Regional Traits

This list of Regional Traits replaces the regional traits from Paizo and the d20pfsrd. Traits from this list may be selected normally. You may only select a regional trait from your character’s homeland – where your character was born, raised, or lived for a large part of their life.

Gard Regional Traits


Amateur Philosopher: Your reasoning and debate skills were honed in Amafratia’s political clubs, philosophical societies, and cĂ phi houses. You gain a +2 trait bonus on Diplomacy checks made to influence creatures whose Intelligence is 12 or greater.
Cast Out: You grew up in the traditionalist Rum Spring Valley, but were cast out for your affinity for the wild magic that permeates that land. You gain a +1 trait bonus on caster level checks to overcome spell resistance.
Secluded: The community you grew up in all prayed to the same god and followed the same customs, and had little tolerance for bureaucrats or aristocrats who might interfere with with local sovereignty. You gain a +1 trait bonus on Will saves.


Bowslinger: You have been painstakingly trained in marksmanship by an elven mentor. You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons, and you may spend a move action to change a normal arrow into a blunt arrow, flight arrow, or whistling arrow at no additional cost.
Forestwalk: Getting along in woods and forests is as natural to you as walking down the streets in Tropage. As a swift action once per day, you may act as though you had the woodland stride druid ability until the end of your turn. Knowledge (nature) is a class skill for you.
Gelven Poet: You grew up with a love of language and poetry, only to discover that your tongue, Gelven, is considered an informal patois by everyone else. You gain Elven as a language known if you did not already have it, and you gain a +2 bonus on Perform (oratory) checks as long as you are in an area with a large population of Elven and Common (Gardish) speakers.


Aristocratic Upbringing: As a member of the Cestrian aristocracy you always had others to do the hard work for you, and you carry that privileged attitude with you still. Whenever an ally takes the aid another bonus to aid you, a successful check grants an additional +2 trait bonus to the check for which aid was being rendered.
Highhand Rider: You were one of the Highhands, the wild near-ruffian mercenaries who protect the Emperor’s Highway in Chester. While mounted, you count as the size category of your mount for the purpose of Intimidate checks. Ride is a class skill for you.
Smallfolk: You were born a peasant, but by saying the right things at the right times to the right passing lords, you pulled yourself out of that world and into a world of adventure. You gain a +1 trait bonus to Bluff checks. This bonus increases to +2 against members of the nobility. Bluff is a class skill for you.


Highlander: You were born and raised in the rugged mountains of Claysaw, and you’ve become something of an expert at evading the predators, monsters, and Arcish patrols that haunt the western 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.
Miracle Child: Your mother imbibed the waters of Holywell for help conceiving a child, and you are the blessed result. The lingering divine magic in your veins still protects you. Once per day, you gain a +1 trait bonus on any saving throw. You must use this ability after the roll is made but before the result is revealed.
Uncultured: You are unaccustomed to highfalutin fancy-talk, and have a deep distrust of people who sound like walking books. You gain a +2 trait bonus on Sense Motive checks made to oppose Bluff checks. This bonus increases to +4 against bards and skalds.


Collegiate Alum: You attended Eustace’s famed school of arcana, the Collegiate. This academic experience grants you a +1 trait bonus on Knowledge (arcana) and Spellcraft checks. This bonus increases to +2 when attempting to develop new spells.
Magic is Might: You believe in the innate superiority of arcanists over those who rely on brute strength, and are focused on proving it. You gain a +2 trait bonus on Concentration checks.
Mundie: You spent some years laboring on a plantation, almost a slave to the wizard landowner. Years of being ill-treated has hardened you against mages. As long as you do not possess any levels in a class that grants arcane spellcasting power, you gain a +1 trait bonus on all saving throws against arcane spells.

Gideon City

Club Dancer: Like the rest of Gideon City, you spend your evenings in dancing halls, cutting a rug. You gain a +2 trait bonus on Perform (dance) checks. Starting at second level, this trait counts as having 2 ranks in Perform (dance) for the purpose of meeting feat or prestige class prerequisites that specifically require 1 or 2 ranks in Perform (dance).
Cosmopolitan: Your exposure to many people and tongues has given you a particular facility for speech. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you. This also grants you an additional language known as if you had taken one rank in Linguistics.
People and Senate of Gideon: You take great pride in your city’s Senate, which whose members you have been privileged to serve for a time. You gain a +1 trait bonus on initiative checks and Knowledge (nobility) checks. Knowledge (nobility) is a class skill for you.


Desert Child: You were born and raised in deserts, and are accustomed to high temperatures. You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
Not In My Town: Sometimes the law does what’s wrong, and you’ve got to do what’s right. Others might call it “vigilantism”, you call it justice, and you’re darn good at it. You gain a +2 trait bonus on initiative checks.
Rancher: You’ve spent some time working as a cowpoke in a Lestechano ranch, where you became so good at your job that it stopped being interesting. Once per day, you may cast calm animals, but only to affect herd animals or horses. Handle Animal is a class skill for you.


Immigrant: Born in Orient, you traveled to Maxow, and lived there for a while traveling even further. You gain Kamese as a starting language known, and you gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks.
Seaborn: Your parents escaped persecution in Cipok by boarding a ship to Maxow; you were born on the ship as it crossed the ocean. You naturally feel at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while swimming.
Street Fighter: You have participated in a Maxowian street-fighting tournament. Your bruises taught you well. You gain a +1 trait bonus to CMD.


