Base Traits

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Academy
You are a future leader of the world, formally training with the sword as well as battle tactics and leadership.
Benefit: You gain proficiency with a longsword. In addition, Diplomacy, Knowledge (history), and Sense Motive are considered class skills.
Special: With the DM’s approval you may choose proficiency with another weapon in place of the longsword.
Blind
Your character was born blind, but gained better hearing than most as a result.
Benefit: You gain a 2 bonus on Perception check to hear things, you may take 10 on listen checks, even when hurried or threatened, and finally you have Blindsight 20’. Deafening attacks thwart this Blindsight. Your blindsight ability, although small, allows you to ignore the penalty to movement from being blind.
Drawback: You have the blinded status permanently. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. Beyond the radius of your blindsight, you suffer the negative effects of Blindness.
Conscription
You have served in a militia or other conscripted unit.
Benefit: You gain proficiency with the halberd and heavy crossbow. In addition, you begin play with a suit of studded leather armor and one weapon of your choice (up to 50 gp in value).
Special: With the DM’s approval you may choose proficiency with another weapon in place of the halberd and/or heavy crossbow.
Deathwalker
You are among the most feared of any barbarian tribe member, capable of unnerving even your chieftain.
Prerequisites: Ability to rage.
Benefit: Deathwalkers are killing machines. You gain a +4 bonus to any saving throws involving magical fear and a +2 bonus to all Intimidate skill checks.
Dogs of War
You have an animal companion. It is trusted and loyal.
Benefit: You gain an animal companion, with which you share a strong bond. Use the rules for familiars.
Ask your DM about animals you may choose.
Special: Should you ever lose the companion you suffer the effect listed in the PHB and you may never replace the animal.
Doombringer
You are among the elite of the tribal khan’s shock troops. You are from the unit sent into villages to flex his might.
Prerequisites: Ability to rage.
Benefit: When determining the duration of your rage, add your (new) Strength bonus (if any) to the total, in addition to your Constitution modifier.
Drifter
You are a drifter, never resting in one place for long.
Benefit: While on foot or horse back your travel speed is increased by 1 step. Those traveling with you benefit from this bonus as well.
Elder Wisdom
Your long life and old age give you great wisdom.
Prerequisites: Age category must be Old.
Benefit: You gain a rank in two Knowledge skills (can’t be Arcana, or Planes) each level. In addition, choose any two Knowledge skills which become class skills.
Musclebound
You are good at almost everything that requires strength.
Benefit: You gain a +1 bonus on Strength-based skill checks and ability checks, and your strength is considered two higher when it comes to carrying capacity.
Seafarer
You come from a coastal society where nearly everyone owns a ship.
Benefit: You gain a +3 trait bonus on Acrobatics, and Swimming checks.
University
You have attended some of the finest schools in the land, gaining knowledge and insight that few possess.
Prerequisites: Int 13
.
Benefit: You gain 4 additional skill points at character creation, and 1 skill point every level thereafter. These points may only be put into class skills.
Warrior Born
You were destined to be warrior from birth.
Prerequisites: Str 13+ or Dex 13+.
Benefit: You gain a +1 racial bonus to all weapon damage rolls.
Waterfront Native
You have grown up near the water, always feeling comfortable in it.
Benefit: Swim is considered a class skill. In addition, choose any class skill. You do not suffer a penalty while using this skill underwater.

Base Traits

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