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SOCIAL TRAITS

Adopted: You were adopted and raised by someone not of your 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.

Amiable Blunder: Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Once per day when you fail an Influence check by 5 or more and would cause an NPC’s attitude toward you to worsen, you can immediately attempt another Influence check against the same DC as a free action. If you succeed at this second Influence check, the character’s attitude doesn’t change, as though you had failed the original check by 4 or less.

Avid Reader: Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.

Beastkin: Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.

Charming: 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 Influence 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.

Clever Wordplay: Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Friends in Low Places: Outcasts know their own, and that knowledge opens doors and loosens tongues. Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.

Gesture Expertise: You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures and to understand gestures with the Linguistics skill.

Grim Optimism: Growing up with no one to rely on but yourself, you learned to keep a realistic view of your situation and avoid falling into the trap of cynicism with a healthy dose of wit. As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.

Marked by Unknown Forces: That which has marked you for power has also given you proof to show others. You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth — a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).

Monster Scholar: Your study of monsters keeps you well informed. Choose either Knowledge (arcane), Knowledge (dungeoneering), or Knowledge (nature). Whenever you succeed at a Knowledge check to identify a creature and its special powers or vulnerabilities with the chosen skill, you gain one additional piece of useful information (as if your skill check result had been 5 higher).

Monster Stalker: You’ve been raised to hunt certain beasts. Choose either aberrations, animals, dragons, fey, magical beasts, oozes, or vermin. You gain a limited version of the scent ability (15 feet normal, 30 feet upwind, 5 feet downwind) that detects only your chosen creature type.

Numerological Gift: Since birth, you have had an innate connection with a certain number. When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll this number on a d20, you may treat that roll as if was a natural 20 instead.

Official Ties: You maintain a friendship with one or more figures of authority. You gain a +2 trait bonus on Influence checks to influence people in positions of authority aware of your contact and who have an attitude of no worse than indifferent toward the government the contact represents. You also take a -2 penalty on Influence checks to influence criminals and agents of opposing governments, if those characters are aware of your association with authorities. If you lose your contact, you lose the benefits of this trait for 1 month, after which you can make a new contact.

Self-Reliant: You know how to work with your hands and aren’t dependent on complex tools. When attempting Craft checks, you take no penalty when using improvised tools. At the GM’s discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.

Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Vigilant Spycatcher: Paranoid parents or a military trainer taught you to keep vigilant for spies. If you roll less than 10 on Perception checks to see through disguises, determine your result as if you had rolled 10.

Voices in your Head: Through pacts with eldritch beings or a simple quirk of circumstance, your voice has an uncanny rapport with those swept up in madness. Once per day as an immediate action, you can issue a command to a confused creature within 30 feet. This allows the creature to immediately reroll on the confused condition table, and you can pick which of the two actions the creature takes. Confused creatures do not need to understand you for this trait to take effect.

Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.

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