflower Tiller [Link]
Requirement(s) [Halfling] Calimshan
You are a tiller in the secretive Bellflower Network in Calimshan and carefully move slaves from one hideout to the next. You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.

Black Network Recruit [Link]
Requirement(s) Moonsea
You were recruited to serve as a Zhentarim soldiers for a time. You have since left that life, but it built your resistance in the face of those who bullied you into obedience. You gain a +1 trait bonus on saves against fear effects; this bonus increases to +3 if the fear effect was caused by an evil outsider or member of the Zhentarim.

Blood Potion Brewer [Link]
Requirement(s) [Orc, Half-Orc] Spine of the North
The orcs of the North 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.

Bounty Hunter [Link]
Requirement(s) The Dalelands
You have made it your mission to help bring bandits about the Dalelands 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.

Briar Bandit [Link]
Requirement(s) Forest
The time you’ve spent crawling through thorny brambles and other thick underbrush during raids 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.

Calishite Trader [Link]
Requirement(s) Calimshan
Your cosmopolitan upbringing has given you familiarity with many cultures. You gain two bonus languages and a +2 trait bonus on Knowledge (local) checks.

Call of the Longships [Link]
Requirement(s) The North
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.

Candidate for Perfection [Link]
Requirement(s) Any Monastic Institution
You have been training extensively in a monastic order, 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.

Caravan Nomad [Link]
Requirement(s) Hordelands
Your family has lived on the open roads for untold generations, often duping others as you travel to make a living. You gain a +1 trait bonus on Bluff and Perform checks, and one of these skills is a class skill for you.

Cavern Survivor [Link]
Requirement(s) The Underdark
You’ve regularly traversed the Underdark and know how to subsist in that lightless realm better than most surface dwellers. You gain a +2 trait bonus on Survival checks to survive in a subterranean wilderness, and Survival is a class skill for you.

Chainbreaker [Link]
Requirement(s) Calimshan
You’re an expert at rescuing slaves off of slave vessels. You know that a few slaves freed from their chains can help turn the tide during a boarding action. You gain a +1 trait bonus on Disable Device checks made to open locks, Strength checks made to break chains or bars, and combat maneuver checks made to sunder chains or bars.

Charmed Innocent [Link]
Requirement(s) 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.

Cheap to Feed [Link]
Requirement(s) [Halfling] Any City
Life in a big city taught the consequences of pride. 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.

Child of Mumia [Link]
Requirement(s) Thay
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 did not indulge in the ghoulish narcotic yourself, your exposure to it grants you a +1 trait bonus on saving throws against curses and diseases, including magical diseases.

Child of Osiris [Link]
Requirement(s) Mulhorand
You were raised near one of the sacred necropoli of Mulhorand, and even managed to sneak into these hallowed grounds on occasion. Entering the clergy of the Orisis became a natural choice as you grew, 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.

Chivalrous [Link]
Requirement(s) Cormyr
You were raised on tales of heroic knights and benevolent wizards of Cormyr, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Chultan Herbal Tradition [Link]
Requirement(s) Must hail from Chult or have lived there for at least 1 year
You are trained in a Chultan tradition of herbalism, 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.

Cliff Jumper [Link]
Requirement(s) Sword Coast
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.

Cloistered Upbringing [Link]
Requirement(s) Any Monastic Institution
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.

Clumsy Slave [Link]
Requirement(s) [Halfling] Calimshan, Thay
As a former slave, you learned how to conceal your malice toward your owner behind a facade of clumsiness. The first time you attack someone with an attack that deals nonlethal damage, your target must make a Sense Motive opposed by your Bluff check minus the damage dealt to realize you actually intended to harm him; failure means he believe the injury was an accident on your part instead (though he may still want to punish you for it).

Coincunning [Link]
Requirement(s) Thunder Peaks
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.

Commercial Savvy [Link]
Requirement(s) Sembia [Human]
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 (Pathfinder RPG GameMastery Guide 204) as 10% higher.

Community-Minded [Link]
Requirement(s) Berrybriar [Halfling], Dalelands [Human], Semberholme [Elf]
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.

Cormyrean Corpse Hunter [Link]
Requirement(s) Cormyr
After fighting the undead legions of Vezzil as an adventurer or War Wizard, you have developed a knack for killing undead creatures with magic. You gain a +1 bonus on damage rolls from your spells against undead.

Corruption’s Bane [Link]
Requirement(s) Semberholme
Having fought in many battles in the woods about the Darkwatch, you have learned the best ways to kill the various creatures that escape from its maw. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Cruel Master [Link]
Requirement(s) Zhentil Keep, Thay [Human]
You’re a master of dominating slaves through body language and inflection, and this ability carries over into other lines of work as well. You gain a +1 trait bonus on Intimidate checks, and it becomes a class skill for you.

Cultivated [Link]
Requirement(s) Any City
You grew up learning to speak 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.

Cunning Liar [Link]
Requirement(s) Any City
You were forced into hiding or willingly went on the run at a young age, and learned to read others’ reactions to tailor your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Curse Queller [Link]
Requirement(s) Mulhorand
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 curses.

Dalelands Archer [Link]
Requirement(s) Dalelands
You have served in the militia in one of the Dales, lands famous for their skilled archers, and 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.

Darklands Delver [Link]
Requirement(s) The Underdark
You are familiar with the byways and passages of the Underdark. You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in underground terrain. One of these skills becomes class skill for you.

Demon-Proof Mind [Link]
Requirement(s) Semberholme
You are used to the maddening energy fluctuations emanating from the Darkwatch, and have steeled your mind against their influence. You gain a +2 trait bonus on saving throws against the mindaffecting effects of evil outsiders.

Desert Child [Link]
Requirement(s) Desert
You were born and raised in rocky deserts, and are accustomed to high temperatures. 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.

Desert Nomad [Link]
Requirement(s) The Anauroch
You were born and raised travelling the sands of the Anauroch Desert. You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and you do not suffer movement penalties in normal sandy terrain such as the desert.

