Crypt of the Everflame
Traits and Flaws
All characters begin play with three traits, each encompassing distinct aspects of the character’s background. There are __ types of traits; players can take only one trait from any single category.
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you’ll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You’ll simply not be able to make use of it until a later point if you do.
Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on Saving Throws against fear effects.
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
You have seen horror and death as far back as you can remember. Maybe you are unfazed by the gruesome, or have become a cynic as a defense against the dark realities of the corners of the world. You have a +2 trait bonus on saving throws against Fear.
You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
CHILD OF THE TEMPLE
You have long served at a temple in a city, and not only did you pick up on many of the nobility’s customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
DEVOTEE OF THE GREEN
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
EASE OF FAITH
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
HISTORY OF HERESY
You were raised with heretical views that have made it not only difficult for you to accept most religious beliefs, but you also have had to live with the fact that you or those you love were often treated as pariahs. As a result, you have turned your back on religious teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
SCHOLAR OF THE GREAT BEYOND
Your great interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
When you were younger you suffered a brush with death. Perhaps you were almost killed by a wight, close to dying from a grievous wound, or actually died and were raised. Since then you have not been the same. You can see beyond the veil, able to see ghost and spirits and detect the taint of the undead. You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.
Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.
You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. Race traits can be found in Pathfinder Companion products—if you don’t have access to a selection of race traits, it’s best to simply pick a different social feat.
You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t phase you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
CHILD OF THE STREETS
You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
You didn’t choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. Be careful when using your family name – it’s better known than you are. You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances and your starting cash increases to 900 gp.
You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
WITHOUT A PAST
You knew you were going into a world where none go unscathed, and there is no turning back, so you decided to forsake your past in order to protect your loved ones. You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill. You have no old friends or family to go in times of need, yet at least they remain safe from your enemies finding and taking their wrath out on them.
ANIMAL FRIEND (GNOME)
You’ve long been a friend to many among the desert’s animal life, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
ASPIRING BARD (HUMAN)
You spent countless hours of your youth wandering the open campuses of the Music Academy and the Choir College, listening to wonderful musicians and singers and daydreaming of your life as a bard. You gain a +1 trait bonus to one category of Perform checks and a +2 trait bonus to any Knowledge (local) checks that deal with the local music scene.
You have spent long hours working for a crime lord, either as a low-level enforcer or as a guard or bouncer. You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks.
CAREFULLY HIDDEN (HUMAN)
Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
CHILD OF PLATINUM (DWARF)
You come from a family whose ancestors worked in the platinum mines. Your parents never explained why they’ve never returned to the mines, but they did make sure that you knew your way around a fight against undead foes. You gain a +1 trait bonus to weapon damage against undead.
DILETTANTE ARTIST (ELF)
Art for you is a social gateway and you use it to influence and penetrate high society. You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you.
ELVEN REFLEXES (HALF-ELF)
One of your parents was a member of the Elven tribe of the Southern Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on initiative checks.
FAILED APPRENTICE (HALF-ELF)
As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of magic and how to resist them. You gain a +1 trait bonus to saves against arcane spells.
Your years spent in libraries reading every musty tome you could find about ancient lost civilizations has given you insight into the subjects of history and the arcane. You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
There are no major elven settlements in the southern desert, and like many of the region’s elves, you were forced to grow up among shorter-lived races like humanity. Having lived outside of traditional elven society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
FREEDOM FIGHTER (HALFLING)
Although halfling slaves are not as common in southern desert as they are in some countries, they still make up a quarter of slaves sold at the slave markets of the south. Your parents allowed escaping slaves to hide in your home frequently, and the stories you’ve heard from these escaping slaves instilled into you a deep loathing of slavery. You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.
GENIE BLOOD (HUMAN)
One of your ancestors was genie-kind. Select an element (air, earth, fire, or water). You gain a +1 trait bonus on saving throws against attacks that utilize that element (cold for air, acid for earth, fire for fire, and electricity for water), and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype.
Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past. You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.
