Characters

Traits

PFS legal (1478)

2560 traits

Name ▲ Type Category Requirement Description
+2 Constitution, +2 Charisma, –2 Strength Racial Gnome Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
+2 Constitution, +2 Charisma, –2 Wisdom Racial Gillman Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed.
+2 Constitution, +2 Wisdom, –2 Charisma Racial Dwarf Dwarves are both tough and wise, but also a bit gruff.
+2 Constitution, +2 Wisdom, –4 Charisma Racial Duergar Duergar are hearty and observant, but also belligerent.
+2 Dexterity, -2 Charisma Racial Strix Strix are swift and elusive, but tend to be stubborn and swift to anger.
+2 Dexterity, +2 Charisma, –2 Constitution Racial Drow Drow are nimble and manipulative.
+2 Dexterity, +2 Charisma, –2 Constitution Racial Dhampir Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
+2 Dexterity, +2 Charisma, –2 Strength Racial Halfling Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
+2 Dexterity, +2 Charisma, –2 Strength Racial Kitsune Kitsune are agile and companionable, but tend to be physically weak.
+2 Dexterity, +2 Charisma, –2 Wisdom Racial Vishkanya Vishkanyas are graceful and elegant, but they are often irrational.
+2 Dexterity, +2 Charisma, –2 Wisdom Racial Fetchling Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
+2 Dexterity, +2 Charisma, –2 Wisdom Racial Ifrit Ifrits are passionate and quick, but impetuous and destructive.
+2 Dexterity, +2 Charisma, –2 Wisdom Racial Catfolk Catfolk are sociable and agile, but often lack common sense.
+2 Dexterity, +2 Constitution Racial Hobgoblin Hobgoblins are fast and hardy.
+2 Dexterity, +2 Constitution, +2 Charisma Racial Merfolk Merfolk are graceful, hale, and beautiful.
+2 Dexterity, +2 Intelligence, –2 Charisma Racial Tiefling Tieflings are quick in body and mind, but are inherently strange and unnerving.
+2 Dexterity, +2 Intelligence, –2 Constitution Racial Sylph Sylphs are quick and insightful, but slight and delicate.
+2 Dexterity, +2 Intelligence, –2 Constitution Racial Elf Elves are nimble, both in body and mind, but their form is frail.
+2 Dexterity, +2 Intelligence, –2 Strength Racial Ratfolk Ratfolk are agile and clever, yet physically weak.
+2 Dexterity, +2 Intelligence, –2 Wisdom Racial Wayang Wayang are nimble and cagey, but their perception of the world is clouded by shadows.
+2 Dexterity, +2 Wisdom, –2 Charisma Racial Vanara Vanaras are agile and insightful, but are also rather mischievous.
+2 Dexterity, +2 Wisdom, –2 Constitution Racial Tengu Tengus are fast and observant, but relatively fragile and delicate.
+2 Dexterity, +2 Wisdom, –2 Strength Racial Grippli Gripplis are nimble and alert, but spindly.
+2 Dexterity, +2 Wisdom, –2 Strength Racial Undine Undines are both perceptive and agile, but tend to adapt rather than match force with force.
+2 Dexterity, –4 Strength, –2 Constitution Racial Kobold Kobolds are fast but weak.
+2 Intelligence, +2 Wisdom, –2 Constitution Racial Samsaran Samsarans are insightful and strong-minded, but their bodies tend to be frail.
+2 Strength, +2 Charisma, –2 Intelligence Racial Suli Sulis are brawny and charming, but slow-witted.
+2 Strength, +2 Charisma, –2 Intelligence Racial Nagaji Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma Racial Svirfneblin Svirfneblin are fast and observant but relatively weak and emotionally distant.
+2 Strength, +2 Wisdom, –2 Charisma Racial Oread Oreads are strong, solid, stable, and stoic.
+2 to One Ability Score Racial Human Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
+2 to One Ability Score Racial Half-Elf Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
+2 to One Ability Score Racial Half-Orc Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
+2 Wisdom, +2 Charisma Racial Aasimar Aasimars are insightful, confident, and personable.
+2 Wisdom, +2 Charisma, –2 Constitution Racial Changeling Changelings are frail, but are clever and comely.
+4 Dexterity, –2 Strength, –2 Charisma Racial Goblin Goblins are fast, but weak and unpleasant to be around.
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma Racial Orc Orcs are brutal and savage.
Aballonian Resilience Region Aballon +4 saves vs. cold environments; free cold-weather outfit
Abendego Pilot Region Eye of Abendego [Sylph] +2 Profession (sailor); wind counts as one step weaker
Abendego Spellpiercer Region The Sodden Lands +2 concentration when casting
Aberration Hunter Region Shenmen +1 on attacks of opportunity vs. aberrations
Abject Belief Basic Faith +2 Will saves vs. fear
Abolitionist Hunter Region Okeno +1 attack vs. abolitionists hunting you
Absalom Bouncer Basic Combat +1 damage with nonlethal unarmed strikes
Absalom Hotspur Region Absalom +1 initiative and Knowledge (local)
Absolute Loyalty Basic Combat Once, cast atonement on yourself when serving your liege
Abyssal Eavesdropper Region Sarkoris or the Worldwound Speak Abyssal (at –2 on social checks and reading)
Acadamae Neophyte Basic Magic Successful Knowledge (planes) to identify creatures gives one extra fact
Academician Racial Gnome +2 bonus on one Knowledge skill; replaces obsessive
Accelerated Drinker Basic Combat Drink a potion as a move action if it starts your turn in hand
Accidental Clone Campaign Once per adventure, +20 to a save vs. mind-affecting effects after rolling
Accident Resistant Religion Zyphus +2 Reflex when denied Dex or in a surprise round
Acclimatize Alignment Basic Faith Penalty on Cha-based checks on opposed mildly aligned planes drops by 1 per day
Accustomed to Trickery Region Darkmoon Wood Once per day, reroll a failed save vs. fey abilities
Acid Breath Racial Undine Breath weapon 1/day: 5-ft. cone, 1d8 acid per 2 levels (max 5d8), Reflex half; replaces spell-like ability
Acknowledged Scion Race Dhampir +1 Knowledge (nobility) and (religion); one is a class skill
Acolyte of Apocrypha Basic Faith Select an apocryphal subdomain associated with your deity
Acolyte of Razmir Region Razmiran +1 Knowledge (local) and (religion) (+2 on Razmir); one is a class skill
Acrobat Basic Social +1 Acrobatics; only –2 for accelerated climbing
Acupuncturist Region Chu Ye +2 Fort vs. poison
Acute Darkvision Racial Half-Orc Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.
Adaptability Racial Half-Elf Half-elves receive Skill Focus as a bonus feat at 1st level.