Destined for Greatness [Link]
Requirement(s) Any large city
Ever since you were a child growing up in a vast city, you’ve been fascinated by the tales and sights of daring adventurers passing through your city, and you’ve long had your sights on becoming famous as an adventurer yourself. While you may have yet to realize this fame and fortune, you’ve developed uncanny savvy when it comes to preparing to explore dungeons. You start with a kit worth no more than 300 gp, and the expendable contents of the kit are automatically restored to their original capacity at no cost to you whenever you enter a settlement with a population of at least 2,500.

Devilfish Diver [Link]
Requirement(s) Chult
You’ve swum with the devilfish along the Chultan Peninsula. You gain a +2 trait bonus on saving throws versus poison.

Diligence [Link]
Requirement(s) 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.

Dinosaur Whisperer [Link]
Requirement(s) Chult
After spending a month in the Chultan jungle, you developed a knack for dealing with dinosaurs. You gain a +1 trait bonus on Knowledge (nature) and Survival checks concerning dinosaurs. You also gain a +1 trait bonus on wild empathy checks made to affect dinosaurs.

Discerning Beliefs [Link]
Requirement(s) Shou Lung
You helped the samsarans maintain the magical boundaries around valleys in the Enlightened Peaks, and learned the secrets of avoiding such illusions yourself. You gain a +2 trait bonus on saving throws to disbelieve illusions.

Div Hunter [Link]
Requirement(s) The Anauroch
Divs have tormented you and your loved ones for as long as you can remember. You’ve improved your skills to better oppose the creatures. You gain a +2 trait bonus on Knowledge checks to identify divs (and their special powers and weaknesses) and a +1 trait bonus on weapon damage rolls against divs.

Dominator [Link]
Requirement(s) Spine of the North (Orc, Halforc, Orcish mixed-blood)
The blood of dominance runs thick in the savage home of orcs. You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.

Draconic Vigil [Link]
Requirement(s) Cormyr
As a defender during the War of the Broken Crown, you have fought against waves of undeath, and seen the damage the dragon lord Thaugloriacus wrought upon the land. You gain a +1 bonus on initiative rolls when entering combat against creatures of the dragon type or undead type.

Drug Addict [Link]
Requirement(s) Calimport, Westgate
You spent several years addicted to some substance, 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 +2 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.

Drug Dealer [Link]
Requirement(s) Calimport, Westgate
You worked for a drug dealer, either by selling 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.

Dueling Scar [Link]
Requirement(s) Sembia
You engaged in duels so often that you gained a visible (though minor) scar on your face. Because of this experience, you’re unflinching 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.

Dump Salvager [Link]
Requirement(s) Any Large City
You grew up in or around your city’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.

Dungeon Dweller [Link]
Requirement(s) Any Subterranean Region
Not only are you competent while deep underground, you thrive in these perilous environs. Whether you were born in one of the labyrinthine tunnels of the Underdark, Skullport or vast Dwarven pathways, your emergence on Golarion is somehow tied to the world’s underground networks. You start with one additional language chosen from the following list: Aklo, Drow, Draconic, Goblin, Orc, or Undercommon. In addition, whenever you must attempt a Survival check to avoid getting lost in a dungeon, you may roll the check twice and take the better result.

Dusk Dancer [Link]
Requirement(s) Plane of Shadow
Residing up on the Plane of Shadow has given you the confidence to avoid hazards which you can barely see. You gain a +2 trait bonus on Reflex saves in dim light or darkness.

Duskwalker Agent [Link]
Requirement(s) Calimport Muzad
You spent a portion of your childhood working for the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Calimport’s Muzad. 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.

Dwarven Revivalist [Link]
Requirement(s) Mithril Halls or Thunderholme
Your kin have aided in disovering or rebuilding a ruined dwarven city, and that tradition runs in your blood. You gain a +2 bonus on Perception checks to notice unusual stonework, traps, and hidden doors in worked stone and artificial constructions. Knowledge (engineering) is always a class skill for you.

Eager Combatant [Link]
Requirement(s) Pirate Isles
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.

Educated Druggist [Link]
Requirement(s) Rashemen, Thay, Mulhorand
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.

Elemental Endowment [Link]
Requirement(s) Calimshan
You’ve studied the ancient genie magics of Calimshan and can draw upon life sustaining energy with 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 [Link]
Requirement(s) Qadira
You 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.

Elemental Ties [Link]
Requirement(s) [Genasi] Calimshan
The elemental lineage in your blood make an impression upon your ancestors. 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.

Elven Bitterness [Link]
Requirement(s) Semberholme
Only the most cunning scouts of the Sember are selected to serve as guards along the lands between the elven settlements and the dreaded Darkwatch. Most who are sent to patrol those blighted reaches go with the aid of potent magical items and under the cloak of arcane disguise. You 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.

Emissary [Link]
Requirement(s) Sigil
Accustomed to the strange residents of the Cage, 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.

Empathic Diplomat [Link]
Requirement(s) Mulhorand, Rashemen
You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.

Evident Supporter [Link]
Requirement(s) Moonsea, Westgate, or Yulash.
You know how best to appear supportive of the current regime despite the vagaries of a shifting government. The Sense Motive 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). On a failed check, you’re seen as trustworthy regardless of the situation.

Exhibition Fighter [Link]
Requirement(s) Calimshan, Hillsfar, Thay
You fight at your best in martial arts 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.

Exiled Scholar [Link]
Requirement(s) Any City
Since you were young, you’ve always been interested in the process of lichdom and what drives people to desire such a fate. Officials exiled 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 [Link]
Requirement(s) Waterdeep, Westgate, Sea of Fallen Stars
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.

Expert Swimmer [Link]
Requirement(s) Sea of Falling Stars
Most pirates on the ocean view falling overboard as a death sentence, but in the Sea of Fallen Stars, it’s often a key part of the strategy. You gain a +1 trait bonus on Swim checks, and it becomes a class skill for you.

Eye of the Falcon [Link]
Requirement(s) Any Military Outpost
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.

Famed Performer [Link]
Requirement(s) Any region or city
You are a famed performer, and your skill is known throughout the region. 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.