LATENT PSION (HUMAN)
The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in a psionic land, this power remains potent in your mind as well and protects you from mental assault. You gain a +2 trait bonus on saves against mindaffecting effects.
LEGACY OF SAND (HALF-ORC)
A large tribe of orcs adapted to life in the desert. Although this tribe is long extinct, some half-orcs carry the traits of this tribe in their particularly large jaws, broad shoulders, and shockingly pale eyes. You often have dreams of hunts and strange ceremonies held under moonlight in the desert sands. Some ascribe these dreams to racial memory, others to visions or prophecies. These dreams have instilled in you a fierce sense of tradition. You gain a +1 trait bonus on all Will saving throws.
MILITANT MERCHANT (DWARF)
You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
You’ve spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you’ve never been caught. You gain a +1 trait bonus to Escape Artist checks and a +1 trait bonus to initiative checks.
SCHOLAR OF RUINS (HUMAN)
From the moment you could walk and talk, the nearby ruins fascinated you. You joined every expedition you could find, volunteered as a porter for the Explorer Society, and sometimes just set out on your own to explore as many of the ruins as you could. Because of this, you have special insight into the geography of the local area as well as expertise at exploring lost places. You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
SPIRITS IN THE STONE (HUMAN)
You have an almost instinctive ability to sense danger and peril in ruined structures. Whenever you’re in ruins, you gain a +2 trait bonus on initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.
You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you are one of the more knowledgeable people in your home town and you gain a +1 trait bonus to Gather Information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.
WORLD TRAVELLER (HUMAN)
Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.
AGENT OF DUST
You spent a portion of your childhood working for the Dusk, the guild responsible for policing and watching over all trade that takes place in the notorious night markets. 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 night market, 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.
You were born and raised in the western badlands and hills. Even if you were born in a city, you often had to travel the dangerous trails with your family. Predators, gnolls, and worse haunt the Highlands, and you’ve become something of an expert at evading them. You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
You were raised on stories of heroic knights and benevolent wizards, and wish to emulate their great deeds. You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
You were born and raised in the southern desert, in the rocky deserts that border the land. You are accustomed to high temperatures and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.
You spent a significant portion of your childhood as a slave, but were freed from slavery several years ago by a benevolent master who purchased you from an auction after your previous master’s death. Yet while the memories of your difficult childhood still haunt you, the hard life did toughen you. You gain a +1 trait bonus on Fortitude saves.
One of your close relatives was a gifted merchant, 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.
Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.
NIGHT MARKET URCHIN
You grew up an orphan on the streets, and spent many years of childhood in the Night Market. The strange and often horrific sights you saw 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.
You spent several of your teenaged years addicted to pesh, a habit that you may or may not have kicked. Certainly, the habit consumed much of your savings. You start with only half of the normal starting cash as a result, but your knowledge of the pesh addict lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
You worked for a pesh dealer, either by selling the drug on the street or helping to organize shipments to other regions, which involved a certain amount of smuggling. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
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.
You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
You were born and raised in the rolling savannas that dominate the nation’s interior. You spent many of your youth exploring these vast reaches, and know much of the savannah’s secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
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 or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
You study magic at a social club, wowing your friends with your recent discoveries and showing off 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 class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
AMBASSADOR (SUN GODDESS)
Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy checks.
BLADE OF MERCY (GODDESS OF DAWN)
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
CLEANSING THE TWISTED (GODDESS OF DAWN)
You have studied well the many religious texts that chronicle Dawn’s never-ending struggle against Wrath and his monstrous offspring. Your fighting style works particularly well when you utilize slashing weapons against aberrations. You gain a +1 trait bonus to slashing weapon damage against all aberrations.
DEVOTEE OF A DEAD GOD (A FALLEN GOD)
You simply cannot and will not accept that your god is dead. Your faith in his teachings and religion are stronger than ever. You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you.
DIVINE WARRIOR (GODDESS OF VALOR)
From an early age, you were trained by militaristic order of clerics. You are devoted both to the teachings of the valor goddess and to spreading those teachings by force. Your divine spells gain a +1 trait bonus to melee weapon damage.
