From: <ama...@us...> - 2010-11-01 19:04:46
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Revision: 13688 http://pcgen.svn.sourceforge.net/pcgen/?rev=13688&view=rev Author: amaitland Date: 2010-11-01 18:24:07 +0000 (Mon, 01 Nov 2010) Log Message: ----------- Update Traits - some user submission Modified Paths: -------------- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_traits.lst Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_traits.lst =================================================================== --- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_traits.lst 2010-11-01 18:18:36 UTC (rev 13687) +++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_traits.lst 2010-11-01 18:24:07 UTC (rev 13688) @@ -54,18 +54,18 @@ Suspicious KEY:Suspicious_Trait CATEGORY:Special Ability TYPE:Trait.BasicTrait.SocialTrait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Suspicious],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.SocialTrait] DESC: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. BONUS:SKILL|Sense Motive|1|TYPE=Trait CSKILL:Sense Motive SOURCEPAGE:p.6 ###Block: Campaign Traits -Favored Son/Daughter CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region's secrets, and the locals already know who you are. You are well liked in town, and you'll have lots of friends in the region, but the town's tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you'll get different benefits. BONUS:ABILITYPOOL|Campaign Trait Choice|1 -Favored Son/Daughter / Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn) PREABILITY:1,CATEGORY=Trait,Favored Son/Daughter CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Not Implemented Yet. Ameiko is one of Sandpoint's most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you're guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of your loot for you-as a result, you gain an additional 10%% over the amount of gp you normally would get from selling off treasure. -Favored Son/Daughter / Belor Hemlock (town sheriff) PREABILITY:1,CATEGORY=Trait,Favored Son/Daughter CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Not Implemented Yet. Belor, Sandpoint's no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person. +Favored Son/Daughter KEY:Favored Person_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Favored Person_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] CATEGORY:Special Ability TYPE:Trait.CampaignTrait DESC:You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region's secrets, and the locals already know who you are. You are well liked in town, and you'll have lots of friends in the region, but the town's tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you'll get different benefits. BONUS:ABILITYPOOL|Campaign Trait Choice|1 BONUS:SKILL|Knowledge (Local)|1|TYPE=Trait CSKILL:Knowledge (Local) SOURCEPAGE:p.330 +Favored Son/Daughter / Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn) KEY:Favored Person ~ Ameiko_Trait PREABILITY:1,CATEGORY=Special Ability,Favored Person_Trait CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Ameiko is one of Sandpoint's most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you're guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of your loot for you-as a result, you gain an additional 10%% over the amount of gp you normally would get from selling off treasure. SOURCEPAGE:p.330 +Favored Son/Daughter / Belor Hemlock (town sheriff) KEY:Favored Person ~ Belor_Trait PREABILITY:1,CATEGORY=Special Ability,Favored Person_Trait CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Belor, Sandpoint's no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person. SOURCEPAGE:p.330 -Black Sheep CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You were born and raised in the town of Sandpoint. You know many of the region's secrets and the locals already know who you are. You aren't quite hated in town, but folk seem to think you're a troublemaker and a bastard and not to be trusted. The town's tougher folk respect you, but the law-abiding citizens don't. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen of Sandpoint from below as an ally; depending on the person you pick, you'll get different benefits. BONUS:ABILITYPOOL|Campaign Trait Choice|1 -Black Sheep / Aliver "Pillbug" Podiker (apothecary) PREABILITY:1,CATEGORY=Trait,Black Sheep CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Not Implemented Yet. Everyone suspects sweaty, shifty-eyed Pillbug sells poisons from his cluttered, acrid smelling wreck of a shop. You're one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and Pillbug will continue to sell you poison as long as you don't spread the word. -Black Sheep / Titus Scarnetti (bitter nobleman) PREABILITY:1,CATEGORY=Trait,Black Sheep CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Not Implemented Yet. Scarnetti Manor was hit hard recently, and the revelation of Scarnetti's ties to Sczarni criminals damaged his reputation as well. He's eager to rebuild his presence in town, and you're one of the ones he's selected as an agent. Choose one of the following skills - Bluff, Sleight of Hand, or Stealth. Your work for Scarnetti gives you a +1 trait bonus on that skill, and it is always a class skill for you. +Black Sheep KEY:Black Sheep_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Black Sheep_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] CATEGORY:Special Ability TYPE:Trait.CampaignTrait DESC:You were born and raised in the town of Sandpoint. You know many of the region's secrets and the locals already know who you are. You aren't quite hated in town, but folk seem to think you're a troublemaker and a bastard and not to be trusted. The town's tougher folk respect you, but the law-abiding citizens don't. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen of Sandpoint from below as an ally; depending on the person you pick, you'll get different benefits. BONUS:ABILITYPOOL|Campaign Trait Choice|1 BONUS:SKILL|Knowledge (Local)|1|TYPE=Trait CSKILL:Knowledge (Local) SOURCEPAGE:p.330 +Black Sheep / Aliver "Pillbug" Podiker (apothecary) KEY:Black Sheep ~ Aliver_Trait PREABILITY:1,CATEGORY=Special Ability,Black Sheep_Trait CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Everyone suspects sweaty, shifty-eyed Pillbug sells poisons from his cluttered, acrid smelling wreck of a shop. You're one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and Pillbug will continue to sell you poison as long as you don't spread the word. SOURCEPAGE:p.331 +Black Sheep / Titus Scarnetti (bitter nobleman) KEY:Black Sheep ~ Titus_Trait PREABILITY:1,CATEGORY=Special Ability,Black Sheep_Trait CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Scarnetti Manor was hit hard recently, and the revelation of Scarnetti's ties to Sczarni criminals damaged his reputation as well. He's eager to rebuild his presence in town, and you're one of the ones he's selected as an agent. Choose one of the following