Dark Archive Arcane Archivist [Link]Source PFS Guide to Organized Play 6.0 pg. 14 You have spent years handling magic items and know how to test their functions while avoiding catastrophic results. You gain a +1 trait bonus on Use Magic Device checks, and this skill becomes a class skill for you.
Devil's Mark [Link]Source PFS Guide to Organized Play 6.0 pg. 14 You bear the stain of a higher fiend upon you, and any evil creature who sees it may think twice before crossing you. You gain a +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.
Librarian [Link]Source PFS Guide to Organized Play 6.0 pg. 14 You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills (your choice) becomes a class skill for you. Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.
Master of Pentacles [Link]Source PFS Guide to Organized Play 6.0 pg. 14 Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the spell’s duration.
Soul Drinker [Link]Source PFS Guide to Organized Play 6.0 pg. 14 There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.
Grand Lodge Insider Knowledge [Link]Source PFS Guide to Organized Play 6.0 pg. 15 Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Loyalty [Link]Source PFS Guide to Organized Play 6.0 pg. 15 You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saving throws against enchantment spells and spelllike abilities.
Observant [Link]Source PFS Guide to Organized Play 6.0 pg. 15 Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Proper Training [Link]Source PFS Guide to Organized Play 6.0 pg. 15 Your time at the Grand Lodge of Absalom has served you well. Choose either Knowledge (geography) or Knowledge (history). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Teaching Mistake [Link]Source PFS Guide to Organized Play 6.0 pg. 15 You know the consequences of failure and strive never to make the same mistake twice. Once per scenario, when you roll a natural 1 on any saving throw, you gain a +1 trait bonus on your next saving throw, which must be used before the end of the scenario.
Liberty’s Edge Captain's Blade [Link]Source PFS Guide to Organized Play 6.0 pg. 15 You were born on board a ship and learned to fight beside the sailing men and women of the Andoran fleet. While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One of these skills (your choice) becomes a class skill for you.
Freedom Fighter (PFS) [Link]Source PFS Guide to Organized Play 6.0 pg. 15 Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
Indomitable [Link]Source PFS Guide to Organized Play 6.0 pg. 15 Your strong, self-reliant swagger has made you more resistant to domination and control. You gain a +1 trait bonus on saving throws versus enchantment spells and effects.
Rousing Oratory [Link]Source PFS Guide to Organized Play 6.0 pg. 15 You are particularly adept at expressing your beliefs in a way that resonates with others. Perform (act, comedy, oratory, or sing) becomes a class skill for you. Once per day you can spend 1 minute addressing and inspiring your allies within 60 feet, after which you can attempt a DC 15 Perform (act, comedy, oratory, or sing) check. If you succeed, your allies gain a +1 trait bonus on saving throws against fear effects for 5 minutes. If you exceed the check DC by 10 or more, increase the bonus by 1.
Whistleblower [Link]Source PFS Guide to Organized Play 6.0 pg. 16 You are wise to the schemes of liars, thieves, and cheats, granting you a +1 bonus on Sense Motive checks, and that skill becomes a class skill for you.
Scarab Sages Ancient Historian [Link]Source PFS Guide to Organized Play 6.0 pg. 16 You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian.
Attuned to the Ancestors [Link]Source PFS Guide to Organized Play 6.0 pg. 16 You were raised to believe that undead are nothing to fear—they are simply the unliving remnants of your honored ancestors. Once per day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take action against them, per hide from undead. The protection lasts 1 round for every two character levels you possess (with a minimum of 1 round). If you take any offensive action against any undead, this effect immediately ends. This is a supernatural ability.
Reverent Wielder [Link]Source PFS Guide to Organized Play 6.0 pg. 16 Some of the most powerful weapons are priceless and ancient, and you are vigilant in protecting your equipment as much as you protect yourself. You gain a +1 trait bonus to CMD against disarm, steal, and sunder combat maneuvers, and your equipment gains a +1 trait bonus on all saving throws.
Secrets of the Sphinx [Link]Source PFS Guide to Organized Play 6.0 pg. 16 Your ancestors paid the proper obeisance to Nethys, who granted their heirs special divinatory gifts. Once per day, you may gain a +2 trait bonus on any single Knowledge check. Additionally, choose one Knowledge skill—this skill becomes a class skill for you.
Tomb Raider [Link]Source PFS Guide to Organized Play 6.0 pg. 16 You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.
Silver Crusade A Sure Thing [Link]Source PFS Guide to Organized Play 6.0 pg. 16 Once per day, you gain a +2 bonus on a single attack roll against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit.
Beneficent Touch [Link]Source PFS Guide to Organized Play 6.0 pg. 16 Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
Comparative Religion [Link]Source PFS Guide to Organized Play 6.0 pg. 17 Your allies within the Silver Crusade have taught you a lot about Golarion’s deities and their followers. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) becomes a class skill for you.
Force for Good [Link]Source PFS Guide to Organized Play 6.0 pg. 17 Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.
Unorthodox Strategy [Link]Source PFS Guide to Organized Play 6.0 pg. 17 You are particularly quick on your feet, and gain a +2 trait bonus on Acrobatics checks made to move through an enemy’s threatened squares.
Sovereign Court Expert Duelist [Link]Source PFS Guide to Organized Play 6.0 pg. 17 In your youth, you spent countless hours perfecting the art of the duel, focusing your efforts on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when you are denied your Dexterity bonus.
Fashionable [Link]Source PFS Guide to Organized Play 6.0 pg. 17 You spent your formative years as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.
Impressive Presence [Link]Source PFS Guide to Organized Play 6.0 pg. 17 Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.
Influential [Link]Source PFS Guide to Organized Play 6.0 pg. 17 When you make a suggestion, strangers often assume that it was their idea to begin with. You gain a +3 bonus on Diplomacy checks to make requests of a creature. Once per day, you may select one single spell you are casting with the language dependent descriptor; you increase the saving throw DC of that spell by 1.
Unflappable [Link]Source PFS Guide to Organized Play 6.0 pg. 17 Whether it is a result of your dedication to your work or just pure guts, nothing seems to shake you. You gain a +1 trait bonus on saves against fear, and the DC to demoralize you with Intimidate checks increases by 3.
The Exchange Gold Finger [Link]Source PFS Guide to Organized Play 6.0 pg. 14 Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.
Greasy Palm [Link]Source PFS Guide to Organized Play 6.0 pg. 14 You know how to get people to do what you want with little effort. When bribing an NPC, you pay 10% less than a character without this trait would, garnering the same results.
Smuggler [Link]Source PFS Guide to Organized Play 6.0 pg. 14 Whether you’re carrying illegal contraband or simply regulated products, you have a knack for sneaking goods past watchful eyes. You gain a +3 bonus on Sleight of Hand checks made to hide an object, and Sleight of Hand is a class skill for you.
Tireless [Link]Source PFS Guide to Organized Play 6.0 pg. 14 You are accustomed to working long hours and weathering difficult conditions just to get the job done. You gain a +2 trait bonus on Constitution checks made to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot and cold environments. In addition, you gain 1 hit point.
Upstanding [Link]Source PFS Guide to Organized Play 6.0 pg. 14 Your preferred means of doing business involves giving your clients a fair deal and winning their continued business and good will. You gain a +1 trait bonus on Diplomacy and Sense Motive checks, and one of these skills (your choice) becomes a class skill for you.
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