Fey Hex [Link]
Requirement(s) Ardeep Forest, Moonshae, High Forest, Cormanthor. Yuirwood [Fey or Fey Heritage]
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 [Link]
Requirement(s) Ardeep Forest, Moonshae, High Forest, Cormanthor. Yuirwood
You grew up around fey and have developed a rapport with them. You gain Sylvan as a bonus language. Additionally, choose Bluff, Diplomacy, or Knowledge (nature). That skill is a class skill for you.

Fey-Wise [Link]
Requirement(s) Ardeep Forest, Moonshae, High Forest, Cormanthor. Yuirwood
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.

Forest Insurgent [Link]
Requirement(s) Forest
You have spent many years living under the canopy of the forest, during which your comrades clashed regularly with poachers and other defilers of nature. 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 the better result.

Forlorn [Link]
Requirement(s) [Elf] any non-Elven community
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 gain a +1 trait bonus on Fortitude saving throws.

Fortune Found [Link]
Requirement(s) [Halfling] any non-Halfling community
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.

Free Agent [Link]
Requirement(s) Sea of Fallen Stars
You embody the independent spirit of the Pirate Isles 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.

Free Folk [Link]
Requirement(s) The North
The independent tribes from the North 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.

Freed Slave [Link]
Requirement(s) Calimshan, Thay
You spent a significant portion of your childhood as a slave, but were freed from slavery by abolitionists. While the memories of your difficult childhood still haunt you, the experience strengthened you, and gave you resolve to live your life anew. Choose either Fortitude or Will; you gain a +1 trait bonus the chosen save.

Freedom Fighter [Link]
Requirement(s) Calimshan, Thay
You’ve developed a reputation as a privateer who fights for freedom. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a –2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for you.

Friend of the Dead [Link]
Requirement(s) Vaasa
Your close association with the intelligent undead of Vaasa has imparted some of their otherworldly essence to you, and this essence helps you in your dealings with the undead. You gain a +2 trait bonus on Diplomacy checks against sentient undead.

Friend of the Fey [Link]
Requirement(s) Forest [any non-Fey]
You have a special relationship with the fey, having grown up in close proximity to them. You gain a +2 trait bonus on Diplomacy checks against fey creatures.

Frontier-Forged [Link]
Requirement(s) Any non-civilized area
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.

Frostborn [Link] (same as Tundra Child)
Requirement(s) The North

Gallant Imposter [Link]
Requirement(s) Cormyr
Though you’ve never risen in the ranks of nobility, you’ve gained a knack for passing yourself off as one, 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.

Genie-Caller [Link]
Requirement(s) Calimport
Your exploration of the magic for calling genies has increased your overall aptitude for summoning. Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.

Ghost Survivor [Link]
Requirement(s) Cormyr, Deepingdale, Semberholme
You’ve lived in the lands where the armies of dead marched during the War of the Broken Crown and managed to survive the terrifying ordeal, though you bore witness to ghosts and numerous other horrors. 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.

Ghoulish Affinity [Link]
Requirement(s) The Underdark
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.

Giant Ambivalence [Link]
Requirement(s) Temperate Highlands (Cloud, Hill, River, Stone Giants)
You witnessed or were otherwise strongly influenced by two separate demeanors of 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 [Link]
Requirement(s) Desert (Cliff, Desert, River Giants)
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.

Giant Investigator [Link]
Requirement(s) Coast (Marsh, Ocean, River, Storm Giants)
As a result of your attempts to understand a rare encounter with the unearthly divine magic or secretive movements of coastal dwelling giants, you have learned to carefully consider all facts related to a mystery and form deductions after taking time to mull over an unanswered question. Whenever you fail a Knowledge (local) or Knowledge (religion) check, you can attempt the check again in 24 hours with a +2 bonus to represent your careful formation of a new deduction. Additionally, you can attempt such skill checks untrained when the checks involve giants.

Giant-Harried [Link]
Requirement(s) Wastelands (Ash, Hill, River, Shadow Giants)
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.

Gladiatorial Alumnus [Link]
Requirement(s) Calimshan, Hillsfar, Port Nyanzaru, Thay, Waterdeep.
You have extensive practice in a gladiatorial arena. Select one combat maneuver when you take this trait. You gain a +1 trait bonus on performance combat checks and a +1 trait bonus on combat maneuver checks to perform the selected maneuver.

Glory of Old [Link]
Requirement(s) [Dwarf] Mithril Halls, Thunderholme
In your veins flows the blood of dwarven heroes. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Good Folk [Link]
Requirement(s) Any City
People’s faith in you tends to run deeper than their trust of others. You gain a +2 bonus on Charisma checks and Charisma-based skill checks with creatures that have a friendly or helpful attitude towards you.

Gravelwalker [Link]
Requirement(s) Underdark
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.

Greenskin Stalker [Link]
Requirement(s) High Horn, Castle Crag
Due to your time in the ranks of those guarding against incursions from the Goblin Marches, 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.

Grit Goggles [Link]
Requirement(s) Anauroch, Calimshan
Exposure to the constant hazards of sandstorms has made your eyes less susceptible to irritants, such as sand, dust, and even liquids and gases. You gain a +2 trait bonus against being blinded by foreign objects (such as from a Dirty Trick combat maneuver) and you halve any reductions in visibility from the environment (such as from sand and windstorms) and their corresponding penalties. For example, if you were in a sandstorm that normally reduces visibility to 25 feet and imparts a –4 penalty on Perception checks, you reduce visibility to 50 feet and take only a –2 penalty on Perception checks.

Guerilla [Link]
Requirement(s) Malatra
You have spent much time in the rainforest of Malatra, and know its secrets. You gain a +1 trait bonus on Knowledge (nature) checks as well as Survival checks made in the rainforest. One of these skills becomes a class skill for you.

Guerrilla Mender [Link]
Requirement(s) Malatra, or lived there at least a year.
With the help of a benevolent healer, you narrowly escaped death by disease or poisoning in the rainforest, 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.