skills - Bluff, Sleight of Hand, or Stealth. Your work for Scarnetti gives you a +1 trait bonus on that skill, and it is always a class skill for you. BONUS:SKILL|Profession (Soldier)|Ride|Survival|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.331 -Outlander CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint. BONUS:ABILITYPOOL|Campaign Trait Choice|1 -Outlander / Lore Seeker PREABILITY:1,CATEGORY=Trait,Outlander CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Not Implemented Yet. The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You've come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities-meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. -Outlander / Exile PREABILITY:1,CATEGORY=Trait,Outlander CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Not Implemented Yet. For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks. -Outlander / Missionary PREABILITY:1,CATEGORY=Trait,Outlander CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:Not Implemented Yet. You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia-what that need is, though, you're not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. +Outlander KEY:Outlander_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Outlander_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.CampaignTrait] CATEGORY:Special Ability TYPE:Trait.CampaignTrait DESC:You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint. BONUS:ABILITYPOOL|Campaign Trait Choice|1 +Outlander / Lore Seeker KEY:Outlander ~ Lore Seeker_Trait PREABILITY:1,CATEGORY=Special Ability,Outlander_Trait CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You've come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities-meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. BONUS:SKILL|Knowledge (Arcana)|1|TYPE=Trait CSKILL:Knowledge (Arcana) SOURCEPAGE:p.331 +Outlander / Exile KEY:Outlander ~ Exile_Trait PREABILITY:1,CATEGORY=Special Ability,Outlander_Trait CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks. BONUS:COMBAT|INITIATIVE|2|TYPE=Trait SOURCEPAGE:p.331 +Outlander / Missionary KEY:Outlander ~ Missionary_Trait PREABILITY:1,CATEGORY=Special Ability,Outlander_Trait CATEGORY:Special Ability TYPE:TraitCampaignChoice DESC:You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia-what that need is, though, you're not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. BONUS:SKILL|Knowledge (Religion)|1|TYPE=Trait CSKILL:Knowledge (Religion) SOURCEPAGE:p.331 ###Block: Basic Traits: Racial #Dwarf @@ -98,30 +98,30 @@ ###Block: Regional -Desert Child (desert) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Not Implemented Yet. You were born and raised in rocky deserts. 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. -Highlander (hills or mountains) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Not Implemented Yet. You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. -Log Roller (forest) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks. -Militia Veteran (any town or village) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Your first job was serving in a civilian militia in your home town. Skills learned through 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 +1 trait bonus on that skill, and it is always a class skill for you. -River Rat (marsh or river) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. 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 on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. -Savanna Child (plains) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna'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. -Vagabond Child (urban) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. 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, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. +Desert Child (desert) KEY:Desert Child_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Desert Child_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionTrait DESC:You were born and raised in rocky deserts. 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. SOURCEPAGE:p.332 +Highlander (hills or mountains) KEY:Highlander_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Highlander_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionTrait DESC:You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. BONUS:SKILL|Stealth|1|TYPE=Trait CSKILL:Stealth SOURCEPAGE:p.332 +Log Roller (forest) KEY:Log Roller_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Log Roller_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionTrait DESC:The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks. SOURCEPAGE:p.332 +Militia Veteran (any town or village) KEY:Militia Veteran_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Militia Veteran_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionTrait DESC:Your first job was serving in a civilian militia in your home town. Skills learned through 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 +1 trait bonus on that skill, and it is always a class skill for you. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|SKILLSNAMED|Profession (Soldier)|Ride|Survival BONUS:SKILL|Profession (Soldier),Ride,Survival|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.332 +River Rat (marsh or river) KEY:River Rat_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,River Rat_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionTrait DESC: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 on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. BONUS:WEAPONPROF+Dagger|DAMAGE|1|TYPE=Trait BONUS:SKILL|Swim|1|TYPE=Trait CSKILL:Swim SOURCEPAGE:p.332 +Savanna Child (plains) KEY:Savanna Child_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Savanna Child_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionTrait DESC:You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna'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. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|SKILLSNAMED|Handle Animal|Knowledge (Nature)|Ride BONUS:SKILL|Handle Animal,Knowledge (Nature),Ride|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.332 +Vagabond Child (urban) KEY:Vagabond Child_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Vagabond Child_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RegionalTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.RegionTrait DESC: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, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|SKILLSNAMED|Disable Device|Escape Artist|Sleight of Hand BONUS:SKILL|Disable Device,Escape Artist,Sleight of Hand|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.332 #Religion Traits -Asmodean Demon Hunter (Asmodeus) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Raised in the church of Asmodeus (whether or not you are currently a follower), you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons. -Calistrian Prostitute (Calistria) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You worked in one of Calistria's temples as a sacred prostitute, and you know how to f latter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. -Child of Nature (Gozreh) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you. -Divine Warrior (Iomedae) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons. -Ear for Music (Shelyn) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You spent countless hours of your youth in one of Shelyn's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene. -Eyes and Ears of the City (Abadar) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Your religious training involved serving in 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, and Perception is always a class skill for you. -Flame of the Dawnf lower (Sarenrae) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You have been raised to view yourself as a blade in Sarenrae's service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target. -Fortified Drinker (Cayden Cailean) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Cayden Cailean's holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour. -Guardian of the Forge (Torag) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you. -Magic is Life (Nethys) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Your faith in magic allows you to ref lexively 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. -Patient Optimist (Erastil) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to inf luence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once. -Starchild (Desna) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost. -Undead Slayer (Pharasma) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead. -Veteran of Battle (Gorum) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round. -Wisdom in the Flesh (Irori) CATEGORY:Special Ability TYPE:Trait DESC:Not Implemented Yet. Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally 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 the skill's normal ability score. That skill is always a class skill for you. +Asmodean Demon Hunter (Asmodeus) KEY:Asmodean Demon Hunter_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Asmodean Demon Hunter_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Raised in the church of Asmodeus (whether or not you are currently a follower), you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons. SOURCEPAGE:p.332 +Calistrian Prostitute (Calistria) KEY:Calistrian Prostitute_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Calistrian Prostitute_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:You worked in one of Calistria's temples as a sacred prostitute, and you know how to f latter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|SKILLSNAMED|Diplomacy|Sense Motive BONUS:SKILL|Diplomacy,Sense Motive|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.333 +Child of Nature (Gozreh) KEY:Child of Nature_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Child of Nature_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you. BONUS:SKILL|Survival|2|TYPE=Trait BONUS:SKILL|Knowledge (Nature)|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.333 +Divine Warrior (Iomedae) KEY:Divine Warrior_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Divine Warrior_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons. SOURCEPAGE:p.333 +Ear for Music (Shelyn) KEY:Ear for Music_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Ear for Music_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:You spent countless hours of your youth in one of Shelyn's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene. SOURCEPAGE:p.333 +Eyes and Ears of the City (Abadar) KEY:Eyes and Ears of the City_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Eyes and Ears of the City_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Your religious training involved serving in 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, and Perception is always a class skill for you. BONUS:SKILL|Perception|1|TYPE=Trait CSKILL:Perception SOURCEPAGE:p.333 +Flame of the Dawnflower (Sarenrae) KEY:Flame of the Dawnflower_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Flame of the Dawnflower_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:You have been raised to view yourself as a blade in Sarenrae's service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target. SOURCEPAGE:p.333 +Fortified Drinker (Cayden Cailean) KEY:Fortified Drinker_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Fortified Drinker_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Cayden Cailean's holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour. SOURCEPAGE:p.333 +Guardian of the Forge (Torag) KEY:Guardian of the Forge_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Guardian of the Forge_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you. STACK:NO MULT:YES CHOOSE:NUMCHOICES=1|SKILLSNAMED|Knowledge (Engineering)|Knowledge (History) BONUS:SKILL|Knowledge (Engineering),Knowledge (History)|1|TYPE=Trait CSKILL:LIST SOURCEPAGE:p.333 +Magic is Life (Nethys) KEY:Magic is Life_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Magic is Life_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Your faith in magic allows you to ref lexively 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. SOURCEPAGE:p.333 +Patient Optimist (Erastil) KEY:Patient Optimist_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Patient Optimist_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once. BONUS:SKILL|Diplomacy|2|TYPE=Trait SOURCEPAGE:p.333 +Starchild (Desna) KEY:Starchild_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Starchild_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost. BONUS:SKILL|Survival|4|TYPE=Trait SOURCEPAGE:p.333 +Undead Slayer (Pharasma) KEY:Undead Slayer_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Undead Slayer_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead. SOURCEPAGE:p.333 +Veteran of Battle (Gorum) KEY:Veteran of Battle_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Veteran of Battle_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round. BONUS:COMBAT|INITIATIVE|2|TYPE=Trait SOURCEPAGE:p.333 +Wisdom in the Flesh (Irori) KEY:Wisdom in the Flesh_Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wisdom in the Flesh_Trait],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ReligionTrait] CATEGORY:Special Ability TYPE:Trait.BasicTrait.ReligionTrait DESC:Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally 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 the skill's normal ability score. That skill is always a class skill for you. BONUS:SKILL|Knowledge (Arcana)|1|TYPE=Trait CSKILL:Knowledge (Arcana) SOURCEPAGE:p.333 ###Block: No Traits ability to fill the pool for NPCs and monsters # Ability Name Unique Key Category of Ability Type Visible Description Cost This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |