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RACE TRAITS

Aasimar

Clergy Member: You belong to a particular faith, and your religious leaders see you as a mortal aspect of their deity. You are treated with respect and graciousness whenever you visit a temple of your faith. You receive a +1 trait bonus on Influence checks when interacting with ordained members of your religion, and once per week you can request aid from a temple of your faith. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for an inexpensive nonmagical item.

Innocent: No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. When you make an Influence check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your check. This bonus only applies if the lie you tell is either believable or unlikely.

Martyr's Blood: You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism. As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.

Moral Compass: Be it a celestial voice or the memory of an incorruptible mentor or teacher, you are possessed of an ethical spirit guide. Once per day, you can consult your spiritual center to gain the benefits of a phylactery of faithfulness for 1 round.


Catfolk

Canopy Prowler: You learned to hunt from above, where your prey seldom searches for danger. You gain a +1 trait bonus on climb checks, and Athletics is always a class skill for you. If you possess the climber racial feature, you also gain a +1 trait bonus on Stealth checks while climbing.

Cat Napper: You’re good at catching a little shut-eye in between all of your other daily activities to ensure that you get plenty of rest each day. Any nap of at least a 1-hour duration during the day may be subtracted from the usual eight hours of rest needed to recover hit points normally. If you take at least four such naps in addition to a normal 8-hour rest, you recover hit points and ability damage at double the normal rate (as if you had spent a full day of downtime resting in bed).

Polydactyl: You were born with an extra digit on each hand and foot. You gain a +1 trait bonus to climb checks and CMB checks to grapple or steal.


Dhampir

Desecrated Birth: You were birthed under the auspices of evil rites and signs. You gain a +2 trait bonus on saving throws against spells and effects with the good descriptor.

Horrific Sire: Your vampiric parent was far from human. When you select this trait, choose one humanoid race other than dhampir. You gain any subtypes inherent to that race, and you may qualify for any feats that list that race as a prerequisite as though you were a member of that race. You must meet any additional prerequisites as usual.

Left for Dead: As an infant, you were left for dead by fearful parents. You were raised by the children of the night: bats, rats, and wolves. You can influence such animals as though with the druid’s wild empathy class feature, using your total Hit Die -2 in place of your druid level.

Unidentifiable Appeal: The unnatural symmetry of your face gives you an attractiveness that is at once captivating but hard to quantify. You gain a +1 trait bonus on Disguise checks and a +1 trait bonus on Influence checks made to influence those who would be attracted to you.

Duskwalker

Mask Affinity: You have fashioned a particularly splendid, artistic, or fearsome mask compared to other duskwalkers, and the hard work you put into the mask mirrors your own deeper affinity for it. You receive a +1 trait bonus to all saving throws against negative energy effects, death effects, and energy drain while wearing your mask.

Unlife’s Bane: You have fought against the undead ever since you were old enough to pick up a weapon, and you have learned a few tricks over the years for how best to destroy them. You gain a +1 trait bonus on weapon damage against undead.


Dwarf

Glory of Old: 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.

Militant Merchant: 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.

Spellcaster's Anathema: You see arcane magic as untrustworthy and its use as a calamity waiting to happen. You gain a +1 trait bonus on attack rolls against arcane spellcasters.


Elf

Forlorn: 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 saves.

Serene Mindscape: Elven culture is one of peace; a tradition that you exemplify. You gain a +1 trait bonus on saving throws against mind-affecting spells with the fear or emotion descriptors.

Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Wild Stride: Choose a favored terrain from those listed in the ranger favored terrain class ability. You can move through naturally occurring difficult terrain without any penalty while within your favored terrain. Terrain created or modified by magic or traps affects you normally.


Fetchling

Shadow Plane Savant: You have a greater connection to the Shadow Plane than most, and can draw its essence to you for a short while. You can cast shade once per day as a spell-like ability. Use your character level as the spell’s caster level.

Umbral Ancestry: You are a native of the Plane of Shadows. You do not gain the native subtype.