Adaptable Flatterer Race Fetchling +1 Bluff and attack vs. foes denied Dex
Adaptable Luck Racial Halfling 3/day, +2 luck bonus on one ability check, attack, save, or skill check (+1 if after the roll); replaces halfling luck
Adaptive Magic Campaign +1 Knowledge (arcana) and UMD; UMD is a class skill
Adherent of Ancient Osirion Religion Catfolk native to Osirion Tekko-kagi is a martial weapon for you
Adopted Basic Social Select a race trait from your adoptive parents' race
Adoptive Parentage Racial Human Another race's languages and weapon familiarity (or Skill or Weapon Focus); replaces bonus feat
Adrenaline Rush Race Gnome Once per day, 1d6 temporary hp after failing a save vs. emotion
Adrift Race Aasimar +1 saves vs. charm and compulsion
Adroit Race Kasatha Draw a weapon as a free action with any move action (BAB +1)
Advantageous Distraction Race Goblin Once per day, swift action: +2 dodge AC
Adventurous Explorer Race Human—Song'o Frightened and shaken penalties are only –1
Adventurous Imbiber Religion Cayden Cailean +1 saves vs. poison
Aerial Harrier Race Strix +1 AC vs. melee from creatures on the ground while flying
Aerial Observer Race Sylph +2 Perception 30 ft. or more above ground
Aeromantic Affinity Basic Magic +1 caster level with air and electricity spells
Affable Basic Social Bonus on Diplomacy to improve attitudes
Affinity for the Elements Religion any elemental lord +1 DC for spells of your elemental lord's element
Against the Technic League Campaign +2 damage or +1 spell DCs vs. Technic League agents
Agent of Chance Religion Nivi Rhombodazzle Once per day, an adjacent ally rerolls a skill check
Agent of the Sultana Region Plane of Earth +2 Disable Device vs. fire traps; +2 to confirm crits vs. fire creatures
Agile (Ex) Racial Kitsune Kitsune receive a +2 racial bonus on Acrobatics checks.
Air Affinity Racial Sylph Air-bloodline sorcerers treat Cha as 2 higher; Air domain at +1 caster level
Air Insight Racial Sylph Summoned air creatures stay 2 rounds longer; replaces air affinity
Airship Captain Region Plane of Air +2 Wis checks in subjective gravity; bonuses piloting airships
Air-Touched Basic Magic You share an affinity with elemental air. You gain DR 1/— against creatures and attacks with the air type.
Akitonian Ferocity Region Akiton Once per day, fight on for 1 round below 0 hp as if disabled
Alabaster Odalisque Region Jalmeray [Oread] +1 on two Cha-based skills; listen through a door or wall 1/day
Alabaster Outcast Campaign +1 Diplomacy and Intimidate in Magnimar
Alchemical Adept Basic Magic +2 Craft (alchemy) for alchemical items; failing by 5+ doesn't ruin materials
Alchemical Breath Race Kobold Start with three pieces of choking-smoke alchemical coal
Alchemical Fence Region Katapesh 90% chance to find potions within base value
Alchemical Intuition Basic Magic Once per day, add your Cha modifier to a Craft (alchemy) check after rolling
Alchemical Prodigy Region Thuvia +1 alchemist level for extract durations
Aldori Caution Basic Combat +1 dodge AC when fighting defensively or in total defense
Alien Origins Region Silver Mount Mysterious Silver Mount origins grant a bonus
Alkenstar Defender Region Mana Wastes +1 to confirm crits with ranged weapons
Alkenstar Engineer Region Broken early firearms' misfire increases by 1 less
Allies in the Deep Basic Social +1 Cha-based checks to influence evil creatures (nonevil only)
Alluring Religion Bolka +2 Diplomacy with those attracted to you; daze 1/day
Almost Human Race Half-Orc +4 Disguise to pass as human; Disguise is a class skill
Altruistic Diplomat Region Hwanggot +2 Diplomacy (good alignments only)
Always Threatening Religion Thamir Gixx Draw a concealed light weapon you have Weapon Focus in as a move action
Amazingly Ugly Race Half-Orc, Orc Your skull is misshapen in a grotesque way. You receive a +1 trait bonus on Intimidate skill checks, and it becomes a class skill.
Ambassador Religion Sarenrae +2 Diplomacy
Ambitious Basic Social +4 Diplomacy vs. creatures with 5+ more HD
Ambitious Schemer Racial Drow Bluff or Diplomacy as a class skill with +2; replaces keen senses
Ambush Training Basic Combat +1 trait bonus on initiative and on weapon damage in a surprise round
Amiable Blunder Basic Social Once per day, retry a badly failed Diplomacy check to avoid worsening attitude
Amiable Briber Basic Social Absalom A refused bribe doesn't worsen attitude
Among Humans Race Kitsune +2 Disguise to appear human in your change shape form; class skill
Amoral Mercenary Campaign +1 Sense Motive (class skill); 1/day count as neutral vs. anti-evil effects
Amphibious Racial Gillman Gillmen have the aquatic subtype, but can breathe both water and air.
Amphibious Racial Merfolk Merfolk are amphibious, but prefer not to spend long periods out of the water.
Amphibious Racial Undine Aquatic subtype and amphibious; replaces spell-like ability
Analytical Region Ustalav +1 when taking 10 on Knowledge checks
Anatomist Basic Combat +1 trait bonus to confirm critical hits
Ancestor's Blade Religion Shizuru Masterwork heirloom weapon; +1 attack with that type when smiting evil
Ancestral Armor Basic Social Start with masterwork armor worth up to 300 gp
Ancestral Arms Racial Half-Elf Exotic or Martial Weapon Proficiency with one weapon as a bonus feat; replaces adaptability
Ancestral Grounds Race Dwarf +1 Knowledge (dungeoneering), +2 Knowledge (history) on the Quest for Sky
Ancestral Grudge Racial Drow +1 attack vs. dwarves and elves (except drow); replaces poison use
Ancestral Weapon Region Numeria Masterwork cold iron or silver weapon; +1 attack with that material
Ancient Enmity Racial Dwarf +1 racial bonus on attack rolls vs. elf humanoids; replaces hatred
Ancient Explorer Campaign +1 Knowledge (history) and (local), one a class skill; Cyclops or Polyglot
Ancient Historian Faction Knowledge (history) or Linguistics as a class skill; one ancient language
Andoletta's Consolation Religion Andoletta +2 saves vs. emotion and fear
Andoren Freedom Fighter Region Andoran +1 attack and damage vs. slavers and captors
Angradd's Flame Religion Angradd +1 precision damage on confirmed critical hits
Angradd's Valor Religion Angradd +1 melee attack when charging
Animal Friend Race Gnome +1 Will with an animal within 30 ft.; Handle Animal is a class skill
Animalistic Affliction Race Human—Ulfen +1 Handle Animal and wild empathy
Animal Rustler Race Orc Once per day, add Str as well as Cha to a Handle Animal check
Animal-Spirit Vitality Region Must hail from Kyonin or have lived there for at least 1 year. Once per day, healing spells heal +1 per die near an animal
Animal Whisperer Campaign +1 Handle Animal (class skill), +5 to push wild animals; charm animals as humanoids
Anticipate Evil Race Tiefling +1 Dex-based checks vs. evil outsiders; win initiative ties with them
Antiquities Smuggler Region Osirion +1 Appraise, Bluff, or Sleight of Hand, which becomes a class skill
Anuli Engineer Region Anuli +2 Perception to notice stonework and traps; Knowledge (engineering) is a class skill
Anxious Drawback Drawback: –2 Diplomacy; speak slowly and quietly
Apprentice Basic Faith One sorcerer/wizard cantrip 1/day as a spell-like ability
Apprentice Devilbinder Campaign Summoned devils last 1 round longer; +1 Cha checks vs. bound devils; planar ally 10% cheaper
Aquatic Racial Gillman Gillmen are humanoids with the aquatic subtype.
Aquatic Racial Merfolk Merfolk are humanoids with the aquatic subtype.