Banished: You were originally from Gideon City, but were banished to Pecsmuth for a crime that you may or may not have committed. Although you have escaped banishment, your time in the wasteland has left you bitter. You gain a +1 trait bonus on damage rolls against quaestors and other enforcers of the law in Gideon City.
Imperial Officer: You have been trained in strategy, tactics, and military discipline by the Brassica Point War Academy. Once per day, you may spend a swift action to move 5 feet. You provoke attacks of opportunity for this movement as usual.
Overworked: You served one of the corporate manufacturing guilds of Pecsmuth for many years, where you became accustomed to working long hours in grueling conditions until you finally got away. You gain a +1 trait bonus on Fortitude saves.


Counterculture: Like a growing number of people in Carlston and Highrock, you reject traditional cultural values, common modes of expression, and old-fashioned weapons. Choose one exotic weapon – you gain a +1 trait bonus on attack of opportunity attack rolls made with that weapon.
Don’t Quit Your Day Job: Like many ambitious young people in Archons, you tried to make it as a stage performer. But audiences are harsh. You’ve had to dodge rotten fruit thrown your way more than once. You gain a +1 trait bonus on Reflex saves.
Machinist: You have been trained in the ways of machines and technology by the finest specialists in Electrum and Juniper Dale. You gain a +1 trait bonus on Craft (machines) checks and Disable Device checks, and Disable Device is always a class skill for you.


Grigri: You still carry with you a grigri, a talisman in the form of a tiny cloth bag with sacred writings, beads, animal bones, and salt. As long as you have it, you gain a +2 trait bonus to saving throws against fear.
Jujuling Influence: You grew up alongside those of Jujuling heritage, and their shamanistic ways have rubbed off on you. Choose either nature spirits (fey) or elemental spirits (outsiders with the elemental subtype) – you gain a +1 trait bonus on all Charisma-based skill checks made against those creatures.
Persecuted: You were wanted by Syncretic Temple inquisitors for a religious crime (like heresy or wearing the wrong color clothes on a Zaraday), but escaped by making a quick getaway. You gain a +1 trait bonus on initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.


Community-Minded: You take to heart the Wickish dream of a utopian community where everyone contributes for the betterment of all, and embody this ideal wherever you go. Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Educated in Virtue: You went through Wick’s community schools and one of its prestigious religious universities, which has instilled in you an innate sense of virtue. You gain a +1 trait bonus on Knowledge (religion) checks. In addition, once per day as a full-round action, you may think back to your schooling to learn whether an action or item would adversely affect your alignment and standing with your deity, as if you had used a phylactery of faithfulness.
Wickish Trader: You are a shrewd and independent trader, representing your community as you look for a market for their wares. You gain a +1 trait bonus on all Appraise, Bluff, Diplomacy, Knowledge, and Sense Motive skill checks made as part of a business deal, trade, transaction, or negotiation.

Other Regional Traits


Explorer: You have already ventured outside the borders of Dragonfall, and had your first glimpse of the wild, untamed land beyond. The experience has prepared you for another such trip into the unknown. You gain a +1 trait bonus to Survival checks, and Survival is a class skill for you.
Freewater Legacy: You or one of your parents sailed on the good ship Freewater 20 years ago alongside heroes like Elric, Yurund, and Captain Amield Charmaine. You stayed in Dragonfall after that, and watched this town spring up around you. You gain a +3 trait bonus to Lore (Dragonfall) checks, and may make such checks untrained.
Frontier Defender: You were in Dragonfall when the reptites of Atolhua attacked the town 17 years ago. Though there have been no attacks since, you have always remained on your guard wherever reptites are concerned. You gain a +1 trait bonus on saving throws against the spells and abilities of reptilian humanoids.


“Honorable” Privateer: You raided merchant ships, plundering their wealth for your own. But the ships were all Arcish, so as far as Gard is concerned, you’ve done nothing wrong. You gain a +1 trait bonus on attacks of opportunity against people from Arcland.
How Tough Are Ya?: To make it in Morgan’s roughest bars, you had to constantly prove that you were meaner than anyone else there. You gain a +2 trait bonus to saving throws against fear. Once per day, when someone fails an Intimidate check against you, you may attempt an Intimidate check to demoralize them as an immediate action.
Smuggler: You’ve moved trade goods past Imperial duties collectors for years, and learned all the tricks of the trade. Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.


Academy Argentae Alum: You studied at the Academy Argentae, a liberal university of theology and arcana. From your learning, you gain a +1 trait bonus on Knowledge (arcana) and Knowledge (religion) checks, and one of these is always a class skill for you.
Order of the Knights Captain: You once served the Knights Captain of Silverstream, either in an official role as a guard, or unofficially as an informant or undercover. You gain a +2 trait bonus on rolls made to confirm critical hits against criminals, pirates, or affiliates of the Crowd.
Triunite: You follow the Triune Religion, a new faith which encompasses the teachings of Hiropeh, Lotheria, and Saralek together. Select and gain the benefits of one religion trait of any of those three goddesses (regardless of which, if any, is your patron).

See Also

Regional Traits

Meier LawrenceMoy