Gnome

Animal Friend:  You’ve long been a friend to animals, and feel safer when animals are nearby. Handle Animal is always a class skill for you, and 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.

Naturally Gifted: For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability — one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.

Prankster: You always have a great idea for a prank. You gain a +1 trait bonus on dirty trick combat maneuver checks. You also gain a +1 trait bonus to your CMD when an opponent attempts a dirty trick combat maneuver check against you. If you succeed at a dirty trick combat maneuver check against a flat-footed opponent, increase the duration of the condition caused by 1 round.

Zealot: You aren’t just faithful to the worship of your patron deity — you are obsessively loyal to all of the faith’s tenets and guidelines. Your devotion is an anchor that keeps you from drifting away into the throes of the Bleaching, and you cling to it like the life raft it is. You must match the alignment of your chosen deity exactly. You gain a +1 trait bonus on Knowledge (divine) checks, and that skill is a class skill for you. As long as you remain completely faithful to the tenets of your faith, you never suffer from the Bleaching.


Half-Elf

Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of their quick reflexes. You gain a +2 trait bonus on Initiative checks.

Trade Talk: You picked up not only the basics of your human parent’s profession, but also the lingo typical of the craft. Choose a Craft or Profession skill. You gain a +1 trait bonus on checks with the chosen skill, and a +1 trait bonus on Influence and Sense Motive checks when dealing with people in the context of that craft or profession.


Halfling

Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Lettered: You can read a smattering of most languages and know enough to make pretty good guesses about the rest. Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.

Well-Informed: 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. You gain a +1 trait bonus on gather information checks and on Knowledge (civilization) checks.


Human

Carefully Hidden: 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.

Pragmatic Polytheist: You pray to whatever local deity will answer your prayers — and if they won’t, to hell with them. You gain a +1 trait bonus on Knowledge (divine) checks and can make Knowledge (divine) checks as if trained. Once per day, you can cast resistance on yourself as a spell-like ability cast at your highest caster level (CL 1st if you have no caster level).

Ruin Delver: 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.

World Traveler: 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: Influence, Knowledge (civilization), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.


Ifrit

Fiery Glare: You are able to use your unearthly nature to frighten others. You can always take 10 on Influence checks made to intimidate.

Firelight: Parts of your body flicker and glow like flames. Your eyes or hair (or both, chosen when you select this trait) produce a hearth-orange glow, shedding light as a candle. You can suppress this ability as a free action.

Snap Ignition: You are a pyromaniac by nature and love nothing more than setting fires. As a full-round action, you can produce a small flame at the end of your finger that ignites combustible materials as a tindertwig. Alternatively, you can maintain a flame equivalent to a candle by spending a standard action each round to concentrate on it.

Kitsune

Exuberant: Many kitsune are known for lively performances, but yours especially improve the morale of those who experience them. Whenever you grant a morale bonus to one or more allies using a spell or special ability, you can increase the morale bonus that you grant by +1. This ability can be used once per day.

Kitsune Loyalty: You never go back on your word and you are unquestionably devoted to your friends and allies. You gain a +1 trait bonus on saving throws against charm and compulsion effects.

Nine-Tailed Scion: You are talented with kitsune magic. You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat.


Oread

Sentinel of Stone: Your endless patience makes you an exceptional sentinel. You gain a +1 trait bonus to Initiative and Perception checks. Additionally, whenever your Initiative score is tied with another creature’s Initiative score, you may simply elect to act first in the Initiative order. If your score is tied with that of another creature that also possesses this race trait or a similar ability, determine the order of actions normally.

Stoic Dignity: You are an unmoving rock for those who see you as an authority figure. As long as you are conscious, you and all allies within 10 feet gain a +1 bonus on saving throws against mind-affecting effects you are not already suffering from. This is a trait bonus for you and a morale bonus for your allies.

Stonebreaker: Willing or indentured, you served some period of time as a sort of living siege weapon for an army or mercenary outfit. You may ignore 1 point of hardness when attacking or attempting to sunder stone, crystalline, or earthen objects.