Aquatic Survivalist Region Plane of Water +2 Stealth underwater; hide in plain sight underwater 1/day
Arcane Archivist Faction +1 Use Magic Device; it's a class skill
Arcane Dabbler Race Elf One arcane cantrip 1/day as a spell-like ability
Arcane Depth Religion Nethys +1 Spellcraft or +2 Knowledge (arcana)
Arcane Focus Racial Elf +2 racial bonus on concentration to cast arcane spells defensively; replaces weapon familiarity
Arcane Malignancies Drawback Changeling Drawback: a hag-born physical malignancy
Arcane Prodigy Race Drow Once per day, double a racial spell-like ability's duration
Arcane Researcher Basic Magic +4 Knowledge (arcana) and Spellcraft to research and create spells
Arcane Revitalization Basic Magic Once per day, regain 1 arcane pool point on a confirmed critical hit
Arcane Scholar Basic Faith +1 Knowledge (arcana) or Spellcraft, which becomes a class skill
Arcane Temper Basic Magic You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Arcane Training Racial Half-Elf One arcane favored class; use spell trigger and completion items as one level higher; replaces multitalented
Armed Grit Basic Combat With a firearm drawn: +2 vs. fear; demoralize DCs against you +2
Armor Racial Kobold Kobolds have a +1 natural armor bonus.
Armor Racial Merfolk Merfolk have a +2 natural armor bonus.
Armored Rider Basic Combat +1 Ride (class skill); no armor check penalty on Ride in light or medium armor
Armored Scales Racial Nagaji Nagaji have a +1 natural armor bonus from their scaly flesh.
Armored Soul Basic Combat When wearing armor or using a shield, you gain a +1 trait bonus on saving throws against divine spells that deal damage.
Armor Expert Basic Combat Armor check penalty reduced by 1
Arms Master Race Tiefling—Faultspawn Only –2 with weapons you're not proficient with
Armun Kelisk Scholar Region Plane of Air +1 Knowledge (planes) and one other (+3 on air creatures); Auran
Arodenite Historian Basic Social Reroll a failed Knowledge (arcana, history, religion) check with another of the three
Arodenite Sword Training Basic Combat Longsword proficiency (or +1 on attacks of opportunity with longswords)
Artifact Hunter Region Mwangi Expanse +1 Knowledge (geography) and (history); one is a class skill
Artifact Hunter (GS) Campaign +1 Spellcraft to identify magic items and Use Magic Device; one is a class skill
Artisan Basic Social +2 on one Craft skill
Artistic Dilettante Race Human—Taldan +1 Appraise and one Craft
Artist of Battle in All Forms Exemplar +1 on one combat maneuver, which doesn't provoke from those without the Improved feat
Ascendant Recollection Basic Magic +1 sorcerer level for your 1st-level bloodline power
Ash Bane Region Wastelands +2 Fort vs. ash giant and vermin diseases; +1 melee attack vs. vermin
A Shining Beacon Religion Iomedae Crits vs. demons deal extra damage equal to the crit multiplier
Asmodean Acolyte Campaign +1 Diplomacy, Knowledge (planes), (religion); one is a class skill; Infernal
Asmodean Demon Hunter Religion Asmodeus +3 Knowledge (planes) on demons; +2 Will vs. their mind-affecting effects
Aspect of the Quah Basic Faith Hunter: swap one animal aspect for your Shoanti quah's totem aspect
Aspiring Bard Race Human—Taldan +1 on one Perform; +2 Knowledge (local) on Oppara music
Aspiring Hellknight Region Cheliax +1 Intimidate; Intimidate is a class skill
Assimilated Native Race Human—Mwangi +2 Intimidate, –2 Diplomacy with Mwangi natives
A Sure Thing Faction Once per day, +2 on an attack vs. an evil creature
Athletic Campaign Lower armor check penalty on Acrobatics, Climb, Swim; +1 on one
Athletic Champion Campaign +1 Climb, Diplomacy, Perception, Swim (class skills); +2 to move through crowds
Attached Drawback Drawback: –1 Will and –2 vs. fear when your attachment is threatened
Attuned to the Ancestors Faction Once per day, mindless undead ignore you (as hide from undead)
Audrahni's Ally Campaign A bonus from Audrahni's past; 1/adventure calm emotions, cure, or restoration
Augmented Disguise Equipment +2 Disguise with props or costume pieces
Augmented Spell Poisons Race Vishkanya Spend a use of your toxin to add +1 DC to a poison spell
Auspicious Tattoo Race Human—Shoanti +1 Will saves
Authoritarian Basic Faith +2 saves vs. fear and compulsion while serving a legitimate leader
Avarice Drawback Drawback: no aid another unless you get 10% more treasure than anyone
Avid Reader Basic Social Always take 10 on one Knowledge skill
Avowed Inspiration Religion Ragathiel Once per day, inspire allies within 30 ft. to +2 on their next attack
Awakened from Stasis Region Apostae Full rest in 2 hours of sleep
Axe to Grind Basic Combat There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Azlant Fanatic Race Human—Azlanti +1 Knowledge (arcana) and (history); one is a class skill
Azlanti Engineering Race Human—Azlanti +1 Knowledge (engineering); +1 hardness and break DC for masterwork items you craft
Azlanti Inheritor Race Gillman Aid another grants +1 more
Azlanti Scholar Campaign +1 Knowledge (history), (local), UMD; one is a class skill; Azlanti
Azlanti Scholar Region Ironbound Archipelago, non-elf Azlanti language; +2 Appraise and UMD with Azlanti artifacts
Back for More Basic Combat After a foe confirms a crit on you, +2 morale attack and damage vs. it until your next turn
Backstabber Religion [Halfling] Thamir Gixx +1 damage vs. foes you flank
Balanced Determination Basic Social Once per day, take 10 on a save vs. another creature's spell
Balanced Education Region Anuli Once per day, swap a mental and physical ability for a skill check
Balancer's Banishing Basic Magic +1 DC of spells sending aligned outsiders home (if neutral)
Balloon Headed Race Goblin +1 Perception (class skill); –8 to squeeze your head through tight spaces
Bandit Region River Kingdoms +1 Escape Artist, Intimidate, or Stealth, which becomes a class skill
Bandy-Legged Racial Hobgoblin +2 Climb and Ride, +2 CMD vs. bull rush and trip; base speed 20 ft.
