Traits

Traits are another rule introduced in the Advanced Players Guide, and we encourage you to use them in your games. Traits function in the same ways as mentioned in the APG with the following exception: NPCs can have traits for free, without needing to purchase the Additional Traits feat. Not all NPCs should have, or need traits, but the enemies and allies in GoHyaku should be on par with the PCs, if not stronger in some cases. People die in this setting, every day, and the PCs aren’t exalted heroes (unless you decide to run that type of campaign.)

GoHyaku has several traits specific to it’s unique setting, and others more general straight-lifted from the APG. It’s more the latter than the former… And there’s a lot of traits.

Combat Traits

These traits are associated with combat, battle, and physical prowess; they give characters minor bonuses in battle and represent conflicts and physical struggles in the character’s backstory.

Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you must have a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.

Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear effects.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Faith Traits

These traits rely upon conviction of spirit, perception, and factional loyalty, but are not directly tied to being a part of a specific faction. You do not need a faction to gain a Faith Trait, as these traits can represent conviction in yourself or your philosophy just as easily as they can represent dedication to a group.

Birthmark: You were born with a strange birthmark that looks very similar to the symbol of the faction you choose to follow later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your zeal, it increases your devotion to your faction—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Child of the Temple: You have long served at a temple in a city, and not only did you pick up on many of the nobility’s customs, you spent much time in the temple libraries studying the Galactic Accord. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (faction) checks, and one of these skills (your choice) is always a class skill for you.

Devotee of the Green: Your talent in biology, druidic powers or the time you’ve spent traveling the wilds have given you insight into related fields. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other factions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

History of Heresy: You were raised with heretical views that have made it difficult for you to accept most factional beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on lawful teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Scholar of the Great Beyond: Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Galactic Accord and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (faction) checks, and one of these skills (your choice) is always a class skill for you.

Magic Traits

These traits are associated with magic and focus on spellcasting and manipulating magic. You need not be a spellcaster to take a Magic Trait (although several of these traits aren’t as useful to non-spellcasters). Magic Traits can represent a character’s early exposure to magical effects or childhood studies of magic.

Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Hedge Magician: You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Magical Talent: Either from inborn talent or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.

Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Social Traits

Social Traits are a sort of catch-all category—these traits reflect the social upbringing of your character, your background in high society or lack thereof, and your history with parents, siblings, friends, competitors, and enemies.

Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t faze you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Natural-Born Leader: You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp.

Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Campaign Traits

Campaign traits are specifically designed to tie your character into a campaign’s storyline, and often give you a built-in reason to begin the first adventure. For this reason, GMs usually create their own campaign traits for their PCs. If your GM uses campaign traits, one of your starting traits must be a campaign trait. Your other trait can be chosen from one of the other types of traits.

Favored Son/Daughter: You were born and raised in the town of Boston or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one of the following law-abiding citizen of Boston from below as an ally; depending on the person you pick, you’ll get different benefits.

  • Tavern Owner: One of the town’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
  • Sherrif: The no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.

Black Sheep: You were born and raised in town. You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen as an ally; depending on the person you pick, you’ll get different benefits.

  • Apothecary: Everyone suspects the sweaty, shifty-eyed apothecary sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and the apothecary will continue to sell you poison as long as you don’t spread the word.
  • Bitter Nobleman: A local unscrupulous family was hit hard recently, revealing criminal ties that damaged its reputation as well. One noble is eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent. Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for the family gives you a +1 trait bonus on that skill, and it is always a class skill for you.

Outlander: You are not from town; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area.

  • Lore Seeker: The secrets of the ancient fallen civilization intrigue you, particularly the traditions of its high-tech culture. You’ve studied magic intensely, and hope to enhance that knowledge by supplanting it with ancient lore. You’ve come to the region to pursue that theory, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (history) checks, and Knowledge (history) 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 your homeland. Chance or fate has brought you to twon, and it’s here that your money ran out, leaving you stranded in this small town. You are also 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 town to see about expanding the presence of your chosen faction after receiving visions that told you your faction is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (faction) checks, and Knowledge (faction) 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.

Race Traits
Race traits are tied to specific races or ethnicities. In order to select a race trait, your character must be of the specified race or ethnicity. Listed below are example traits for each different player character race.