EYES AND EARS OF THE CITY (GOD OF COMMERCE)
Your religious training was entwined with your work serving the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks.
MAGIC IS LIFE (GOD OF MAGIC)
Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
STRENGTH OF THE SUN (GODDESS OF DAWN)
You take solace in the purifying light of the sun. During the day, you gain a +1 trait bonus on all Charisma-based checks.
THE CITY PROTECTS (GOD OF COMMERCE)
You feel safe and secure in urban environments, even in cities whose laws you find unjust—it is the physical fact of the city that you take solace in. In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within your aura of courage.
You have sworn your life to stopping the propagation of the undead; your god has heard and approved your choice. You earn a +1 trait bonus on weapon damage rolls when battling the undead.
UNDER SIEGE (SUN GODDESS)
In order to maintain your devotion to sun goddess in a hostile kingdom and stay alive, you and your fellow worshipers developed a complex system of hand signs and facial gestures to identify yourselves as faithful in the Cult of the Sun Goddess. You gain a +1 trait bonus on Bluff and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
WISDOM IN THE FLESH (GOD OF PERFECTION)
Your meditation on the nature of strength and speed allows you to focus your thoughts to achieve things your body might not be able to do on its own. Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you.
A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the DM specifically allows it. Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can’t), a flaw restricts a character’s capabilities or imposes a penalty of some sort. So why the hell would one take a flaw?!?
Each flaw a player selects entitles his character to a bonus feat! In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would normally be entitled to. However, these are completely optional.
• ALIGNED DEVOTION – Healing is 50% less effective on differing alignments. PREREQ – Ability to spontaneously cast cure spells.
• ARCANE CONUNDRUM – May never use your spell-like abilities,
2 saves vs illusions. PREREQ – Gnome & Cha 10+. You take a -3 penalty on Will saves.
• ARCANE FATIGUE – Must make Fort save (DC10 + spell lvl) after every spell cast or become fatigued. PREREQ – Ability to cast arcane spells.
• ARCANE PARASITES – Every arcane spells has a -1 to save DC. PREREQ – Ability to cast arcane spells.
• ARCANE PERFORMER – In order to cast any spell, must succeed at a Perform check. PREREQ – Ability to cast arcane spells without preparation, Perform 1 rank.
• BEADY EYES – Have low-light vision instead, -2 Perception. PREREQ – Darkvision.
• BEASTLY – Vulnerable to spells that affect animals. PREREQ – Wild Empathy.
• BESTIAL INSTINCT – -2 to hit with anything other than unarmed strikes or natural weapons.
• BLIND RAGE – May not end rage voluntarily, must attack a creature every round, if able; if not able, must attack nearest breakable object. PREREQ – Rage Ability.
• BRASH – -6 to AC vs Attacks of Opportunity.
• BRAVADO – Don’t gain any kind of dodge bonues to your AC.
• CAUTIOUS – Take twice as long to perform any skill which requires an action/-2 to initiative.
• CHIVALROUS COURTESY – -4 on all attack rolls to hit a creature you can tell if of the opposite gender. PREREQ – Good or Lawful Alignment.
• CITY SLICKER – -2 on Handle Animal, Knowledge Nature, and Survival checks. PREREQ – Survival as Class Skill.
• CLAUSTROPHOBIA – Become Shaken in enclosed spaces.
• CODE OF ARMS – -4 on attack rolls against enemies not armed with a melee weapon. PREREQ – Good or Lawful Alignment.
• COLD-BLOODED – Automatically fail Fort saves to overcome effects of high temperature, fire effects deal +2 points of fire damage to you.
• COWARD – Automatically fail saves against fear effects.
• CURIOUS – -2 Perception and -2 Initiative.
• DIVINE GESTURES – Suffer spell failure chances as though casting arcane. PREREQ – Ability to cast divine spells.
• ELVEN PRIDE OF ARMS – -4 on attack rolls with anything other than a longsword, rapier, or bow. PREREQ – Elf.