Barroom Talespinner Campaign +1 Diplomacy and one Perform; one is a class skill
Bastard Basic Social +1 Sense Motive; it's a class skill
Bastard (KM) Campaign +1 Will; –1 Cha-based checks with Brevic nobles
Battlefield Caster Religion Angradd, Gorum, Torag, Trudd +1 concentration to cast defensively; +1 AC vs. attacks provoked by casting
Battlefield Disciple Basic Combat +2 Heal to stabilize; aid another on attacks grants +1 more
Battlefield Surgeon Religion Zon-Kuthon Heal is a class skill; treat deadly wounds one extra time per day
Battle-Hardened Racial Hobgoblin +1 bonus to CMD; replaces sneaky
Bauble Fascination Race Ratfolk +1 Use Magic Device; it's a class skill
Beachcomber Region Coastal or River Weekly Survival check to find mundane items along a shore
Beacon of Faith Basic Faith Once per day, +2 caster level for a domain or inquisition power or domain spell
Beast Bond Racial Kobold +2 Handle Animal and Ride (class skills); replaces crafty
Beast Bond Basic Social +1 Handle Animal and Ride; one is a class skill
Beast Bully Race Tiefling Use Intimidate instead of Handle Animal to handle or push animals
Beastkin Basic Social +1 Survival; speak with your kin animals at will
Beastmaster Racial Half-Orc Whips and nets are martial weapons; +2 Handle Animal; replaces orc ferocity
Beast of the Society Basic Magic Druid, Pathfinder Society Wild shape into Small or Medium animals lasts 2 hours per level
Beast Rider Race Half-Orc, Orc +2 Ride, but your mount turns on you if you're dismounted
Beguiling Liar Racial Tiefling +4 Bluff to make lies believable; replaces skilled
Bekyar Slave Maestro Race Human—Bekyar Tribe or Shoanti Clan +2 Diplomacy and Intimidate vs. those you've held captive
Belem Pirate Region Minata +1 Knowledge (geography) and Profession (sailor); one is a class skill
Bellflower Contact Race Halfling +1 Perception and Sense Motive and Bluff for secret messages
Bellflower Tiller Region Bellflower Network, Cheliax +5 Survival in the wild, bad weather, and to avoid getting lost
Bellis Axe Master Region Bellis [in Andoran] +2 to confirm crits with axes
Bellis Honey Harvester Region Bellis [in Andoran] DR 3/— vs. swarms; +1 vs. swarm distraction and poison
Bellis Log Roller Region Bellis [in Andoran] +1 Acrobatics; +1 vs. trip
Beneficent Touch Faction Once per day, reroll 1s on healing dice
Bent Body Race Tiefling—Beastbrood +2 CMD vs. grapple
Berserker of the Society Basic Combat Barbarian, Pathfinder Society +3 rounds of rage per day
Besmara's Blessing Campaign +1 Perception (Besmara's blessing)
Besmara's Name Religion Besmara Once per day, cast a divine spell without a divine focus
Besmara's Strength Religion Besmara Once per day, treat water as one category calmer for a Swim check
Best Customer Campaign Spend a drink for +2 Heal (+4 on your drinking buddy)
Best Friend Campaign Bonus based on your best friend (e.g., +2 Diplomacy with Ameiko)
Bestial Racial Half-Orc +2 racial bonus on Perception; replaces orc ferocity
Bestial Wrath Religion Rovagug When you strike hard, you strike deep. You gain a +2 trait bonus on critical confirmation rolls.
Betrayal of Trust Family +2 Bluff (+4 to conceal infidelity)
Betrayed Campaign +1 damage vs. flat-footed foes, or +1 Diplomacy (class skill)
Betrayed (Drawback) Drawback Drawback: roll Sense Motive hunches twice and take the lower
Betrayed Ex-Noble Region City of Brass Higher DC to feint against you
Bifurcated Magic Race Half-Elf +1 caster level in two classes (not above your HD)
Big Boned Race Tiefling—Hungerseed +1 to overrun; +1 CMD vs. trip
Big Ears Race Goblin +2 Perception to hear; hear dog whistles
Big Game Hunter Region Realm of the Mammoth Lords +1 weapon damage vs. Large or larger animals
Big Mouth Race Half-Orc, Orc +1 Bluff, Intimidate, and Perform (oratory) vs. orcs
Binder's Blood Basic Social +2 Cha-based checks with genies
Birthmark Basic Faith Birthmark serves as a divine focus; +2 saves vs. charm and compulsion
Bitter Drawback Drawback: healing from allies' abilities heals 1 less
Bitter Heart Race Changeling You share a sliver of your mother’s supernatural hatred, gaining a +2 trait bonus to confirm critical hits.
Black as Night Mount Pony—Fell Pony While astride a fell pony, you gain a +1 trait bonus on attack rolls against enemies you are flanking.
Black Blood Heritage Basic Magic Immune to black blood; swift action +1 caster level on 1st- and 2nd-level necromancy 1/day
Black Eagle Recruit Region Lambreth +1 saves vs. fear (+3 vs. evil outsiders)
Blackjacket Weapon Flair Basic Combat +5 on a combat maneuver check with a magic weapon when you roll a natural 20
Black Powder Bravado Basic Combat Once per day, reroll a missed attack roll made for a deed
Black Powder Fortune Basic Combat +2 saves vs. curse, fear, and emotion while wielding a firearm
Black Powder Interjection Basic Combat Once per day, regain 1 grit when you interrupt a spell with a firearm attack
Black Sheep Campaign +1 Knowledge (local) (class skill); a notorious contact in town
Blackthorn Rancher Region Lambreth +1 Handle Animal (class skill); companion or mount +3 hp
Blade Bravado Race Human—Taldan +1 Acrobatics and Bluff wielding a one-handed weapon alone
Bladed Magic Basic Magic +1 Craft for magic and masterwork weapons; arcane pool enhancements last 2 minutes
Blade of Mercy Religion Sarenrae Nonlethal damage with slashing weapons without the –4 penalty
Blade of the Society Basic Combat Rogue, Pathfinder Society +1 trait bonus on sneak attack damage
Blasphemous Covenant Racial Drow +2 Diplomacy with demons; summoned demons +2 hp/HD; cheaper demon planar allies; replaces keen senses and poison use
Blessed Basic Faith Once per day, swift action: +1 on all saves for 1 round
Blessed of the Norns Region Lands of the Linnorm Kings +2 Perception vs. traps and ambushes; +1 AC vs. traps and when surprised
Blessed Orphan Religion Folgrit Once per day, +1 on a save after rolling
Blessed Touch Basic Faith Lay on hands and channel energy heal 1 more point
Blessing of Darkness Race Tiefling Beneficial spells from negative-energy channelers act one level higher on you
Blessing of the Feast Religion Zura Eat an orc's flesh: +1 natural armor for 1 minute/level, 1/day
Blight-Burned Campaign +2 Fort vs. disease or poison; scar senses unnatural creatures
Blighted Physiology Region Numeria +1 natural armor; sickened 1 round by magical healing
Blight's Bane Basic Combat +2 to confirm crits vs. creatures with disease-related templates
Blind Zeal Religion Vildeis Blind: move at full speed, fewer penalties, Blind-Fight bonus feat
Blood Algorithm Race Android +2 saves vs. pain; extra healing from construct-healing spells
Blooded Region Mindspin Mountains +1 weapon damage vs. giants, goblins, and orcs
Blood Enmity Racial Duergar +1 attack vs. dwarves and elves; replaces invisibility
Blood of Dragons Race Any +1 Perception, low-light vision, or +2 vs. sleep and paralysis
Blood of Giants Campaign +1 on combat maneuver checks
Blood of Pharaohs Campaign +1 Will; +1 Knowledge (nobility) (class skill)
Blood Potion Brewer Region Belkzen 2/day, potions you brew with enemy blood last longer
Blood Resonance Family Once per day near a relative with this trait, a free use of a shared racial ability
Blood Stalker Race Tiefling—Hellspawn +4 Survival to track creatures you've damaged this week
Bloodthirsty Basic Combat +1 damage (multiplied on crits) when you drop a foe or confirm a critical hit
Bloody-Minded Basic Combat You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.
Bloody Vengeance Religion Vildeis +2 to confirm crits vs. evil creatures
Boarded in Cheliax Campaign Mwangi map (+2 Knowledge (geography)) and 200 gp of gear
Boarded in Mediogalti Campaign +2 saves vs. poison
Boarded in Mwangi Expanse Campaign Polyglot language; +1 Knowledge (nature) about jungles
Boarded in the Shackles Campaign +1 on one saving throw category
Boarded in Varisia Campaign +2 Bluff vs. jungle inhabitants, or +1 caster level for mind-affecting spells on them
Boar Resilience Race Skinwalker—Wereboar-Kin Unimpaired at exactly 0 hp; Diehard without Endurance
Bog Scamp Race Kobold Swim through deep bog at half speed; failures don't sink you
Bond to the Land Racial Gnome +2 dodge AC in one favored terrain type; replaces defensive training and hatred
Bonus Feat Racial Human Humans select one extra feat at 1st level.
Border Guard Region Kwanlai +2 to confirm crits vs. aquatic creatures
Born Damned Race Tiefling +2 saves vs. curses
Born Free Basic Faith Bonus against effects that would force you to follow a group
Born in the Light Race Dhampir +2 on checks covered by Endurance; light sensitivity doesn't hurt Perception
Born to the Water Race Human—Ijo +1 Swim; check for fatigue every 2 hours instead of 1
Born under the Cradle Basic Combat +2 on attack rolls to aid another
Born under the Dreamer Basic Combat Once per day, take 10 on initiative
Born under the Green Star Region Castrovel +1 caster level with mind-affecting spells
Born under the Stranger Basic Combat Feint aberrations without the non-humanoid penalty (–4 if animal intelligence)
Bouncy Race Goblin First 1d6 falling damage is nonlethal; +2 Reflex vs. falls
Bound by Honor Basic Faith Once per day, a new save vs. compulsion that would cost Honor Points
Bountiful Herb-Lore Basic Magic Cassomir Once per day, herbs make a consumable magic item count as a meal
Bounty Hunter Region Isger +1 Survival to track and Perception vs. surprise
Bralani's Step Race Aasimar—Musetouched Once per day, +5 ft. on a move action
Brastlewark Businessman Race Gnome +2 trait bonus on Craft (alchemy)
Brastlewark Businessman Basic Social Gnome +2 trait bonus on Craft (alchemy)
Brave Words Region Ninshaburian Swift action: treat frightened as shaken for 1 round
Bred for War Race Human—Shoanti +1 Intimidate and CMB (must be 6 ft. tall)
Breeze-Kissed Racial Sylph +2 AC vs. nonmagical ranged attacks; 1/day gust to bull rush or trip within 30 ft.; replaces air affinity
Brevoy Bandit Region Mivon Add a second ability modifier to one Profession skill
Brewmaster Race Dwarf +1 Profession (brewer) and Craft (alchemy); –1 Diplomacy with purist dwarves
Briar Bandit Region Forest In overgrowth: +2 Stealth and +1 sneak attack damage
Brigand Campaign +1 Bluff, Diplomacy, Intimidate, Sense Motive with brigands
Brigh's Insight Religion Brigh +2 caster level checks vs. constructs' SR
Brimstone Seer Race Orc –1 Cha-based checks; once per day roll a Knowledge or Int check twice
Broken Mind Religion Groetus You’re used to living with your own madness, and gain a +2 trait bonus on saving throws against madness and confusion effects.
Broken, Not Beaten Basic Combat Automatically stabilize; 1/day take 1 damage to regain consciousness for 1 round
Bruising Intellect Basic Social Intimidate is a class skill; use Int instead of Cha for it
Brute Race Half-Orc +1 Intimidate; it's a class skill
Brute (Orc) Race Half-Orc, Orc On a critical threat, add damage equal to the weapon's crit multiplier
Buccaneer's Blood Campaign +1 Intimidate and Profession (sailor); +1 Disrepute and Infamy
Bullied Basic Combat +1 on unarmed attacks of opportunity
Bully Basic Social +1 Intimidate; it's a class skill
Bully Burner Race Goblin +1 CMB and CMD vs. goblinoids
Bureaucracy Navigator Race Human—Tian +2 Diplomacy with bureaucrats and Knowledge (local) on laws
Bureaucrat's Favored Basic Social Associated with the court of the Black Dome in Osiria Weekly DC 20 Diplomacy or Intimidate to access exclusive sites
Buried Anxiety Race Tiefling—Spitespawn +2 saves vs. fear except around your secret trigger
Burned Drawback Drawback: –1 saves vs. fire; –1 on rolls near open flame
Burnished Skin Race Aasimar—Emberkin +2 saves to disbelieve illusions
Burst of Speed Mount Horse—Dort Charger 3/day, +15 ft. to your Dort charger's speed when charging
Business Venturer Race Ratfolk +1 Appraise, Knowledge (local), Profession (merchant); one is a class skill
Calculated Bribe Basic Social Code of Perseverance Once per day, pay 10 gp/level to reroll a bargaining Diplomacy check
Calculated Risk Race Vampire—Jiang-Shi Once per day, fail a save on purpose to gain +4 on a later save within 1 minute
Calistrian Courtesan Religion Calistria +1 Sense Motive and Diplomacy to gather information; one is a class skill
Called Basic Faith Once per day, reroll a natural 1 on an attack roll
Call for Help Religion [Halfling] Chaldira Zuzaristan On total defense, allies +1 vs. foes threatening you
Call of the Longships Region Lands of the Linnorm Kings +1 Profession (sailor) and attack rolls aboard ships
Callous Basic Social +4 Sense Motive vs. Bluffs that play on sympathy
Camouflage Racial Grippli Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Candidate for Perfection Region Jalmeray +1 on unarmed attacks of opportunity
Canon of Coin Basic Faith Appraise is a class skill; +1 Will (+2 vs. losing wealth) carrying 100 gp/level
Canopy Prowler Race Catfolk +1 Climb (class skill); +1 Stealth while climbing with a climb speed
Canopy Shooter Race Grippli +1 ranged damage within 30 ft. from higher ground
Canter Basic Social +5 Sense Motive to intercept secret messages; allies get +5 to send them to you
Captain's Blade Faction +1 Acrobatics and Climb aboard ships; one is a class skill
Caravan Drover Race Half-Orc Whips are martial; up to 10 travelers can hustle or force march 1 hour longer
Caravan Guard Campaign +1 Survival; Survival is a class skill
Caravan Nomad Region Kitsune native to Varisia +1 Bluff and Perform; one is a class skill
Careful Combatant Basic Combat When withdrawing, the first two squares aren't threatened by foes you see
Carefully Hidden Race Human—Keleshite +1 Will, +2 vs. divinations
Caretaker Basic Faith +1 Heal; Heal is a class skill
Carnal Attraction Basic Social +2 Diplomacy (gather information) and Knowledge (local) about one vice
Carnation Scales Race Kobold +1 Survival; it's a class skill
Carpenden Lobber Region Carpenden [in Andoran] +2 attack throwing nonlethal items (tanglefoot bags, thunderstones)
Carpenden Roof Runner Region Carpenden [in Andoran] +2 Acrobatics 20 ft. or more above the ground
Carrion Sense Racial Tengu Scent for corpses and creatures at half hp or less; replaces gifted linguist
Carrying Voice Race Sylph +2 caster level for range of sonic effects; wind doesn't muffle your voice
Castrovel Gatekeeper Race Lashunta +2 Spellcraft to identify teleportation; +1 caster level for teleportation
Catfolk Racial Catfolk Catfolk are humanoids with the catfolk subtype.
