This list of religion traits replaces the religion traits from Paizo and the d20pfsrd, and traits from this list may be selected normally. You may only select a religion trait from your own patron deity. If you switch patrons, you lose access to your religion trait, and may not choose a new one until the next time you gain a level.
Bench Warrant: Believing strongly in Avatrunei’s place as judge of all life, you view the undead as unholy defiance of the Eternal Judge, which must be destroyed so their souls can be judged. You gain a +1 trait bonus on damage rolls against undead.
Lover of the Law: You have a strong belief in the supremacy of law. 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.
Wheel of Time: As Avatrunei teaches, all things occur in cycles: the days, the phases and aspects of the moon, the seasons, and the years. So it is with all history. You gain a +1 trait bonus on Knowledge (history) checks, and Knowledge (history) is always a class skill for you. Once per day, you may use Knowledge (history) in place of any other Knowledge skill.
Honest Tradesperson: You don’t just worship Avillion, you have lived the honest worker’s life that he so espouses, and now use that experience in life. You gain a +1 trait bonus on all Profession skill checks, and may make all Profession skill checks untrained. You must be at least 50 years old to take this trait.
Shepherd’s Touch: You have a natural way with animals, especially domesticated ones. Once per day, you may touch an animal as a standard action to gain a +2 trait bonus on Handle Animal checks with that animal until you designate a new target for this ability. Handle Animal is always a class skill for you.
Traveling Merchant: You’re used to traveling from place to place, meeting new patrons, clients, and associates. As befits a worshiper of the Friend to Strangers, you strive to build connections everywhere you go. You gain a +2 trait bonus on diplomacy checks with people you have never met before.
Killer Tactics: In anticipation for joining Beuben’s army of the dead, you have studied all manner of lethal tactics. You gain a +1 trait bonus on damage rolls against targets that have not acted yet at the start of a battle.
Lieutenant of Death: You see undead not as abominations, but as soldiers in Death’s Army to be commanded. You gain a +2 trait bonus on Diplomacy checks when dealing with undead, as well as a +2 trait bonus on Charisma checks made to influence undead (for example, as part of the command undead spell).
Magic is Unlife: Your faith in Beuben allows you to reflexively draw additional power from magic when you are hovering near death. As long as you are under the effects of a 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.
Boundless Creativity: You have a childlike impulse to bring your imagination to life, like the Prince of Invention. You gain a +1 trait bonus on Craft checks, and you may create two magic items in one day, as long as each item has a price of 1000 gp or less. (This does not decrease the time needed to craft items or allow more time for crafting – it only affects the rule about creating no more than one magic item in a day.)
Innocent Fun: Everyone loves pranks! Just as long as you don’t get caught! You gain a +2 trait bonus on Bluff or Diplomacy checks to seem innocent.
Toys: You always enjoyed playing with toys and figuring out how they work. You’re pretty good at figuring out magic “toys”, too. You gain a +1 trait bonus on Use Magic Device, and Use Magic Device is always a class skill for you.
Battlefield Caster: Your faith in the Knower protects you even as you unleash spells in the thick of battle. You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.
Mobile Library: From your years of study, you are so used to carrying loads of books around that you hardly notice them. Treat all books as though they weighed 50% less for the purpose of determining your load. You may treat scrolls as weapons for the purposes of drawing them.
Patternseer: Your astute mind, helped along by your devotion to Exene, allows you to compensate for skills you lack by finding patterns and exploiting them. Choose any one Wisdom or Charisma based skill. You may make checks with that skill using your Intelligence modifier instead of the skill’s normal ability score.
Foe of Tyrants: You firmly reject any claims by evildoers to legitimacy, and you strike at them by turning those who serve tyranny back to the path of justice. You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of tyrants (generally defined as evil people in positions of authority) or servants of tyrants.
Lunar Strike: You have been raised to view yourself as a blade in the service of the Moonbeam Knight, or you have taken on that duty for yourself. Whenever you score a critical hit with a scimitar, you deal 2 additional points of cold damage to your target.
