Pirates of The Jewel Archipelago
-Purity of Faith – Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.
-A Shining Beacon – You carry a burning hatred in your heart for all things demonic, and have studied their weaknesses carefully. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon on a demon. This damage is added only after the damage is totaled, and is not multiplied by the critical hit multiple.
-Cheat Death – Even Bel’s most faithful worshipers usually call upon her only in times of greatest need. Sometimes Bel intervenes on behalf of her faithful; other times, she turns her face away as they sink beneath the waves. Once per day, when you would be reduced to 0 or fewer hit points as a result of a failed ability check, skill check, or saving throw on your part, you may invoke this ability in order to reroll the failed check. You must take the result of the second roll, even if it is worse than the original.
-Expert Boarder – Bel rewards those who board other vessels and take what they want. While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons.
-Honey-Tongued -Your deep understanding of human nature and your readings on social philosophy grant you a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, whether judges, guards, or paladins.
-Lover of the Law – You have a strong belief in the righteousness of law and justice. You receive a +1 trait bonus on saves vs. charm and compulsion spells, and may make a new save with an additional +1 bonus (for a total of +2) if directed to act against the law.
Corellon Larathien -
-Intense Artist – Your devotion to Corellon Larathien has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
-Inner Beauty – Once per day, you can manifest your faith in your god and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.
-Cleansing Light – Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy, you can reroll any damage die that shows a natural 1.
-Illuminator – You speak unusually well when you are filled with the light of El. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
-Good Natured – You have an unusually sunny spirit, and it takes serious doing to dampen your mood. You gain a +2 trait bonus on all saving throws against fear effects.
-Strong Willed – Your fervent desire to choose your own path gives you strong willpower, and you receive a +2 trait bonus on saving throws against charm and compulsion
-Corpse Hunter – You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.
-Spirit Guide – As someone who has performed or observed funeral rites for a wide variety of people, you have a basic understanding of many different religions. You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is always class skill for you.
-Deformed – Your monstrous deformities grant you a +1 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
-Unhinged Mentality – Your divinely-granted madness gives you a +2 trait bonus on saves against confusion, insanity, and fear effects.
-Destructive Blows – You call on your faith to destroy, and you gain a +2 trait bonus on Strength checks made to break things, as well as on combat maneuver checks to sunder.
-Hatred of the Gods – Your god’s own hatred of other deities is reflected in your ability to withstand the attacks of their followers. You gain a +1 trait bonus on all saves against divine spells
-Eye of the Father – You have an innate sense of what is right and wrong in the works you craft, based on your years studying with the church fathers at their forges. You gain +1 trait bonus to a Craft skill of your choice, and Perform is always a class skill for you.
-Defensive Strategist – Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
-Eyes of the Wild – You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
-Know the Land – Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill for you.
-Southsea Child – You were born and raised in the southern seas, either with merchant ships or pirate marauders. Pick either Knowledge(local), Swim, or Profession(sailor), you get +1 to this skill and it is always a class skill. Also you can take 10 on knowledge checks related to ships.
-Middle Kingdoms Nobility – You were born amongst the upper crust of the Imperial Courts. You get a +1 bonus to Knowledge (nobility) and start with 1000gp rather than your class’ usual amount (this does stack with the Rich Parents trait)
-Middle Kingdoms Freeperson – You were born amongst the lower classes of the Aurturi Empire, not necessarily in poverty, but you certainly didn’t live the life of luxury. Your life leads you to be very practical, and prepared for anything. You get a +1 bonus to 2 knowledge or profession skills of your choice, and start play with a masterwork backpack Once per day, you can make a check to see if you have one item in the backpack with the DC being equal to the item’s cost in GP (rounded up). As long as you have a backpack and get chances to refill it once a month, you can continue to make these checks.
-Khitain Nobility – You were born into the intense political intrigue of the Khitain noble families. You probably knew nothing of hardships until well into adulthood. Add Draconic, the official language of the imperial courts, to your languages known and you get a +1 bonus to knowledge (nobility) and Sense motive, and one of these (your choice) is a class skill for you.
-Khitain Peasant – Poverty, starvation, and hard labour was what you grew up with. You get a +2 bonus to saves against fatigued, and you can go twice as long without food as usual. In addition, you get a +2 bonus to survival checks to find food and a +1 bonus to Linguistics, and these two skills are always a class skill for you. When you create your character, you know twice as many languages as you would normally, as the multitude of cultures within Khitai all have their own dialects.
-Pirate – you’ve spent time on a pirate ship, raiding the merchant vessels for fun and profit. You have contacts in Rumbottom Cove, and can get free room and board at a number of taverns. You also gain a +2 trait bonus on all checks to identify known pirates, and +5 to diplomacy rolls with other pirates.
-Privateer – you’ve spent time on a privateer ship, a crew employed by a noble house to prey on the ships of a rival noble, or to reclaim treasure stolen by pirates. You have contacts in Kingsport, and get a 10% discount on all mundane items purchased there. You also gain a +1 bonus to knowledge (local) and it is always a class skill, and you receive a +2 bonus to diplomacy checks with Imperial Navy agents.
-Lore Seeker – The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You’ve come to the South Seas to pursue that study. 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.
-Exile – For whatever reason, you were forced to flee the Empire. You are likely 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.
-Missionary – You have come to the South Seas to see about expanding the presence of your chosen faith. 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.
-Mercenary – You have come to the South Seas after work dried up on the mainland. You’ve been fighting in armies for most of your life, and gain a +2 bonus to Profession (soldier), which is always a class skill for you. You are a little better equipped than most, to represent this, when purchasing your starting gear, masterwork items are half the usual cost.
-Merchant – Business is your life, and at present, the most lucrative business is on the seas. You start with an extra 500gp and get a +2 bonus to the Appraise skill, which is always a class skill for you.