Cat’s Claws Racial Catfolk Two claws: primary natural attacks, 1d4 each; replaces natural hunter
Cat’s Luck (Ex) Racial Catfolk Once per day, roll a Reflex save twice and take the better result
Cave Crawler Racial Goblin Climb speed 10 ft. (+8 Climb), base speed 20 ft.; loses fast movement
Cavern Survivor Region Nar-Voth +2 Survival underground; Survival is a class skill
Cavewight Racial Half-Orc +1 Knowledge (dungeoneering) and Survival underground; replaces intimidating
Celestial Community Race Aasimar Spend your spell-like ability to cast cure light wounds (take some nonlethal damage)
Celestial Contact Race Aasimar +1 caster level with good spells
Celestial Crusader Racial Aasimar +1 insight attack and AC vs. evil outsiders; +2 Knowledge (planes) and Spellcraft on them; replaces celestial resistance and skilled
Celestial Resistance Racial Aasimar Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Celestial Tracker Race Aasimar—Angelkin +1 Survival to track; trails count as 24 hours fresher
Cellular Match Race Android Count only as humanoid while polymorphed
Centaur Vengeance Region Iobaria +2 saves vs. dragons' frightful presence
Centered Religion Irori +1 saves vs. charm and compulsion; DC to intimidate you +1
Chainbreaker Region Andoran +1 to open locks, break chains, and sunder bars to free slaves
Chain Fighter Racial Half-Orc Proficient with flails and heavy flails; dire flails and spiked chains are martial; replaces weapon familiarity
Chain Master Race Tiefling—Shackleborn +2 to trip with a spiked chain or whip
Chaldira's Luck Religion Chaldira Once per day, roll a skill check twice and take the better
Chameleon Racial Undine Change coloration for +4 Stealth underwater; replaces energy resistance
Chance Encounter Campaign Once per day, reroll a failed Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check
Chance Savior Campaign +2 trait bonus on initiative
Change Shape (Su) Racial Kitsune Assume one human form (alter self) as a standard action; +10 Disguise to appear human
Channel the Earth Region Plane of Earth Channeled energy adds CMD bonus or penalty vs. maneuvers
Charau-Ka Slayer Region Mwangi Expanse +1 AC vs. thrown weapons
Charlatan Basic Magic Gnome Swift action: expend a spell for a Bluff bonus equal to its level
Charmed Innocent Region Any City Once per day, roll a Cha check twice vs. a nonevil creature
Charming Basic Social +1 Bluff and Diplomacy, +1 DC of language-dependent spells vs. those attracted to you
Charming Smile, Cunning Soul Exemplar +1 Bluff, Diplomacy, Intimidate, Sense Motive (more with other social traits)
Cheap to Feed Region [Halfling] Osirion, Varisian +3 Bluff to get food, water, or shelter
Cheat Death Religion Besmara Once per day, a chance to survive dropping to 0 hp from a failed check
Chelish Guerrilla Region Cheliax +2 Knowledge to identify devils; +1 damage vs. them
Chelish Noble Campaign +1 Knowledge (nobility) (class skill) and Cha checks vs. Chelish nobles; noble's gear
Chelish Sympathizer Basic Social Monthly: an edge in a verbal duel or +2 on a social check
Chernasardo Hopeful Campaign In forest or plains, a move action reduces a target's concealment
Childhood Crush Campaign +1 attack vs. foes threatening your crush
Child of Infamy Campaign +1 Perform (act) (class skill); 300 gp nest egg
Child of Kintargo Campaign +1 Knowledge (nobility) (class skill); Noble Scion without Cha; noble's gear
Child of Mumia Region Osirion +1 saves vs. curses and disease
Child of Nature Religion Gozreh +2 Survival; Survival is a class skill
Child of Oppara Campaign +1 Appraise and Knowledge (nobility), one a class skill; noble's gear
Child of the Crusades Region Mendev +2 saves vs. fear
Child of the Crusades (WotR) Campaign Once per day, reroll a failed save vs. demonic mental effects
Child of the Moon Basic Magic +1 on Climb, Stealth, or Swim (+2 waxing, +4 at full moon)
Child of the Streets Basic Social +1 Sleight of Hand; it's a class skill
Child of the Temple Basic Faith +1 Knowledge (nobility) and (religion); one is a class skill
Child of Two Peoples Race Half-Elf, Half-Orc, or Human +2 Will vs. charm and compulsion; know both parents' languages
Child of Wati Region Osirion +1 cleric level for channeling vs. undead
Child of Zolurket Race Dwarf +1 weapon damage vs. undead
Chillblight Emissary Region Irrisen DR 1/cold iron; sickened 1 round by cold iron
Chilled by Brutality Region Tundra—Cloud, Frost, River, Rune, Taiga +2 to confirm crits vs. giants and saves vs. fear
Chip on the Shoulder Basic Social +2 on your next Intimidate vs. a creature that failed to Intimidate you; class skill
Chivalrous Region Taldor +1 Diplomacy and Knowledge (history)
Chosen Child Region Po Li Starting money +900 gp
Chosen of Iomedae Basic Faith Light 1/day; start with a masterwork longsword that enhances light spells
Citizen of Eleder Region Eleder You live and work in Eleder. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (nobility) checks regarding Eleder.
Citizen of Kalabuto Region Kalabuto You live and work in Kalabuto. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (history) checks regarding Kalabuto.
City-Raised Racial Half-Orc Proficient with whips and longswords; +2 Knowledge (local); replaces weapon familiarity
City Scavenger Racial Goblin +2 Perception and Survival; forage with Survival in cities; replaces skilled
Civilized Basic Social +1 Knowledge (nobility) and (local); (local) is a class skill
Clan Artisan Region Xa Hoi +2 on one Craft (class skill)
Classically Schooled Basic Magic +1 Spellcraft; Spellcraft is a class skill
Claw Attack Racial Tengu Two claws, primary natural attacks, 1d3; counts as having Improved Unarmed Strike; replaces swordtrained
Claws Racial Changeling Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Cleansing Light Religion Sarenrae Reroll 1s on channel energy damage vs. undead
Cleansing the Twisted Religion Sarenrae +1 slashing weapon damage vs. aberrations
Clearheaded Race Dwarf +1 vs. Bluff and Disguise; +1 saves vs. illusions
Clergy Member Race Aasimar +1 Diplomacy with clergy of your faith; weekly aid from its temples
Clever Cat Racial Catfolk +2 racial bonus on Bluff, Diplomacy, and Sense Motive; replaces natural hunter
Clever Mount Mount Any animal can be a clever mount. Mount learns four tricks per point of Int; handling it is DC 15
Clever Wordplay Basic Social Use Int instead of Cha for one Cha-based skill
Cliff Jumper Region Cliffs of Fury +1 Acrobatics, Climb, and Reflex vs. falling
Cliff-Master Region Goblin, Varisia +1 Climb and Survival
Cliff Strider Region Arcadia native Climb 5 ft. as a move action without provoking
Climber Racial Catfolk Climb speed 20 ft. (+8 Climb); replaces sprinter
Clockwork Engineer Basic Combat +2 damage vs. clockwork creatures
Clockwork Surgeon Religion Aesocar Free special healer's kit; treat deadly wounds faster
Cloistered Upbringing Region Any City +1 saves vs. channeled energy and ki; +1 hp from supernatural healing
Close Allies Campaign +1 saves next to your close ally; 1/adventure give them +1d6
Clumsy Slave Region [Halfling] Cheliax, Katapesh Nonlethal attacks can pass as accidents
Coherent Rage Basic Combat Ulfen Guard Use Bluff, Escape Artist, Handle Animal, or Stealth (choose one) while raging
Coincunning Region Varisia—Janderhoff +2 Perception to notice valuables, automatically within 10 ft.
Coin Hoarder Region Mindspin Mountains Everything has a price—and it’s your job to know it. Your starting cash increases to 500 gp.