• EXHAUSTING RAGE – When rage ends you become exhausted instead of fatigued. PREREQ – Rage Ability.
• FEEBLE – You take a -2 penalty on Strength, Dexterity, and Constitution based ability and skill checks.
• FOE SPECIALIST – -1 on attack rolls, Bluff, Sense Motive, Perception, and Survival checks made against creatures that are not your favored enemy. PREREQ – Favored Enemy.
• FOOL – Lose the inspire courage, inspire competence, inspire greatness, and inspire heroics bardic music abilities. PREREQ – Bardic Performance.
• FORLORN – Lose Arcane Bond ability. PREREQ – Ability to Arcane Bond.
• FORLORN OF MEN – Become shaken if more than one humanoid is within 30 feet of you.
• FRAIL IMMUNE SYSTEM – Whenever you fail a Fort save you become fatigued. PREREQ – Constitution 11 or lower.
• FRAIL – - 1 from the number of hit points you gain at each level.
• FREE-SPIRITED – Weight of any carried gear is doubled for the purpose of determining load, AC penalties are also doubled. PREREQ – Chaotic Alignment.
• FRIVOLOUS PERFORMER – -10 on all Bardic Knowledge checks, except those relating to your perform skill. PREREQ – Bardic Knowledge.
• FUSSY – Become Sickened after drinking any potion.
• GLORY-HOUND – -2 to AC during combat until you drop an opponent. PREREQ – BAB +1
• GRUDGE KEEPER – If damaged in combat you suffer a -2 penalty to attacks, skill checks, saves, and ability checks until you damage the foe who caused you harm.
• GULLIBLE – -2 saves vs enchantments and illusions, -4 to Sense Motive.
• HALF-BLOOD OUTCAST – Suffer -2 on all attack rolls, saving throws, and skill checks when in sight of a full blood. PREREQ – Half-Elf or Half-Orc.
• HATRED – -4 to AC, attack rolls, and skill checks whenever you are in presence of a favored enemy and not fighting it. PREREQ – Favored Enemy.
• HAUNTED – Noises surround you for no reason, -2 Perception and -2 Stealth. PREREQ – Ability to cast spells.
• HONOR OF THE DUEL – You must make a Will save (DC10 + your lvl) to attack a creature in a square threatened by one of its other foes. PREREQ – Good or Lawful Alignment.
• HONORABLE CHALLENGE – -4 on attack rolls against any creature that has not explicitly challenged you or make an attack against you. PREREQ – Good or Lawful Alignment.
• HOT-BLOODED – Automatically fail any Fort saves against low temperature, +2 extra cold damage from cold effects.
• IMPLACABLE – If you move out of Melee Combat, -2 on all attack rolls, skill checks and saves for one hour. PREREQ – BAB +1
• INATTENTIVE – -4 penalty on Perception checks.
• INDIVIDUALIST – -2 on attack rolls with weapons that you did not personally create and +1 armor check penalty with any armor you did not craft.
• INSOMNIAC – Must succeed on a DC10 Fort save to get a full night’s rest.
• LIGHT SENSITIVITY – Become Dazzled in Bright sunlight. PREREQ – Darkvision.
• LIGHTWEIGHT – Half base weight, -4 CMD, no attack bonus when charging. PREREQ – Constitution 13 or lower.
• LIVING FAITH – Lose the ability to channel energy for or against undead. PREREQ – Channel Energy.
• LONER – Lose ability to summon animal companion. PREREQ – Animal Companion.
• LOUDMOUTH – -3 to Diplomacy and Stealth.
• LOVE OF NATURE – Must make a Will save to attack animal, plant, or vermin.
• MAGICAL FASCINATION – -2 on attacks and skill checks when in sight of a perceivable magical effect.
• MAGICAL OVERLORD – Exchange one of your highest level spells slots for a lower level one. PREREQ – Ability to cast spells.
• MATERIAL DEVOTION – May only use spell trigger items that cast spells on your domain spell lists. PREREQ – Access to Domains.
• MEAGER FORTITUDE – You take a -3 penalty on Fortitude saves.