Seeker of Injustice: You believe Hiropeh has commissioned you to root out those who would subvert the rightful order. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Drunken Charm: Alcohol helps you open up to people, and also helps them open up to you. As long as you have imbibed an alcoholic drink in the last hour, you gain a +1 trait bonus on Diplomacy and Sense Motive checks, and one of these skills (your choice) is always a class skill for you.
Forest Fey Friend Forever: Perhaps you feel a kinship with the fey because you embrace the ways of Hylaeos, or perhaps you embrace the ways of Hylaeos because you have a strange kinship with the fey. You gain a +1 trait bonus on all Charisma-based skill checks made against creatures of the fey type. Knowledge (nature) is always a class skill for you.
Song In Your Heart: No matter how bad things get, there’s still a song in your heart. You gain a +1 trait bonus on Will saves. Once per day, you may spend at least one minute singing a song to grant this bonus to an ally for one hour. (You lose the bonus during that hour.)
Holy Healer: You would much rather heal wounds than cause them. You gain a +1 trait bonus on Heal checks and may use Heal instead of Use Magic Device when activating magic items that duplicate the effects of conjuration (healing) spells. Heal is always a class skill for you.
Merciful Strike: Sometimes foes need to be contained, but that doesn’t mean you must strike to kill. You’ve even put in extra training on techniques to subdue, not harm. When striking to inflict nonlethal damage, you do not take the normal –4 penalty on your attack roll.
Power of Heart: With the power of love on your side, charms work in your favor. You gain a +1 trait bonus on all saves against charm effects, and add a +1 trait bonus to the DC of any charm spell you cast.
Dark Dreams: At night, unnameable forces whisper blasphemous secrets to your sleeping mind, giving you dark hints about dangers in your future. Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day. If you inform anyone about the contents of your dreams, you lose the benefits of this trait for a week.
Hidden Servant: You venerate Ilumot, Lord of Lies – but no one knows that. You may use a holy symbol of any other deity as a divine focus component for your spells, and you gain a +2 trait bonus on any Bluff or Disguise checks to appear as a follower of a different god or different alignment.
Secret Knowledge: You have learned dark secrets that you will never reveal – until the time is right. When you initially take this trait, it has no effect. At any point thereafter, before making a check, you may choose one Knowledge skill. You gain a permanent +2 trait bonus on checks for that skill, and it becomes a class skill for you. Once this skill is chosen, it cannot be changed.
Common Injuries: The Traveling Lord is a god of experimentation, and experiments can lead to possible bodily harm. You’ve learned to shrug this sort of thing off. You gain a +1 trait bonus on Fortitude saves.
Leap Before: Jackiv become a god by tinkering with forces without caring about the consequences. You strive to emulate him, acting before thinking. You gain a +2 trait bonus on initiative checks.
Wanderer: Wanderlust is in your heart, and always has been. Through this, you have become familiar with the native plants and animals of a variety of environments. You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill for you.
Constant Competitor: You make everything in life into a competition, because that’s what motivates you to strive your hardest. You gain a +1 trait bonus on all opposed skill checks.
Kyonkup Contender: You have taken part in the Kyonkup tournament, a massive triennial sporting event sacred to Kyon. After the intense training you did, you can handle similar challenges with ease. You gain a +1 trait bonus on Acrobatics and Swim checks, and one of these is always a class skill for you.
Through the Fire and the Flames: Fire, always flaring upwards, has always symbolized victory for Kyon, and you are familiar with its use in both prayer and training rituals. You gain fire resistance 1, and a +1 trait bonus on Reflex saves against fire spells.
Blessed Potential: Lotheria’s blessing is potential, as unformed and boundless as the sky. Once per day, you can tap into your inner potential to gain a +2 trait bonus on a single skill check.
Never Take Our Freedom: Any restraints upon your movement are totally unacceptable. You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is always a class skill for you.
Sword Against Slavery: The Spirit of Freedom is your protector, and your sword is hers. You gain a +1 trait bonus to saving throws against compulsion spells. As long as you wield a longsword, whenever you make a save against a compulsion spell, you gain a +1 trait bonus on attack rolls against that spell’s caster for a minute.
