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MAGIC TRAITS

Chronosense: You have an acute innate sense of time; you always know the date and time of day. You can automatically sense auras left by Time sphere effects and similar magic within 20 feet.

Daysense: You can sense the positions of the celestial bodies, even when you are underground or they are out of sight. This allows you to always know the precise time and the direction of true north. In addition, you gain a +1 trait bonus on Knowledge (Geography) and Survival checks, and one of these skills (of your choice) becomes a class skill.

Dramatic Teleportation: When you teleport you can create a minor sensory effect so long as it is related to a Perform skill you have at least one rank in (such as a leaving behind echoing laughter with (comedy) or using (wind instruments) to herald your arrival with a flute’s flourish). Perform is always a class skill for you. If it is already a class skill for you, or you later gain it as a class skill from another source, you instead gain a +1 trait bonus to a Perform skill of your choice.

Elemental Accident: A traumatic experience in your childhood, such as surviving a violent earthquake, fleeing a shipwreck, escaping a devastating fire, or getting struck by lightning, caused you to develop a fear of the corresponding element. You can instinctively shield yourself against elemental dangers of that type. Select acid, cold, electricity, or fire at character creation (once chosen, this damage type can’t be changed). Once per day when you are subjected to an attack or effect that deals energy damage of that type, you can gain resistance 10 against that damage type for 1 round as an immediate action. This resistance does not stack with any existing resistance you might have against that energy type.

Gifted Adept: 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.

Guiding Spirit: You’ve always felt that you were not alone in this world and that a mysterious guiding spirit watches over you with singular focus. You may have briefly glimpsed this strange spirit — or maybe you simply feel its presence in times of need. Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.

Hedge Magician: You apprenticed for a time to an artisan 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 required cost to make the item by 5%.

Horrifying Mind: When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.

Kin Bond: The bond between you and a close sibling is nearly mystical. Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.

Linked Surge: Once per day, you may make a Strength- or Constitution-based ability check or skill check using you eidolon’s ability score in place of your own. Your eidolon must be summoned and with 30 feet for you to use this trait.

 

Magic Wardrobe: You can use a hint of teleportation magic to instantly change clothes. As a swift action, you can swap a outfit you’re currently wearing for another outfit in your possession, as well as don or remove individual pieces of clothing or jewelry. If you choose to affect a magical piece of clothing (such as a hat or ring) you are limited to only affecting it, either swapping it with another magical item of the same slot, removing it, or donning it. You may not use this trait to don or remove armor. This trait is a supernatural ability.

Magical Knack: 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 raise your caster level above your current Hit Dice.

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also 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 that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Omen Reader: You may cast read magic as a spell-like ability which you may use at-will as a standard action. For the purpose of this spell-like ability, your effective caster level is equal to 1/2 your HD (minimum 1).

Overwhelming Beauty: Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Pocket Space: You have slight talent or training in the magical art of bending space. This grants you a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die, all contents of your pocket space appear in your square, or the nearest unoccupied space.

Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Scotopic Aura: You gain darkvision 60 ft. with respect to your own areas of darkness only.

Shrouded Casting: You have learned the secret to casting some spells without lesser material components. Choose one school of magic when you pick this trait. You can cast spells from that school as if you had the Eschew Materials feat.

Sun-Blessed: Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life. Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

Tenacious Shifting: You’ve discovered the secret of stable transmutations. Any transmutation spell you cast upon yourself has its duration increased by 2 rounds. Transmutation spells with an instantaneous duration are not affected by this trait.

Twisted Tattoo: Your exposure to eldritch phenomena has caused your skin to develop a strange pattern. Once per day as you cast a spell whose casting time is 1 round or less, you can roll 1d4-2 and add the result to that spell’s effective caster level. In an area of primal magic, the minimum result of this roll is 0, not -1.

Unorthodox Casting: Choose any one mental ability score, you use that score as your casting ability score for any sphere casting classes you have, thus affecting the use of spheres, talents, spell points, etc. This does not change or otherwise affect any class specific features they may have based on another ability score, unless that class feature specifically calls out a casting ability score anywhere in the class feature.

Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

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