BACKGROUNDS
Acolyte
Ability Boost: Intelligence or Wisdom
Bonus Feat: Believer's Boon
Class Skills: Spellcraft and Lore (one deity of your choice)
Healing Arts: You can spend one hit die to cast cure light wounds.
Clerical Arts: At 5th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to cast bless or shield of faith, two hit dice to cast spiritual weapon, and three hit dice to cast daylight.
Animal Whisperer
Ability Boost: Wisdom or Charisma
Bonus Feat: Animal Affinity or Nature Soul
Class Skills: Handle Animal and Lore (one terrain of your choice)
Animal Affinity: You can spend one hit die to cast call animal. At 5th level, you can spend three hit dice to cast dominate animal.
Artisan
Ability Boost: Dexterity or Charisma
Bonus Feat: Prodigy or Tool Optimizer
Class Skills: Lore (art) and one Craft skill of your choice
Master Crafter: You can spend one hit die to roll it and add the result to a Craft check. At 13th level, you can elect to permanently reduce your hit dice by five. If you do, you can spend hit dice to cast major creation with unlimited duration. Casting in this way requires five hit dice when creating vegetable matter, six when creating stone or crystal, seven when creating precious metals, eight when creating gems, and nine when creating rare metals like mithral or adamantine.
Assassin
Ability Boost: Dexterity or Wisdom
Bonus Feat: Go Unnoticed or Sneaky Vagabond
Class Skills: Lore (underworld) and Stealth
Ambush: When you attack a creature that is unaware of your presence, you can spend one hit die to deal an extra 1d6 precision damage. At 5th level, you can spend two hit dice to cast silence.
Barkeep
Ability Boost: Constitution or Charisma
Bonus Feat: Drunkard's Recovery or Potion Glutton
Class Skills: Influence and Profession (barkeep)
Strong Liver: You can spend one hit die to roll it and add the result to any saving throw against poison or the sickened and nauseated conditions. At 9th level, you can spend one hit die to reroll a failed Fortitude save. You must take the new result, even if it is worse.
Bounty Hunter
Ability Boost: Strength or Wisdom
Bonus Feat: Alertness or Street Smarts
Class Skills: Athletics and Lore (scouting)
Hunter's Mark: Whenever you rest, choose a creature type (or subtype). For the next 24 hours, you can spend one hit die to add the result to an attack roll or saving throw against creatures of that type. At 5th level, you can spend three hit dice to cast locate creature.
Charlatan
Ability Boost: Intelligence or Charisma
Bonus Feat: Conceal Aura or Deceitful
Class Skills: Deception and Lore (underworld)
Silver Tongue: You can spend one hit die to roll it and add the result to a Deception check made to tell a falsehood. At 9th level, you can elect to permanently reduce your hit dice by five. If you do, you may present whatever surface thoughts you like to creatures attempting to read your mind, and truth-compelling effects like zone of truth appear to work on you, but do not.
Cursed
Ability Boost: Intelligence or Charisma
Bonus Feat: Cursed Conduit or Necromantic Affinity
Class Skills: Lore (curses) and Survival
Heart of Darkness: You can spend one hit die to cast cause fear. At 5th level, you can spend three hit dice to cast bestow curse.
Descended from Heroes
Ability Boost: Dexterity or Charisma
Bonus Feat: Additional Traits
Class Skills: Influence and Lore (your ancestors)
Destined to Succeed: You can spend one hit die as an immediate action to roll it and add the result to an attack roll, saving throw, or skill check. At 9th level, you can use this ability to force an enemy to reroll one attack targeting you.
Diplomat
Ability Boost: Intelligence or Charisma
Bonus Feat: Cosmopolitan or Orator
Class Skills: Influence and Lore (one city of your choice)
First Impression: When you first encounter someone, you can spend one hit die to make an immediate Influence check to improve their opinion of you.
Unflappable: At 9th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to make allies immune to both charm and fear as long as they remain within 10ft of you. This effect lasts until the next time you rest.
Entertainer
Ability Boost: Dexterity or Charisma
Bonus Feat: Cat's Fall or Graceful Athlete
Class Skills: Acrobatics and one Perform skill of your choice
Well-Practiced: You can spend one hit die to roll it and add the result to a Perform check.
Consummate Performer: At 5th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to cast charm person or silent image, two hit dice to cast enthrall, and three hit dice to cast hypnotic pattern.
Farmer
Ability Boost: Constitution or Wisdom
Bonus Feat: Animal Affinity or Nature Magic
Class Skills: Handle Animal and Profession (farmer)
Of the Land: You can spend one hit die to roll it and add the result to any Athletics or Handle Animal check or to any saving throw against the fatigued and exhausted conditions.
Reliable: At 13th level, when you attempt a skill check with a class skill and the die result is a 9 or lower, you can spend one hit die to make it a 10 instead.
Fortune-Teller
Ability Boost: Intelligence or Charisma
Bonus Feat: Fortune Teller or Prophetic Visionary
Class Skills: Knowledge (occult) and Lore (fortune-telling)
Vivid Visions: Whenever an ally within 30ft makes an attack roll, saving throw, or skill check, you can spend one hit die as an immediate action to add 1d4 to the roll. At 13th level, this bonus increases to 1d8.
Gambler
Ability Boost: Dexterity or Charisma
Bonus Feat: Deft Hands or Strong Comeback
Class Skills: Lore (games) and Sense Motive
Lucky Draw: You can spend one hit die to roll it and add the result to any gambling-based skill check.
Tempt Fate: At 5th level, whenever you take a rest, you can spend one hit die to randomly rearrange your ability scores slightly. When you do this, decrease one randomly-selected ability score by 1d8 and increase two randomly-selected ability scores by 1d6. The changes last until the next time you rest.