Gypsy Wanderer [Link]
Requirement(s) Rashemen
You were raised among or have spent time with a group of Rashemen nomads, whether travelers, Sczarni criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Heavenly Touch [Link]
Requirement(s) Malatra [Planetouched]
Growing up, you were exposed to frequent miracles performed by celestial-touched people, and some of this magic rubbed off. At will, you can touch a dying creature to stabilize it as a standard action.

Heir of Chu Ye [Link]
Requirement(s) Shou
If you would take a penalty for using the Heal skill to treat deadly wounds without one or more uses of a healer’s kit, that penalty is reduced by 2 (minimum no penalty). Additionally, a creature can benefit from you treating its deadly wounds if you do so within 48 hours of its injury instead of within 24 hours.

Highlander [Link] [Link]
Requirement(s) Hills or Mountain
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.

Holy Tattoo [Link]
Requirement(s) Vaasa
When you had your deity’s holy symbol tattooed on your body by a tattooist years ago, you never imagined it would save your life. 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).

Home Port [Link]
Requirement(s) Any Coastal City
You have a fondness for a particular 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 in your chosen home port.

Honey Harvester [Link]
Requirement(s) Berrybriar, Eveningstar, Good Mead, Gullykin, High Forest, or Moonshaes
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.

Huldra’s Luck [Link]
Requirement(s) The North
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.

Humble Beginnings [Link]
Requirement(s) Any Rural Community
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.)

Hunter of Outsiders [Link]
Requirement(s) Semberholme [Elf], Vaasa [Human]
Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when your opponent is an evil outsider.

Hurricane Savvy [Link]
Requirement(s) The Sea of Fallen Stars
You are used to sailing in the terrible winds that roll out from the Inner Sea, 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.

Eastern Artist [Link]
Requirement(s) Kara-Tur
You artistic talents were cherished and honed from an early age. You have been nurtured on the artistic spirit of the Orient. Choose one Perform skill. You gain a +1 trait bonus on checks with that skill, and it becomes a class skill for you.

Imperial Soldier [Link]
Requirement(s) Any City
You’ve served in the army of your hometown. 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 [Link]
Requirement(s) Any City
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.

Instigator of Rebellion [Link]
Requirement(s) Any City
You have become adept at organizing rallies in opposition to the government. You gain a +1 trait bonus on Diplomacy and Intimidate checks.

Plague Survivor [Link]
Requirement(s) Neverwinter
You were a careiver during the wailing death that plauged Neverwinter, and shrugged off sickness even as you tended those who were dying. 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.

Fixer [Link]
Requirement(s) [Halfling] Any City
The urban hinfolk are no strangers to making 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).

Sembian Noble [Link]
Requirement(s) Sembia
You are a scion of one of the feuding merchant houses houses of Sembia, and are well versed in maneuvering though the cutthroat world of Sembian politics. You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.

Jungle Guide [Link]
Requirement(s) Chult
You’ve made your living outfitting and guiding expeditions deep into the jungle interior in search of ancient ruins and lost cities. You gain a +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you.

Jungle Native [Link]
Requirement(s) Chult
Your people have called the jungles home for generations, and they are extremely proficient in moving about in that terrain. You gain a +1 trait bonus on saving throws against diseases and poisons, a +1 trait bonus on initiative checks attempted in jungle terrain, and Survival is a class skill for you.

Jungle Veteran [Link]
Requirement(s) Jungle
You have traveled the jungle on numerous occasions, and your prowess in traversing the jungle wilderness makes you a formidable guide and explorer. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.

Jungle Walker [Link]
Requirement(s) Chult
You have learned how to navigate the darkest jungles of Chult, and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in jungle terrain.

Justiciar [Link]
Requirement(s) Any City
You are experienced in interpreting and applying legal doctrine, independent of any divine mandates. You gain a +1 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.

Kami Talker [Link]
Requirement(s) Kara-Tur
You have traversed the eastern forests numerous times, and have learned how best to communicate with their otherworldly inhabitants. You gain a +2 trait bonus on Diplomacy and Intimidate checks made against outsiders that have the native subtype.

Kara-Turan Bloodline [Link]
Requirement(s) Kara-Tur; dragon, maestro, starsoul, or stormborn bloodline.
As you were born in the lands of the Orient and possess one of the favored bloodlines of this region; your sorcerous powers are particularly potent. Once per day, you may use one of your bloodline powers as if your sorcerer level were 1 higher than normal. This trait does not give you access to bloodline powers whose level requirements you do not yet meet.

Keeper of the Veil [Link]
Requirement(s) Calimshan
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.

Kobold’s Neighbor [Link]
Requirement(s) Any Wilderness
You grew up in wilderness 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.

Lantanese Engineer [Link]
Requirement(s) Lantan
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.

Lantanese Illusionist [Link]
Requirement(s) Lantan
You have lived among the gnomes of Lantan 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.

Left Behind [Link]
Requirement(s) [Elf] Cormanthor
Having been born to those who chose to remain upon Faerun during the Elven Retreat, you understand the people of this world better than most elves. You gain a +1 trait bonus on Diplomacy and Gather Information checks when interacting with Forlorn elves and non-elf races.

Lion’s Audacity [Link]
Requirement(s) Cormyr
You attack 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.

Local Know-It-All [Link]
Requirement(s) Any Community
Choose a community that you’ve lived in for at least 5 years. You gain a +2 trait bonus on Knowledge (local) checks related to that community.

Log Roller [Link]
Requirement(s) Forest
The time you spent leaping between slippery logs as they whirled down the river to market 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.

Longsaddle Rancher [Link]
Requirement(s) Longsaddle
Domestic animals from Longsaddle 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.

Lost Origins [Link]
Requirement(s) 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.

Lost Role Model [Link]
Requirement(s) Settlement Near a Famous Dungeon
As a youth, you marveled at the crusaders, spelunkers, and lore seekers who came through your town on their way to the nearby dungeon, tomb, or ruins. 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 750 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 near where you grew up.