• METAL INTOLERANCE – Take one additional point of damage whenver struck by metal.
• METHODICAL MAGICAL METHODS – You are considered flat-footed in any round you cast a spell. PREREQ – Ability to cast spells.
• METICULOUS PERFORMER – Initiating or maintaining bardic music is a full-round action. PREREQ – Bardic Music.
• MOUNTED WARRIOR – -2 to attack rolls when not mounted. PREREQ – Ride 1 rank.
• MURKY-EYED – In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
• NO TIME FOR BOOK LEARNING – You are illiterate, can never learn to read, and -1 on all Knowledge checks.
• NONCOMBATANT – You take a -2 penalty on all melee attack rolls.
• OBESE – Have double base weight, lose +1 size bonus to AC and attack, and the Stealth bonus. Pay double for armor. PREREQ – Small size, Dex 13 or lower.
• PATHETIC – Reduce one of your ability scores by 2.
• PHANTOM SPARKS – Spontaneously emit bursts of colored light, -2 Perception and -2 Stealth. PREREQ – Ability to cast spells.
• POOR REFLEXES – You often zig when you should have zagged. EFFECT – You take a -3 penalty on Reflex saves.
• PONDEROUS SPELLCASTER – Casting times are doubled. PREREQ – Ability to cast spells.
• PRIDE OF ARMS – -4 on attack rolls with exotic or simple weapons, unarmed, and touch attacks. PREREQ – Martial Weapons Proficiency.
• QUARTER ELF – Not immune to sleep spells, don’t have enough elven blood. PREREQ – Half-Elf
• QUICK BURNING RAGE – Rage only lasts half your base rage before adding the Con modifier. PREREQ – Rage Ability.
• SHAKY – You take a -2 penalty on all ranged attack rolls.
• SHORT ATTENTION SPAN – -2 on all skill checks to retry a failed check, can’t take 20.
• SHORT OF BREATH – Whenever making a Strength or Constitution roll to Run, Climb, Jump, or Swim, make a Fort save or be fatigued.
• SKULKER – Must make a (DC10 + enemy lvl) Will save or become Shaken whenever a foe engages you in combat.
• SLOW – Your base land speed is reduced by 10’.
• SLOW HEALING – You don’t recover hit points naturally. PREREQ – Con 13 or lower.
• SLOW TO ANGER – Entering a Rage is a full-round action. PREREQ – Rage Ability.
• SOLITARY PARAGON – -4 to attacks made against a foe you flank.
• STUBBY FINGERS – -4 to attacks with light or one-handed weapons, -2 to Disable Device, Slight of Hand, and Climb checks. PREREQ – Dwarf, Gnome, or Halfling.
• SUPERSTITIOUS – Whenever you see an item, effect, or location obviously created by magic you become Frightened. PREREQ – Inability to cast spells.
• TERRAIN SPECIALIST – -2 on Wild Empathy checks, Perception, Survival, and Tracking in terrain other than the Favored Terrain. PREREQ – Favored Terrain (must be chosen at level 1)
• TEST SUBJECT – Choose three magic schools, take -2 penalty to saving throws vs spells of those categories.
• TRIVIAL PERFORMER – Save DC against your fascinate, suggestions abilities is halved and bardic performance abilities benefits end when music ends.
• UNCONTROLLABLE RAGE – Cannot enger rage voluntarily, must have received harmful damage or effect. PREREQ – Rage Ability.
• UNREACTIVE – You are slow to react to danger. EFFECT – You take a -5 penalty on initiative checks.
• VULNERABLE – You take a -1 penalty to Armor Class.
• WARRIOR OF THE PHALANX – -4 to attack rolls when not adjacent to an ally.
• WEAK BLOODED SORCERER – Lose your level 1 Bloodline Power. PREREQ – Bloodline Powers.
• WEAK WILL
• WEAPON BOUND – Lose proficiency in all weapons except a deity’s favored. PREREQ – Devotion to a Specific Deity.
• WILD – Whenever entangled, pinned, or bound, immediately become Panicked.