Aasimar Race Traits
Only aasimar may select one of these traits.

  • Good Omen: People see you as a beacon of luck and great fortune. You gain a +4 trait bonus on Diplomacy checks when dealing with humans and non-humans who are meeting you for the first time.
  • Flight of Angels: Deep inside your genome is the ability to fly. You may not have physical wings (…yet), but you gain a +2 trait bonus to the fly skill and treat it as a class skill.

Changeling Race Traits
Only changelings may select one of these traits.

  • Gifted Tongue: As a Changeling people are off-put by you whenever you’re found out. Luckily you’ve learned how to better hide your true identity outside of your physical appearance. You gain a +2 trait bonus to Bluff and treat Bluff as a class skill.
  • Well Connected: Becoming a Changeling isn’t easy, it takes lots of money, not to mention knowing the right Druids. You gain a +2 bonus to Knowledge (local) or Knowledge (nobility). In addition you start the game with an additional 900g.

Drake Race Traits
Only drakes may select one of these traits.
Well Read: Like many Drakes you have a love and affinity for learning about other cultures and ideas. You gain a +2 trait bonus to Knowledge (faction), for any faction of your choice.
Try Anything Once: You wander the world, always seeking new experiences. You may take one more skill of your choice as a class skill.

Dwarf Race Traits
Only dwarves may select one of these traits.

  • Goldsniffer: Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
  • Good Times: You are a font of joy and fun times wherever you go. You gain a +2 trait bonus on Diplomacy rolls related to improving someones opinion of yourself or winning people over.

Elf Race Traits
Only elves may select one of these traits.

  • Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
  • Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Gnome Race Traits
Only gnomes may select one of these traits.

  • Cruel Trick: You enjoy seeing others in pain, and the planning of a well-timed cruel joke can keep your mind busy for hours, especially jokes involving complex and horrific traps. You gain a +2 trait bonus in Craft traps, and always have it as a class skill.
  • Rapscallion: You’ve spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you’ve never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.

Half-Dwarf Race Traits
Only half-dwarves may select one of these traits.

  • Child of the Brewery: You may not be a full dwarf, but you’ve been raised in one of their fabled breweries. From a young age you’ve had a keen taste for the finer things in life, such as a good brew. You gain a +2 trait bonus to Craft ale and may take it as a class skill. In addition, you have a +2 trait bonus to your fortitude defense when resisting inebriation.
  • Tall and Strong: Combining the strength of one parent with the height of another turned out to be a fortuitous combination. As such you became something of a wrestler, either professionally or for fun. You gain a +2 trait bonus to your CMB score.

Half-Elf Race Traits
Only half-elves may select one of these traits.

  • Elven Reflexes: One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on Initiative checks.
  • Failed Apprentice: As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells.

Half-Orc Race Traits
Only half-orcs may select one of these traits.

  • Boaster: You enjoy a challenge just like any full-blooded Orc,
  • Code of Conduct: Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.

Halfling Race Traits
Only halflings may select one of these traits.

  • Completely Sober: You take yourself and everything you do very seriously. Some people may think of you as a stick in the mud but your inner-discipline is your strength. You gain a +1 trait bonus to your Willpower defense.
  • Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.

Human Race Traits
Only humans may select one of these traits.

  • Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
  • World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Orc Race Traits
Only orcs may select one of these traits.

  • Takes One to Know One: You’re a liar and a cheat, which is shameful among your people. Yet you have learned to discern the lies of others based on your experiences. You gain a +2 trait bonus to sense motive, and treat it as a class skill.
  • Fine Art: You have devoted yourself to your craft completely. To you, the art of creation is more than a profession, it’s a way of life. You gain a +2 trait bonus to one craft skill of your choice.

Tiefling Race Traits
Only tieflings may select one of these traits.

  • Bad Omen: People see you as an avatar of ill-luck and misfortune to come. As such you’ve learned to be self-sufficient, and it’s made you a survivor. You gain a +1 trait bonus to stabilize checks when unconscious.
  • Lawyer-ese: Deep inside your genome is a love of crafting laws and rules. You gain a +2 trait bonus to diplomacy, and treat it as a class skill.