Mana Wastes Medic [Link]
Requirement(s) Alchemist healers who hail from near, or who have lived near, the Helmlands for at least 1 year
After witnessing a terrible disaster result from an attempt at magical healing in the Helmlands, you are careful and methodical when crafting your own healing tinctures. The amount of hit points restored by your Heal checks to treat deadly wounds and your extracts of the healing subschool is increased by 1.

Mana Wastes Survivalist [Link]
Requirement(s) The Helmlands
You have spent a lot of time there in the battered badlands of the Helmlands, and the harsh land has toughened your body. You gain a +1 trait bonus on Fortitude saves.

Mechanical Expertise [Link]
Requirement(s) Lantan
Growing up in Lantan 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.

Merchant’s Child [Link]
Requirement(s) Calimport
One of your close relatives was a gifted merchant in the bustling bazaars of Calimport, 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.

Militia Veteran [Link]
Requirement(s) Any Town or Village
Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. You get a trait bonus of +1 on Profession (soldier), Ride, and Survival checks. And one of these skills is always a class skill for you.

Minor Noble [Link]
Requirement(s) Cormyr
You come from an aristocratic family, though your house has long since lost much of the power or prestige it once had. You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp—your “birthright,” such as it is.

Monastic Secrets [Link]
Requirement(s) Any monastic institution
You have studied ancient lore of magic at a monastery, and have learned a mystical secret that empowers your spellcasting. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, you do so at +1 caster level.

Mountain Guide [Link]
Requirement(s) Mountains
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.

Mulhorandi Archeologist [Link]
Requirement(s) Osirion
You have studied the history of ancient Mulhorand, 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 Mulhorandi as one of your bonus languages.

Myth Drannor Scholar [Link]
Requirement(s) Dalelands, non-elf
Your interactions with the elves who still reside around Myth Drannor have taught you much about the ancient customs and artifacts of the land around them, and you now share the elves’ fascination with these relics. You gain Elven 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 artifacts from Cormanthor and Myth Drannor.

Naturalist [Link]
Requirement(s) Any forest
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.

Necrotoxin Resistance [Link]
Requirement(s) Vaasa
Having lived where undead often roam, you know well that the walking dead often bring with them deadly toxins and diseases. You gain a +3 trait bonus on saving throws against disease and poison abilities and effects inflicted by creatures of the undead type (such as ghoul fever or a vargouille’s poison).

Nightstall Urchin [Link]
Requirement(s) Calimport
You grew up an orphan on the streets of Calimport, and spent many years of childhood in the Nightstalls, the Muzad’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.

Nightstalls Escapee [Link]
Requirement(s) Calimport
The slavers of Calimport 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.

Observant Archer [Link]
Requirement(s) Aquatic origin
Growing up in an aquatic 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.

Offspring of the Ascension [Link]
Requirement(s) Mulhorand
You are descended from one of Ancient Mulhorand’s pharaohs, and a sliver of her 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).

Open-Minded Explorer [Link]
Requirement(s) Any with an Adventurers’ Lodge
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.

Orc Impaler [Link]
Requirement(s) Cormyr
You gain a +2 trait bonus on rolls to confirm critical hits made as part of a charge. This bonus increases to +3 if the critical hit is made against a creature with the orc subtype.

Outsea Native [Link]
Requirement(s) Aquatic elf colony
Raised amid or near an aquatic settlement, 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.

Paraheen Weaponsmith [Link]
Requirement(s) Calimshan
You are a descendant of a long line of skilled dwarven weapon makers or have apprenticed under such artisans. Either way, you 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.

Passionate Believer [Link]
Requirement(s) Thay
Your faith was stifled while you lived under religious oppression, and the persecutions against you only spurred your own beliefs and made your convictions stronger. You gain a +1 trait bonus on saving throws against divine spells.

Pearl Diver [Link]
Requirement(s) Island Kingdoms, Kozakura
You were a pearl harvester around the islands of Kara-Tur, 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.

Perseverance [Link]
Requirement(s) Arabel
Your time in the Tymora’s favored city 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.

Pirate Duelist [Link]
Requirement(s) Sea of Fallen Stars
You’ve rubbed elbows with pirates of all stripes in Ilizmagorti’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.

Pirate Tavern Regular [Link]
Requirement(s) Sea of Fallen Stars
You’re a frequent customer at the gambling halls of the Pirate Isles and enjoy some popularity within its walls. You gain a +1 trait bonus on Profession (gambler) checks and a +2 trait bonus on Diplomacy checks made to gather information when in the region.

Planar Negotiator (Region) [Link]
Requirement(s) Sigil
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.

Poison Connoisseur [Link]
Requirement(s) Thay
When the ceaseless bickering and elaborate posturing of Thayan politics proves ineffective, it is not unheard of for the nobility 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.

Poisoned Blade Resistance [Link]
Requirement(s) Sembia
In Sembia, 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.

Pomp and Pageantry [Link]
Requirement(s) [Halfling] Any city
Though others think you merely waste time, you know that those extra flourishes and ceremonial touches actually make your work just that much better. 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 [Link]
Requirement(s) Any city with a mages’ guild
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.

Prestigious Healer [Link]
Requirement(s) Hail from any large temple
Once per day as an immediate action when you cast a spell of the healing subschool, you can attempt a Diplomacy check to improve the attitude of your target or anyone within 30 feet who can see you before the end of your next turn. You gain a +2 trait bonus on this check.

Pretend Pirate [Link]
Requirement(s) Sea of Fallen Stars
You enjoy luring pirate ships to you. Sometimes you run a pirate flag to lull criminals into a false sense of security; other times you disguise yourself as a merchant ship. You gain a +2 bonus on Disguise checks made to disguise yourself as a pirate or merchant sailor. In addition, you can take 5 minutes to alter your ship’s appearance to add +2 to the DC of any check made to identify your ship’s allegiance or purpose.

Privileged Slave [Link]
Requirement(s) Calimshan, Hillsfar, Thay
You were once enslaved, and obeyed your masters dutifully, turning your back on comrades in order to find favor with your slavers—all the while plotting your escape. You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you.