Bringer of Misery: You feel deeply the misery and pointlessness that is Mayacidow’s ultimate truth, and live to share it with others. When you select this trait, choose a Perform skill. You may use that skill instead of Intimidate to demoralize opponents, and gain a +2 trait bonus to use Perform in this way. That Perform skill is always a class skill for you.
Scarred: You have engaged in the self-harm rituals of Mayacidow, and have been rewarded with the improved focus that comes with such fervent faith. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Sea of Tears: You have an almost mystical connection to the salty sea, said to have been formed by the Poor Girl’s endless tears. You gain a +1 trait bonus on Swim checks, and a +2 trait bonus on Constitution checks to avoid drowning in water. Swim is always a class skill for you.
Agent of Chance: You can manipulate the forces of chance to be more in line with Nameless’ inscrutable plan for the world. Once a day, when an adjacent ally makes a skill check and doesn’t like the result, you can allow him a reroll as an immediate action. Your ally must take the result of the reroll, even if it is worse than the original roll.
Plantmind: They say that the Unknowable One seeded the world when it was still young, and only plants know its secrets. You have learned a healthy respect for plants, but also know how to survive their attacks should they turn nasty. You gain a +1 trait bonus to AC against attacks of opportunity made by plant creatures and a +1 trait bonus on CMD against plant creatures.
Sunlight Secrets: Nameless’ gift to the world is the sun, and it illuminates hidden things for you. During the day, you gain a +1 trait bonus on all Intelligence-based checks.
Burn Everything: Poktlarok literally wants to burn everything. You’re a part of everything. Whenever you deal fire damage with a spell or supernatural ability, you deal an extra 1d4 points of fire damage to a single target, and the same amount of damage to you. The damage dealt to you results directly from profane power and is not subject to being reduced by resistance to fire-based attacks.
Hate Everyone: Poktlarok hates everyone. You’re part of everyone. You gain a +1 trait bonus to confirm critical hits. Whenever you confirm a critical hit with a melee weapon, the attack deals an extra 1d6 points of damage, and the same amount of damage to you.
Madness of the Allhater: Every night, as long as Poktlarok is your patron deity, roll 3d20. If the total is 4 or higher, you gain a +1 trait bonus on the skill of your choice for the next 24 hours, so long as it wasn’t a skill you chose in the past week. On a total of 3, you are consumed by unholy fire, killing you instantly and consuming your remains utterly as per the destruction spell.
Comfortable in Hierarchy: You know where you fit in, dutifully obeying your superior, and demanding that same obedience from your subordinates. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Legal Refuge: When in trouble, your faith in Saralek lets you wrap yourself in the law for protection. You gain a +1 trait bonus on all saving throws against spells with the chaotic descriptor and against the spell-like abilities of outsiders with the chaotic subtype.
Master Race: Some races are obviously superior to the others, and naturally occupy a higher position in the eyes of the Bitter Empress than others. Choose a humanoid subtype other than human and your own racial subtype. You gain a +1 trait bonus on attacks of opportunity and critical confirmation rolls against creatures of that subtype, but you take a -1 penalty on Diplomacy checks with any member of that subtype. Alternatively, if you have only one racial subtype, you may choose to gain the effects of this trait with respect to creatures with both your racial subtype and another (i.e. a human could gain these bonuses against half-elves and half-orcs).
Legalese Speaker: You are skilled at reading through contracts and treaties, making sure everyone gets a fair deal. This skill also makes you good at understanding dense text. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
Peacebuilding: Far better than winning a fight is preventing one in the first place. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Team Leader: Even if you have no explicit authority over your friends, you emulate the Kingslord as far as you can. You are being the mortar that holds the group together, and people naturally turn to you to make decisions and resolve conflicts. Whenever you successfully perform an aid another action, you grant your ally a +3 bonus instead of the normal +2, and your allies gain a +1 bonus on aid another checks to help you.
Furious Retort: You have a special connection to Lady Ragebear that enhances your fury against those who have wronged you. When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If you have fewer than half your maximum number of hit points, this bonus increases to +2.