Strength of Earth: You have weathered many seasons of trouble and tragedy. You gain 2 additional hit points.


Samsaran

Flash of Memory: You gain brief flashes of insight from your past lives at a moment’s notice. Three times per day after making an ability check, attack roll, initiative check, saving throw, or skill check, you may add a +1 trait bonus to your roll. You must use this ability before the result of your roll is revealed.

Trait from the Past: You have manifested a particular personality quirk that once belonged to one of your past selves, allowing you to possess multiple traits of a single type. Select any combat, faith, magic, or social trait that you don’t already possess. This trait grants the same benefits as the selected trait. You cannot select the chosen trait again.


Seedling

Fast Striker: Your family or clan has been in a constant state of combat since before you were born. Whether attempting to resist the encroachment of civilization or settling in a new territory, you can quickly uproot yourself in response to necessity. You can end your planting as a move action instead of a standard action.

Woodwise: Wooden objects, creatures, and constructs are one of your specialties. You gain a +1 trait bonus on all Knowledge checks to identify plant creatures and constructs made from wood, as well as any Appraise or Knowledge check involving a wooden object.


Sylph

Aerial Observer: You are practiced at noticing details from high up. You gain a +2 trait bonus on Perception checks while you are at least 30 feet above ground level.

Following Breeze: You always seem to be chased by drafts of moving air and know exactly the right moment and method to lift yourself on them. As long as you get a running start, you gain a +2 trait bonus to Athletics checks made to jump. Your speed increases by 5 feet when you use the run action.

Gift of Breath: Your heritage has blessed you with powerful lungs. You can hold your breath for a number of rounds equal to four times your Constitution score before you risk drowning. This ability does not stack with the hold breath special quality.

Wind-Carried Voices: You are a master of seeing through falsehoods and sharing secrets — the wind itself seems to carry your voice to those you trust. You gain a +1 trait bonus on Sense Motive checks to tell when someone is lying to you. Additionally, at will, as long as you are outdoors or in an area where there is noticeable air movement, you can whisper to any creature from up to 30 feet away. You can only designate one person in sight to hear your voice, and nearby creatures can hear these messages with a successful DC 20 Perception check. This is an extraordinary ability that otherwise functions as message.

Tengu

Find the Hidden: You have an innate magical talent for finding hidden treasure and other hidden things. You know the sift cantrip and may cast that spell twice 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.


Tiefling

Beast Bully: You have learned how to exploit the fear felt by creatures of the natural world when they sense the shadow in your soul. You can use Influence instead of Handle Animal when attempting to handle or push an animal.

Malign Instrument: Select a good-aligned deity. Add 1 to the DCs of your spells' saves when targeting a good-aligned outsider or a spellcaster who serves this deity.

Motherless: Your birth killed your mother, and you have learned - even before words - how to manipulate others into looking after you. You gain a +2 trait bonus to Disguise and Influence checks made for the purpose of making you seem injured, sickly, or weak.

Repentant: You grieve for the evil wrought by your own ancestors. While you maintain a non-evil alignment, you gain a +1 trait bonus on Will saving throws and on Initiative checks.

Sin-Born: Like your fiendish ancestors, evil is a literal part of your being. You gain the evil subtype. Your alignment is irrelevant to this racial feature; your physical body carries the taint of evil, regardless of your metaphysical alignment.


Undine

Blood from Salt: You were born to piracy, and took to it like a duck to water. You gain a +1 trait bonus on melee attack rolls when either you or your target stands aboard a ship.

Marid's Fury: Your marid ancestry is particularly strong, and magic runs thick through your veins. When you use your hydraulic push spell-like ability, it can extinguish magical fires if you succeed at a caster level check (DC 11 + the fire's caster level).

Slippery Step: You are used to walking on wet and slippery surfaces. You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics and Athletics checks on wet surfaces or in wet terrain.

Whiteout: When the air is full of water, your elemental blood allows you to blend with your surroundings and become one with the precipitation. In areas of nonmagical fog, rain, snow, or similar conditions, you gain a 10% miss chance that stacks with other sources of concealment.

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