Cold and Calculating Basic Combat +1 Bluff vs. favored enemies sharing your subtype; +1 attack vs. them in the surprise round
Cold Fortitude Race Kobold +4 Fort vs. nonlethal cold damage
Cold Heart Region Hellknight You gain a +2 trait bonus on saving throws against spells and effects with the emotion descriptor.
Collector Basic Social Gnome Bonus from your collection of odd trinkets
Colonial Campaign +1 Knowledge (local) on Sargava; +1 saves vs. disease
Colonial Entitlement Race Human—Chelish or colonial Sargavan +2 Intimidate vs. Mwangi
Colonial Sympathizer Race Human—Mwangi +1 Bluff and Diplomacy with Sargavan colonials
Color Thief Race Goblin +2 Stealth in light or no armor
Commanding Race Human—Keleshite +1 Intimidate; +1 DC of language-dependent compulsions
Commercial Savvy Region Katapesh Settlement base value and purchase limit +10% for you
Community-Minded Region Rahadoum Your morale bonuses last 2 rounds longer
Comparative Religion Faction +1 Knowledge (religion); it's a class skill
Competitive Basic Social +1 on a skill check matching one a nearby creature just made
Condescending Drawback Drawback: –5 Diplomacy and Intimidate to improve others' attitudes
Confidante to the Oppressed Region Eagle Knight +2 Diplomacy with the oppressed; they start indifferent or better
Conscientious Miner Region Jinin +1 Appraise and Profession (miner) (class skill)
Conspiracy Hunter Campaign +1 on one chosen skill, which becomes a class skill
Contagious Mettle Basic Social Code of Valor +1 Will vs. fear; adjacent allies +1 morale vs. fear
Contemptuous Basic Social +1 Knowledge (local) and (nobility); one is a class skill
Contract Master Religion Asmodeus +1 Linguistics; Linguistics is a class skill
Convincing Liar Basic Social Bellflower Network +1 Bluff or Intimidate, which becomes a class skill
Cornered Fury Racial Ratfolk +2 melee attack and AC at half hp or less with no ally within 30 ft.; replaces swarming
Corpse Cannibal Religion Urgathoa +2 Fort vs. disease; eat rotting flesh safely
Corpse Dodger Region Ustalav Hide from undead 1/day as a swift action
Corpse Hunter Religion Pharasma You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.
Cosmopolitan Region Goka +1 Linguistics; it's a class skill
Courageous Basic Combat +2 saves vs. fear
Covenant of Abaddon Religion any of the Four Horsemen Because your soul is pledged to one of the Horsemen, you gain a +2 trait bonus on Fortitude saving throws against level-draining effects.
Coven Casting Basic Magic +2 concentration while within 30 ft. of an allied spellcaster
Covered Sniper Race Kasatha +1 ranged damage while you have cover
Covert Channeler Basic Faith Your mentor in the Wagons of Light taught you to hide holy symbols quickly. You can draw or stow a holy symbol as a swift action.
Cowardly Drawback Drawback: fear penalties +1 worse (+5 ft. speed when fleeing); lose fear immunity
Craftsman Racial Dwarf +2 racial bonus on Craft and Profession checks related to metal or stone; replaces greed
Crafty Racial Kobold +2 Craft (trapmaking), Perception, Profession (miner); Craft (traps) and Stealth are class skills
Craven Racial Halfling +1 initiative, +1 attack when flanking; –2 vs. fear, but +10 ft. speed and +1 dodge AC when afraid; replaces fearless and halfling luck
Creative Manipulator Race Changeling Once per day, you may reroll a Charisma check you just made. You must take the result of the second roll, even if it is worse.
Creative Reality Race Ganzi +1 Bluff (+5 to make truth seem false)
Creepy Race Changeling +1 Intimidate (class skill); +2 Diplomacy with hags
Criminal Basic Social +1 Disable Device, Intimidate, or Sleight of Hand, which becomes a class skill
Criminally Connected Basic Social +1 Knowledge (local) and Diplomacy to gather information in settlements
Criminal Roots Basic Social +2 Diplomacy with criminals and Intimidate with citizens; –2 Diplomacy with citizens
Crimson Carapace Basic Combat +2 AC vs. crit confirmation in light armor when fighting defensively or using Combat Expertise
Crisis of Faith Basic Faith Bonus against effects that rely on faith or doubt
Crocodile Swim Race Skinwalker—Werecrocodile-Kin +2 Swim and Stealth moving slowly underwater; one is a class skill
Cross-Disciplined Basic Magic Once per day, +1 caster level for a spell on both magus and wizard lists
Cross-Knowledge Basic Magic Once per day, +1 caster level for an extract also on the wizard list
Crowd Dodger Basic Combat +2 Acrobatics to move through others' spaces and avoid attacks of opportunity
Cruel Child Race Changeling +1 attack with claws on a full attack
Cruel Master Region Okeno +1 Intimidate; Intimidate is a class skill
Cruel Rager Race Half-Orc If you successfully confirm a critical hit against an enemy while raging, you regain 1 round of rage. This can occur only once per rage.
Cruelty Drawback Drawback: –2 attack vs. healthy foes while dying or helpless foes are nearby
Crusader Basic Faith +1 attack vs. chaotic outsiders
Crusader Road Acolyte Region Thornkeep or Echo Wood +1 saves vs. chaotic (or evil) spells and outsiders
Crusader Tactician Region Lastwall +1 Knowledge (engineering) and (nobility); one is a class skill
Crystalline Form Racial Oread +2 AC vs. rays; deflect one ray 1/day; replaces earth affinity
Cultist Lineage Region Mediogalti Island +1 Intimidate; draw light weapons free in the surprise round
Cultivated Region Any City One extra language; gather information fast in it
Cunning Breed Mount Horse—Taldor Jennet Taldor jennet learns eight tricks
Cunning Liar Region Any City Use Int or Wis instead of Cha for Bluff
Curator of Mystic Secrets Exemplar 2/day, spontaneous metamagic without extra casting time
Curiosity Racial Catfolk +4 Diplomacy to gather information; Knowledge (history) and (local) are class skills; replaces natural hunter
Curse in the Blood Race Skinwalker +1 saves vs. curses; +1 caster level with curse spells
Curse Queller Region Osirion +2 caster level checks to remove afflictions; +1 saves vs. curses
Cutting Condescension Basic Social +2 Intimidate to force friendliness, in half the time
Cynic Region Mendev +1 Sense Motive; it's a class skill
Cynical Basic Social +1 saves vs. illusions and charms
Cynical Ear Basic Social Count 2 more HD vs. Intimidate; Diplomacy DCs against you +2
Cyphermage Backer Region Riddleport A Cyphermage contact (+15 Knowledge check daily) in Riddleport
Cypher Resistance Region Varisia—Riddleport +2 saves vs. glyph and symbol spells
Dangerously Curious Basic Magic +1 Use Magic Device; it's a class skill
Daring Doomsayer Campaign After rolling a 1 on an attack, +1 on your next attack within 1 minute
Darkblight Survivor Region Nirmathas +2 Fort vs. fey, plant, and forest diseases and poisons
Darkest Before Dawn Basic Faith +2 saves vs. emotion, fear, and pain (+4 once per day)
Darklands Delver Region Tian Xia Darklands +1 Knowledge (dungeoneering) and Survival in the Darklands; one is a class skill
Darklands Scholar Basic Social +2 Knowledge to identify Darklands creatures' weaknesses
Darklands Stalker Racial Drow Ignore difficult terrain underground; Nimble Moves if Dex 13+; replaces spell-like abilities
Darklands Trader Basic Social +1 Diplomacy on underground trade and Knowledge (dungeoneering) on its creatures
Dark Magic Affinity Race Tiefling Evil spells act one level higher
Darkvision Racial Fetchling Fetchlings can see in the dark up to 60 feet.