Regional Traits

Regional traits are tied to particular regions, often specific nations, territories, or cities in a campaign. The following regional traits present several “generic” regions that can be used in most campaign settings.

Desert Child (desert): You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Highlander (hills or mountains): You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the 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.

Log Roller (forest): The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Militia Veteran (any town or village): Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Savanna Child (plains): You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna’s secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Vagabond Child (urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Factional Traits

Factional Traits give you bonuses to certain skills based on previous alleigence with certain factions.

Ophan Member: You are a member of the Ophan faction, or have at least spent an extensive amount of time around them. Diplomacy is a class skill for you, and you gain a +1 trait bonus on that skill. If Diplomacy is already a class skill increase your trait bonus to a +2.

Ra Member: You are a member of the Ra faction, or have at least spent an extensive amount of time around them. Knowledge local is a class skill for you, and you gain a +1 trait bonus on that skill. If Knowledge local is already a class skill increase your trait bonus to a +2.

Kurma Member: You are a member of the Kurma faction, or have at least spent an extensive amount of time around them. Performance is a class skill for you, and you gain a +1 trait bonus on that skill. If Performance is already a class skill increase your trait bonus to a +2.

Eldrassil Member: You are a member of the Eldrassil faction, or have at least spent an extensive amount of time around them. Knowledge nature is a class skill for you, and you gain a +1 trait bonus on that skill. If Knowledge nature is already a class skill increase your trait bonus to a +2.

Iwa Member: You are a member of the Iwa faction, or have at least spent an extensive amount of time around them. Craft is a class skill for you, and you gain a +1 trait bonus on that skill. If Craft is already a class skill increase your trait bonus to a +2.

Laka Member: You are a member of the Laka faction, or have at least spent an extensive amount of time around them. Acrobatics is a class skill for you, and you gain a +1 trait bonus on that skill. If Acrobatics is already a class skill increase your trait bonus to a +2.

Budai Member: You are a member of the Budai faction, or have at least spent an extensive amount of time around them. Sense Motive is a class skill for you, and you gain a +1 trait bonus on that skill. If Sense Motive is already a class skill increase your trait bonus to a +2.

Seraph Member: You are a member of the Seraph faction, or have at least spent an extensive amount of time around them. Knowledge arcana is a class skill for you, and you gain a +1 trait bonus on that skill. If Knowledge arcana is already a class skill increase your trait bonus to a +2.

Humanist Member: You are a member of the Humanist faction, or have at least spent an extensive amount of time around them. Knowledge history is a class skill for you, and you gain a +1 trait bonus on that skill. If Knowledge history is already a class skill increase your trait bonus to a +2.

Akeldama Member: You are a member of the Akeldama faction, or have at least spent an extensive amount of time around them. Spellcraft is a class skill for you, and you gain a +1 trait bonus on that skill. If Spellcraft is already a class skill increase your trait bonus to a +2.

Transhumanism Member: You are a member of the Transhumanism faction, or have at least spent an extensive amount of time around them. Knowledge engineering is a class skill for you, and you gain a +1 trait bonus on that skill. If Knowledge engineering is already a class skill increase your trait bonus to a +2.

Terra League Member: You are a member of the Terra League faction, or have at least spent an extensive amount of time around them. Diplomacy is a class skill for you, and you gain a +1 trait bonus on that skill. If Diplomacy is already a class skill increase your trait bonus to a +2.

Void Member: You are a member of the Void faction, or have at least spent an extensive amount of time around them. Bluff is a class skill for you, and you gain a +1 trait bonus on that skill. If Bluff is already a class skill increase your trait bonus to a +2.

The Silver Adventurer’s Guild Member: You are a member of the Silver Adventurer’s Guild, or have at least spent an extensive amount of time around them. Perception is a class skill for you, and you gain a +1 trait bonus on that skill. If Perception is already a class skill increase your trait bonus to a +2.

Saturnalia Member: You are a member of the Saturnalia faction, or have at least spent an extensive amount of time around them. Stealth is a class skill for you, and you gain a +1 trait bonus on that skill. If Stealth is already a class skill increase your trait bonus to a +2.

Traits

GoHyaku Kettei Orphansmith