Herbalist
Ability Boost: Constitution or Wisdom
Bonus Feat: Herbal Components or Self-Sufficient
Class Skills: Heal and Lore (herbalism)
Herbal Concoctions: Whenever you take a rest, you can spend one hit die to make a potion of cure light wounds. At 5th level, you can spend two hit dice to make a potion of enhance body or enhance mind. These potions cannot be sold and become useless after 24 hours.
Hermit
Ability Boost: Constitution or Intelligence
Bonus Feat: Nature Soul or Wildling
Class Skills: Survival and Lore (one terrain of your choice)
Solitary Nature: You can spend one hit die to cast vanish. At 9th level, you can spend five hit dice to cast commune with nature.
Hunter
Ability Boost: Dexterity or Wisdom
Bonus Feat: Beast Hunter or Needle in a Haystack
Class Skills: Knowledge (nature) and Lore (scouting)
Hunter Senses: You can spend one hit die to roll it and add the result to any Survival check made to track a creature.
Strike Vitals: At 5th level, you can spend one hit die to roll it and add the result to a ranged damage roll.
Mage
Ability Boost: Intelligence or Charisma
Bonus Feat: Magical Aptitude or Skill Focus (Spellcraft)
Class Skills: Lore (one school of magic) and Spellcraft
Magical Knack: You can spend one hit die to cast magic missile or shield. At 5th level, you can elect to permanently reduce your hit dice by one. If you do, choose a single Wizard spell of 3rd-level or lower. You can cast this spell by spending one hit die per spell level.
Medic
Ability Boost: Constitution or Wisdom
Bonus Feat: Magical Aptitude or Skill Focus (Heal)
Class Skills: Heal and Profession (doctor)
First Aid: Whenever you take a rest, you can attempt a DC 15 Heal check. If you succeed, everyone who spends hit dice to heal (including you) heals +1 HP for every hit die spent. At 5th level, you can spend three hit dice to cast breath of life.
Merchant
Ability Boost: Intelligence or Charisma
Bonus Feat: Persuasive or Skill Focus (Appraise)
Class Skills: Appraise and Lore (mercantile)
Eye for Value: You can spend one hit die to roll it and add the result to any check made to haggle over prices or assess the value of merchandise.
Security-Conscious: At 5th level, you can spend one hit die to cast alarm or arcane lock, two hit dice to cast locate object, or three hit dice to cast see invisibility. These can only be used on items you own.
Noble
Ability Boost: Intelligence or Charisma
Bonus Feat: Noble Scion
Class Skills: Influence and Lore (one city of your choice)
Power of the Purse: Whenever you fail to use Influence to make a request, you can spend one hit die and make a bribe of at least 10gp to try again with a bonus equal to 1/10 the amount you spent. This can only be attempted once per request.
Commanding Words: At 9th level, you can elect to permanently reduce your hit dice by two. If you do, you can spend one hit die to cast command and two hit dice to cast hold person or zone of truth.
Nomad
Ability Boost: Constitution or Wisdom
Bonus Feat: Cosmopolitan or Street Smarts
Class Skills: Athletics and Knowledge (geography)
Swift of Foot: You can spend one hit die to cast longstrider. At 5th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to cast expeditious retreat, two hit dice to cast spider climb or water walk, and three hit dice to cast fly.
Ruin-Delver
Ability Boost: Constitution or Intelligence
Bonus Feat: Alertness or Edge Runner
Class Skills: Knowledge (history) and Lore (archeology)
Danger Sense: You can spend one hit die to roll it and add the result to any saving throw made to avoid a trap or natural hazard. At 9th level, you can spend one hit die to gain evasion (as the rogue ability) against a single trap, magical attack, or hazard.
Sailor
Ability Boost: Strength or Dexterity
Bonus Feat: Sea Legs or Waterway Caster
Class Skills: Athletics and Profession (sailor)
Sea Legs: You can spend one hit die to gain a swim speed equal to your base land speed for a number of rounds equal to your character level. At 5th level, you can spend three hit dice to cast water breathing (self only).
Scholar
Ability Boost: Intelligence or Wisdom
Bonus Feat: Dilettante or Scholar
Class Skills: Lore (academia) and one Knowledge skill of your choice
Researcher: You can spend one hit die to roll it and add the result to any Knowledge check. At 5th level, you can spend one hit die to reroll a Knowledge check. You must take the new result, even if it is worse.
Thief
Ability Boost: Dexterity or Intelligence
Bonus Feat: Sneaky Vagabond or Stealthy
Bonus Language: Thieves' Cant
Class Skills: Lore (underworld) and Sleight of Hand
Infiltration: You can spend one hit die to roll it and add the result to any check made to pick a lock or penetrate a security system. At 5th level, you can spend two hit dice to cast invisibility (self only).
Tinker
Ability Boost: Dexterity or Intelligence
Bonus Feat: Deft Hands or Tool Optimizer
Bonus Language: Tinker's Cant
Class Skills: Lore (gadgetry) and Knowledge(engineering)
Experimenter: You can spend one hit die to roll it and add the result to any check made to craft an alchemical or magic item. At 5th level, whenever you rest, you can attempt a DC 15 Craft check to invest one hit die into a weapon or suit of armor. The invested item gains a bonus to either AC (armor) or attack and damage (weapon). Each time the item is either used (weapon) or targeted by an attack (armor), the bonus decreases by one.
Warrior
Ability Boost: Strength or Constitution
Bonus Feat: Combat Advice or Shrug On
Class Skills: Athletics and Knowledge (martial)
Phalanx: When a creature within your reach targets any creature other than yourself with an attack, you can spend one hit die to make an attack of opportunity against them. At 9th level, you can spend one hit die as an immediate action to reduce the damage you take from an attack by half (rounded up).