Purchased Loyalty [Link]
Requirement(s) Flaming Fist Mercenary
As a member of The Flaming Fist Mercenary League, you are utterly loyal to the holder of your contract—at least until it expires. Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm effects and take the better result.

Rice Runner [Link]
Requirement(s) Shou Lung
You grew up as a slave in Wanshou, harvesting rice for your master, and you know how to move agilely across sodden and unsteady ground. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.

Plains Rider [Link]
Requirement(s) Calimshan
You call the Plains of Old Coramshan home, whether you were born among the plains’ tribes or in the glittering towers of its cities. The horses are your kin. When mounted and making a charge, your mount’s speed is increased by 10 feet.

River Navigator [Link]
Requirement(s) Mulhorand
You grew up in the River Kingdom 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 Rat [Link]
Requirement(s) Western Heartlands
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. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

River Sniper [Link]
Requirement(s) Western Heartlands
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.

Riverfolk [Link]
Requirement(s) Western Heartlands
You’ve grown up along the riverbanks of the Western Heartlands, 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.

Roof Racer [Link]
Requirement(s) Selgaunt
You’ve spent more than your fair share of time among the rooftops of much of Selgaunt. 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.

Runaway Slave [Link]
Requirement(s) Calimshan, Thay, or Underdark
You were once a slave, but you managed to slip your bonds and escape back. The horrors you witnessed were beyond fathoming, and though visions of imprisoned loved ones and friends plague your dreams, you are stronger for the experience. You gain a +1 trait bonus on saves against fear effects and gain low-light vision 10 feet. If you already have low-light vision, its range extends by 10 feet.

Savanna Child [Link]
Requirement(s) Plains
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. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Schooled Medic [Link]
Requirement(s) Arabel
You have studied at the Healing Hands of Arabel, and know by sight the signs of ailments and toxins you might encounter. You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you.

Scourge of the Seas [Link]
Requirement(s) The Sea of Fallen Stars
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 or panache.

Screaming Leap [Link]
Requirement(s) The North
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.

Seaborne Spellpiercer [Link]
Requirement(s) Dragon Coast, Luskan, Moonshae Isles (Illuskan), Sea of Fallen Stars.
You have spent time on the sea, and can cast spells even when battered by the elements. You gain a +2 trait bonus on concentration checks when spellcasting.

Seasoned Climber [Link]
Requirement(s) Mountains
Your time in the mountains has improved your ability to surmount great peaks. You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you.

Sea-Souled [Link]
Requirement(s) Coastline or Island
You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Servitor of Spirits [Link]
Requirement(s) Must hail from Malatra or have lived there for at least 1 year.
For as long as you can remember, the spirits have always whispered into your ears and guided you—provided that you appease them. At the start of each day, you can choose one medium spirit and accept one of its taboos for 24 hours. As long as you don’t break that taboo, once during the next 24 hours, you can add a +1 trait bonus to any one roll, check, or saving throw (but not to AC) listed under your chosen spirit’s spirit bonus. Using this ability is a free action that you can use even if it isn’t your turn. If you are a medium, the spirit you choose with this trait must be the same as the spirit you are channeling and vice versa

Shaaryan Horseman [Link]
Requirement(s) The Shaar
You belong to one of the nomadic groups of horseback riders that range throughout the Shaar. You gain a +1 trait bonus on Handle Animal and Ride checks.

Shackles Seafarer [Link]
Requirement(s) Sea of Fallen Stars
You’re familiar with the treacherous coastlines, currents, and tides of the Inner Sea, and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Shadow Dealer [Link]
Requirement(s) Thulantar
You have survived and thrived in the dark regions of Thulantar 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.

Shadow Dissident [Link]
Requirement(s) Thulantar
Lifelong encounters with conjured shadows have made you especially adept at piercing their dark veils. You gain a +2 trait bonus on saving throws against spells and effects with the shadow descriptor.

Shadow Shaman [Link]
Requirement(s) Thulantar
Shamans in the shadowy kingdom of Thulantar learn to speak with the spirits that live in shadow. Add silent image and blur to your shaman spell list as 1st- and 2nd-level spells, respectively.

Shadowcaster [Link]
Requirement(s) Thulantar
You have studied with the feared shadowcasters of Thulantar. Choose one spell with the shadow descriptor—from this point on, whenever you cast this spell, its effect manifest at +1 caster level.

Shadowsight [Link]
Requirement(s) Thulantar
Your people’s ancient compact with Shar manifests strongly in you. While the darkness remains fearsome, you can at least see what lurks there. As a swift action once per day, your eyes can pierce the surrounding darkness—you gain the benefit of low-light vision for a number of rounds equal to your level.

Shaer [Link]
Requirement(s) Calishite native who speaks Alzhedo
Calimshan 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 Alzhedo.

Sharp Eyes [Link]
Requirement(s) Tundra
You are immune to the dazzled condition.

Ship Aptitude [Link]
Requirement(s) The Sea of Fallen Stars
You are used to crewing on many of the different types of ships that sail about the Inner Sea. 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 [Link]
Requirement(s) Sea of Fallen Stars
You feel an affinity with ships and the sea, and the rolling rhythm of the waves helps focus your mind. When on a ship or other water-going vessel, you gain a +3 bonus on concentration checks.

Shipboard Signaler [Link]
Requirement(s) Sea of Fallen Stars
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.

Silent Watcher [Link]
Requirement(s) Any city
You can sense an ugly mood brewing in a crowd, and know how to dodge wrathful mobs when they seek victims for their anger. You gain a +1 trait bonus on Sense Motive checks in crowds, and a +1 trait bonus on Stealth checks in city streets.

Silvertongued Eunuch [Link]
Requirement(s) Shou Lung
You were brought up as part of Shou Lung’s eunuch bureaucracy, trading your sexual potency for education and tact. You gain a +1 trait bonus on Knowledge (nobility) and Diplomacy checks.

Skilled Surgeon [Link]
Requirement(s) Arabel
You have been schooled in anatomy and the mundane arts of healing at the Healing Hands of Arabel. Qhenever you perform surgery or otherwise must deal damage to remove a condition or affliction, you roll the damage but use the minimum result unless you rolled the maximum result. The amount of hit points or points of ability damage restored each day when you provide long-term care is increased by 1.