Instinctive: When danger threatens, you act with animal-like instinct. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
My Weapon Is Thirsty: Your weapon is not just an object with which you hit things. It’s an extension of you, and your combat fury flows through it. Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell.
Disaster Bearer: Calamity and disaster are your constant companions, much to your delight. Once per day as an swift action, you can cause a creature to take a -2 penalty on the next skill check they make as long as it is within the next minute.
Earthquake Survivor: You have survived a major earthquake, which is a gift from Wynang. Now you find yourself even more sure-footed. You gain a +1 trait bonus on Acrobatics checks and Reflex saves made to keep your balance, avoid falling, or take less damage from falling.
Paindealer: Like the Devastatrix herself, you seek to cause the maximum amount of pain to your foes. When dealing damage to living creatures with your channel energy, you can treat all 1s on the damage dice as 2s.
Decadence: You answer the Call to Sin by eagerly yielding to your basest urges for good food, strong drink, and opulent finery. You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you. As long as you spend at least 10 gp per day on food and drink, you also gain a +1 bonus on Fortitude saves.
No Means Yes: You don’t care if people don’t want to give you what you want. You’ll take it anyway. You gain a +3 trait bonus on Intimidate checks made to influence targets you have damaged in the last 5 minutes.
Uninhibited: The Master of the Forbidden Pleasure encourages you to resist anything that would get in the way of your sin. You gain a +2 trait bonus on saves against mind affecting effects.
Minor deities’ worshipers are less diverse and less widespread than major deities’. Each minor deity has only one religion trait.
Disbeliever: As a person who rejects covenants with gods, your belief is strong enough to repel divine spells. As long as you are conscious, you gain a +2 trait bonus on saving throws against divine spells, but you must make a saving throw even when that magic is beneficial to you. The spells of Akhnaists do not count as divine for this trait.
Chaotic Light: Your soul shines with brilliant moonlight, keeping you free of outside constraints. You gain a +1 trait bonus on Will saves and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the lawful subtype.
Universal Empathy: You can channel positive energy once per day as a 1st-level cleric (or a cleric of your effective cleric level for channelling if you already have the channel energy class feature). You gain no benefit from the Selective Channelling feat.
Terror Upon the Deep: Your mind has been touched by the unholy tendril of Fstfrianiz, and it has given a gleam of insane insight, as well as a strange urge to be a pirate. You gain a +1 trait bonus on attacks of opportunity while fighting aboard a ship, and a +1 trait bonus to all attack rolls while confused.
Bounty Hunter’s Judgment: Like the Eternal Inquisitor, you have made it your goal in life to destroy those who would resist the law. Once per day as swift action, you can pronounce a judgment like an inquisitor, except that the judgment lasts for only 1 round. If you have the judgment class feature, use your inquisitor level to determine the strength of your judgment; otherwise, you count as a 1st level inquisitor for this purpose.
Shield of the Trees: Your bond with the trees is so powerful that the trees themselves bolster your defense. As long as you are within 15 feet of a living tree planted in the ground, you gain a +1 trait bonus on all saving throws.
March of Rest, March of Joy: You have learned not to mourn death or fear danger, but to celebrate each life in its completeness. Whenever a player character ally dies within 60 feet of you, as an immediate action you may gain 1d8 temporary hit points, a +2 trait bonus to Strength, and a +1 trait bonus to your caster level. These effects last for 10 minutes per character level of your ally or until your ally is restored to life.
A Fiddle of Gold Against Your Soul: Once per week, you may sacrifice part of your soul to Ozevuv as a free action as part of a Perform check. You gain a +20 trait bonus to the Perform check, but afterwards you gain a negative level. The DC to remove this negative level is 15.
Stormdance: You have spent many hours dancing wildly out in heavy thunderstorms. You gain a +1 trait bonus on saving throws to resist electricity effects, and a +1 trait bonus on Perform (dance) checks.
Birds for the Bird God: As part of a ritual that takes one minute, you can sacrifice a dove, chicken, or other living bird to Ziz. If you do, you gain a +1 trait bonus on melee damage rolls for an hour. You may perform this ritual no more than once per day. Fly is always a class skill for you.