Spirit Worshipper [Link]
Requirement(s) Uthgardt tribes
As the child of an Uthgardt shaman, you have seen the spirits that roam about and know that the world is rife with unexplainable and terrifying mysteries. You gain a +2 trait bonus on saves against fear effects.

Slave Taker [Link]
Requirement(s) Calimshan, Thay
You specialize in disabling foes without wounding them, preserving their value as slaves. Whenever you deal nonlethal damage in combat, that damage increases by +1.

Slayer of the Deep [Link]
Requirement(s) Underdark
You have hunted monsters throughout the Darklands and know how to take advantage of their weaknesses. You gain a +1 trait bonus on damage rolls made against creatures of the aberration type.

Snake Bleeder [Link]
Requirement(s) Chult, Hlondeth, Serpent Hills
You were a vassal of knowledgeable yuan-ti, and they taught you much regarding how they concoct their various poisons. You gain a +2 trait bonus on Craft (alchemy) checks when brewing poisons, and Craft (alchemy) becomes a class skill for you.

Snake Handler [Link]
Requirement(s) Mulhorandi native, worshiper of Set
You have spent time as a member of a cult of Set in Mulhorand. Membership involved the handling of dangerous snakes during rituals, and you have learned how to keep yourself and others safe around them. You gain a +2 bonus on Fortitude saves against poison. Handle Animal is always a class skill for you.

Social Slaver [Link]
Requirement(s) Calimport, Thay
Your upbringing has accustomed you to commanding those you deem inferior. You gain a +2 trait bonus on Intimidate checks against creatures one or more size categories smaller than yourself. The DC of compulsion spells cast by you against smaller creatures increases by 1.

Sodden Chld [Link]
Requirement(s) High Moor, Marsh of Chelimber
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.

Soldier of the Faith [Link]
Requirement(s) Zhentarim from the Moonsea region
You have served as a Zhent enforcer, and have learned the enforcement techniques of the Black Hand. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Sophisticated Citizen [Link]
Requirement(s) Arabel
You grew up in Arabel, 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.

Sound of Mind [Link]
Requirement(s) Malatra
You have lived in the mountains of Malatra and found utter tranquility among the samsarans of the region. You gain a +2 trait bonus on saving throws against mind-affecting effects.

Spell Duel Prodigy [Link]
Requirement(s) Thay
You’ve participated in many spell duels during your magical training, and you’ve developed a keen talent for identifying others’ spells. 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.

Spirit Animal [Link]
Requirement(s) Uthgardt Tribes
You have undergone the ritual to become one with the totem of your tribe, and the spirit of the tribe watches over you. You gain the spirit bond benefits of your chosen tribe, and must abide by the tribe’s taboos, as well as swear your blood oath against the tribe’s ritual enemy. These are detailed in the writeup for the Uthgardt Beast Tribes.

Spiritual Forester [Link]
Requirement(s) Moonshaes
You grew up along the forests of the isles, and have learned much about the woods as well as about their supernatural inhabitants. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (planes) checks, and one of these skills becomes a class skill for you.

Storm Hunter [Link]
Requirement(s) Coastal or Mountains
You learned to hunt in relentless winds, and still make your arrows fly true. You treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons.

Storm Pilot [Link]
Requirement(s) Dragon Coast, Luskan, Moonshae Isles (Illuskan), Sea of Fallen Stars.
The howling gales of the sea 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 checks on whether you would be checked or blown away by gale force winds.

Stormrunner [Link]
Requirement(s) Sword Coast
You have sailed on some of the roughest seas in Faerun. You’re accustomed to the pitch and yaw of sailing vessels, even in a storm, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.

Street Wary [Link]
Requirement(s) Any City
You learned to take care of yourself on the streets and know the warning signs of hostile intent. Sense Motive is always a class skill for you, and you gain a +2 trait bonus on Sense Motive checks to get a hunch.

Sun-Blasted [Link]
Requirement(s) any desert
Desert orcs have learnt to survive with practically nothing in the desert. You receive a +2 trait bonus on Survival checks made in a desert, and resolve all checks at becoming lost in deserts as though you had proper navigational tools (a +4 bonus). The presence of such tools does not increase your ability, however.

Superstitious [Link]
Requirement(s) Uthgardt Tribes
You are distrustful of any magic that goes beyond your native shamanic ways. As long as you do not possess any levels in a class that grants arcane spellcasting power, you gain a +1 trait bonus on all saving throws against arcane spells.

Superstitious Ward [Link]
Requirement(s) Vaasa
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.

Surefooted Ascent [Link]
Requirement(s) Hill or Mountain
You gain a +1 trait bonus on Acrobatics and Climb checks.

Surface Stranger [Link]
Requirement(s) Underground
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%. However, you are dazzled for 1 round when you are suddenly exposed to bright light.

Sustaining Performance [Link]
Requirement(s) Bard who hails from the Sea of Fallen Stars, or who has lived there for at least 1 year.
Abandoned by a traditional healer at a critical time, you improvised a tale or jokes to keep up the spirits of someone in dire health. Once per day as a standard action, you can attempt a DC 15 Perform check with an audible component (such as comedy, oratory, sing, or with any instrument) to stabilize a dying creature that can hear you within 30 feet. You can also attempt Perform checks instead of Heal checks to provide long-term care.

Swamp Rebel [Link]
Requirement(s) Swamp
You grew up hiding in the swamps from the monsters who lurk therein. You gain a +2 trait bonus on Stealth checks in swampy terrain, and Stealth becomes a class skill for you.

Swamp Recluse [Link]
Requirement(s) Swamp
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.

Swamp Skulker [Link]
Requirement(s) Swamp
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.

Sowrdsman’s Page [Link]
Requirement(s) Sembia
You have trained under the finest swordsmen, and though not yet a master 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.

The Vessel Between [Link]
Requirement(s) Sembia
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.

Thayvian Merchant [Link]
Requirement(s) Thay
You have traveled the great circular trade route around Thay, plying wares from city to city, and are used to haggling with foreigners. You gain a +1 trait bonus on Appraise, Bluff, and Sense Motive checks made for business deals and transactions.

Temple Guard [Link]
Requirement(s) Kozakura
You were a stalwart guard of one of Kozakura’s magnificent temple cities, 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.

Town Gossip [Link]
Requirement(s) Any Community
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.

Trained Martial Artist [Link]
Requirement(s) Kara-Tur
Having grown up in Kara-Tur, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess. You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Treasure Mapper [Link]
Requirement(s) Sea of Fallen Stars
You’ve spent a great deal of time hunting down and following treasure maps—most false, but a few with legitimate information. You gain a +2 bonus on Survival or Profession (sailor) checks made to navigate using a map or chart, and one of them becomes a class skill for you.

Trench Navigator [Link]
Requirement(s) Kozakura
You’ve sailed the treacherous waters about the islands of Kozakura, and you can navigate their dangers adroitly. 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.

Tundra Child [Link]
Requirement(s) Tundra or Cold Regions
You were born and raised in the cold wastes of the far north or far south, and are accustomed to low temperatures. 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.

Unafraid [Link]
Requirement(s) Vaasa
The horrors of the fog-shrouded land of terror have hardened you. You receive a +2 bonus on all saving throws made against fear affects.

Undermarket Smuggler [Link]
Requirement(s) Kara-Tur
You worked in the Undermarket for a time, and have learned how to dodge port city tax collectors and inspectors. You gain a +1 trait bonus on Bluff and Sleight of Hand checks.

Unflinching Faith [Link]
Requirement(s) Cormyr, Deepingdale, Semberholme
Numerous encounters with undead during the Year of Broken Crowns have reinforced your already steadfast faith. Once per day, you may reroll a Will saving throw made against an attack or effect that originates from an undead creature. You must decide to use this trait after the first saving throw is rolled, but before the results are revealed. You must take the result of the second roll, even if it is lower.

Vagabond Child [Link]
Requirement(s) Urban
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Viking Blood [Link]
Requirement(s) The North
You have the imposing build of a Viking, and people of the south fear your unpredictable nature. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Voices of Solid Things [Link]
Requirement(s) Witchmarket
You traveled with the Witchmarket for a time, either willingly or as a result of a bargain made by some other buyer. In your time in the Witchmarket, you learned to listen to the whispers of items as though they were living creatures, giving you clues as to their function. Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.

Walking Ward [Link]
Requirement(s) Calimshan
Your training included constant exposure to elemental forces. Choose one of the following energy types: acid, cold, electricity, or fire; you gain a +1 bonus on saving throws against spells that deal damage of this type or have this subtype.

Warrior Poet [Link]
Requirement(s) [Dwarf] The North
You were trained by the skalds, keepers of the oral tradition of the Dwarven Kingdoms. You gain a +1 trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance ability.

Wary [Link]
Requirement(s) Sembia
You survived an assassination attempt once (in Sembiia, who hasn’t?). You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill for you.

Watching Your Neighbor [Link]
Requirement(s) Moonsea
You have spent your adult life waiting for one neighboring country or another to give you an excuse to fight. You gain a +1 trait bonus on initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.

Water Brave [Link]
Requirement(s) Sea of Fallen Stars
Travel through the dangerous waters of the Sea of Fallen Stars has given you special skills in relation to them. You receive a +1 trait bonus on Swim checks, and it becomes a class skill.

Wayang Spellhunter [Link]
Requirement(s) Kara-Tur
You grew up on one of the wayang-populated islands of Kara-Tur, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Wealthy Dabbler [Link]
Requirement(s) Halruaa
You study magic at one of Halruaa’s many social clubs, wowing your friends with your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a spellcasting class, your caster level for these cantrips is equal to that caster level, and you can cast them at-will.

Weed Resistance [Link]
Requirement(s) Forest
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.

Wharf Rat [Link]
Requirement(s) Any Coastal
You may never have been on a boat larger than a garbage scow, but you’ve been helping them dock all your life. You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Whip Specialist [Link]
Requirement(s) Calimshan, Thay
Your time spent lashing slaves has taught you how to get the most out of a whip. You deal +1 point of damage on all attacks made with a whip.

Whole-Hearted [Link]
Requirement(s) [Planetouched] Any City
Though most outsiders expect your mind to be conflicted, full of self-doubt, and mired in resentment and suspicion, you’re truly comfortable in your skin. You gain a +2 trait bonus on saving throws against charms and compulsions.

Wild Wanderer [Link]
Requirement(s) Forest
You’re a child of the wild, living on your own without need of others. Each time you attempt a Survival check to get along in the wild or resist severe weather, you can choose to gain a +4 trait bonus on that check. If you do so, you can’t use that check to provide assistance to others, even if your result exceeds the DC.

Windspeaker [Link]
Requirement(s) Desert
You have a keen sense for weather patterns, and you always know 8 hours in advance when naturally occurring winds will reach high speeds.

Winner’s Luck [Link]
Requirement(s) Any City
Winning at the tables in Faerun’s gambling houses can be as devastating as losing. Years of dodging the jealous blows of card table patrons have given you a sixth sense for when your luck is about to run out. Whenever you succeed at a Reflex saving throw, you may draw a weapon as an immediate action, or a hidden weapon as a move action.

Winter Warrior [Link]
Requirement(s) Rashemen
You grew up in the icy lands of Rashemen, 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.

Winter’s Soul [Link]
Requirement(s) Rashemen
The bitter cold of Rashemen is as much a part of you as it is the land. You may cast ray of frost 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.

Witch-Tongued [Link]
Requirement(s) Rashemen
Hailing from Rashemi hinterlands, 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, and Intimidate is a class skill for you.

Workhouse Orphan [Link]
Requirement(s) Any City
You grew up in a workhouse as an orphan, and hard work and discipline has toughened your body to punishment. You gain a +1 trait bonus on Fortitude saves.