Darkvision Racial Drow Drow can see in the dark up to 120 feet.
Darkvision Racial Undine Undines can see in the dark up to 60 feet.
Darkvision Racial Sylph Sylphs can see in the dark up to 60 feet.
Darkvision Racial Merfolk Darkvision 60 ft. and light sensitivity; replaces low-light vision
Darkvision Racial Dwarf Dwarves can see in the dark up to 60 feet.
Darkvision Racial Grippli Gripplis can see in the dark up to 60 feet.
Darkvision Racial Hobgoblin Hobgoblins can see in the dark up to 60 feet.
Darkvision Racial Ifrit Ifrits can see in the dark up to 60 feet.
Darkvision Racial Goblin Goblins can see in the dark up to 60 feet.
Darkvision Racial Aasimar Aasimars can see in the dark up to 60 feet.
Darkvision Racial Elf Darkvision 60 ft., but light sensitivity; replaces low-light vision
Darkvision Racial Tiefling Tieflings see in the dark for up to 60 feet.
Darkvision Racial Orc Orcs can see in the dark up to 60 feet.
Darkvision Racial Oread Oreads can see in the dark up to 60 feet.
Darkvision Racial Kobold Kobolds can see in the dark up to 60 feet.
Darkvision Racial Half-Orc Half-orcs can see in the dark up to 60 feet.
Darkvision Racial Strix Strix can see in the dark up to 60 feet.
Darkvision Racial Changeling Changelings can see in the dark up to 60 feet.
Darkvision Racial Ratfolk Ratfolk can see in the dark up to 60 feet.
Darkvision Racial Gnome Darkvision 60 ft.; replaces low-light vision and keen senses
Darkvision Racial Wayang Wayangs can see in the dark up to 60 feet.
Dawn Renewal Religion [Halfling] Sarenrae Your long-term care heals 2 more hp at sunrise
Dayborn Racial Dhampir Unhindered by daylight (no light sensitivity); replaces spell-like ability
Dayguard Racial Strix +2 Perception (class skill); replaces nocturnal
Dayrunner Racial Orc No light sensitivity, but –2 on ranged attack rolls; replaces light sensitivity
Daysighted Racial Duergar No light sensitivity, but darkvision only 60 ft.
Deadeye Race Half-Orc, Orc You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.
Deadeye Bowman Religion Erastil With a longbow, ignore soft cover from a single creature
Deadly Rush Race Tiefling—Pitborn +2 to confirm crits on a charge
Dealmaker Equipment Weekly Diplomacy check to buy or sell items above the local base value
Deathkeeper Race Dwarf—Pahmet +1 saves vs. undead supernatural abilities
Deathless Spirit Racial Aasimar Resist negative energy 5; no hp loss from negative levels; +2 vs. death, energy drain, necromancy; replaces celestial resistance
Death's Deputy Race Tiefling—Grimspawn +2 damage on attacks that already drop a target below 0 hp
Deathspeaker Religion Urgathoa +2 Diplomacy and Cha checks to influence undead
Deathtouched Race Any +1 Fortitude or +2 vs. mind-affecting effects
Debauchery Defier Basic Social Associate with the court of the Imperial Palace of Taldor You are particularly adept at resisting addiction. You must fail two saving throws in a row to become addicted to a drug.
Debt to a Witch Region Must hail from Irrisen or have lived there for at least 1 year. +2 saves vs. cold spells and cold weather
Deck Fighter Religion Besmara +1 on attacks of opportunity aboard ships
Dedicated Defender Basic Combat +1 attack and to overcome SR while next to a dying or disabled ally
Deep Cover Basic Social Always take 10 on Bluff and Disguise for your cover identity
Deep Faith Basic Faith Earth domain spells at +1 caster level in the Darklands
Deep Guardian Basic Magic Dwarf Summoned earth or burrowing creatures gain +1 attack and +1 AC
Deep Magic Racial Duergar +2 caster level checks vs. spell resistance and +2 dispel checks; replaces spell-like abilities
Deep Marker Race Dwarf +1 Survival and saves vs. fear
Deepsight Racial Undine Darkvision 120 ft. underwater only; replaces darkvision
Deep Warrior Racial Dwarf +2 dodge AC and +2 to grapple vs. aberrations; replaces defensive training
Deep Wounding Religion Achaekek Your bleed damage needs a DC 20 Heal check to stop
Defender of the Society Basic Combat Fighter, Pathfinder Society +1 AC in medium or heavy armor
Defensive Strategist Religion Torag Not flat-footed before you act in combat
Defensive Training Racial Gnome Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Defensive Training Racial Svirfneblin Svirfneblin gain a +2 dodge bonus to Armor Class.
Defensive Training Racial Dwarf Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Deformed Religion Lamashtu Your monstrous deformities grant you a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
Deft Dodger Basic Combat Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Defy Madness Basic Faith Old Cults +1 saves vs. confusion, insanity, madness, and Wisdom damage or drain
Demented Inventor Race Half-Orc, Orc +2 Craft (weapons); it's a class skill
Demonbane Summoner Region The Worldwound Summoned creatures' attacks count as cold iron
Demonblight Reistance Basic Magic +3 saves vs. disease near hostile demons
Demon Eradicator Region Mendevian Crusader Anytime an outsider with the demon subtype must make a Will save against one of your spells, increase the DC of that save by +1.
Demonic Persuasion Religion any demon lord +2 Diplomacy and Intimidate vs. demons
Demon-Proof Mind Region Sarkoris or the Worldwound +2 saves vs. evil outsiders' mind-affecting effects
Demon Slayer Basic Combat Mendev Crusaders Knowledge (planes) vs. DC 10 + CR to find a demon's weak spot: +3 to confirm crits on it
Demon Smiter Basic Combat Once per day, +4 on one attack roll vs. demons
Demoralizing Presence Religion Zon-Kuthon Your very existence is unsettling to your foes. You gain a +2 trait bonus on Intimidate checks made to demoralize opponents.
Denial of Fate Religion Urgathoa Once per day, stabilize automatically below 0 hp
Dependent Drawback You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
Desert Child Region Desert +4 saves vs. heat; +1 saves vs. fire
Desert Mirage Racial Ifrit +2 Stealth in deserts and saves vs. starvation and thirst; replaces fire affinity
Desert Nomad Region Thuvia +4 saves vs. heat; +1 saves vs. fire
Desert Runner Racial Elf +4 on Con checks and Fort saves vs. fatigue, forced march, starvation, thirst, climate; replaces elven magic
Desperate Focus Basic Magic +2 trait bonus on concentration checks
Desperate Resolve Basic Magic +1 concentration (+4 when grappled, entangled, or in violent weather)
Desperate Speed Basic Magic +5 ft. to one of your eidolon's speeds that you lack
Destined Diplomat Basic Social +2 Diplomacy with outsiders; it's a class skill
Destined for Greatness Region Absalom Savvy about the Starstone and would-be gods
Destined Pioneer Race Human—Taldan Once per day, ignore difficult terrain in one chosen terrain
Destructive Blows Religion Rovagug +2 Str checks to break objects and to sunder
Detect Disobedience Basic Social +2 Sense Motive vs. underlings; use it to notice their surprise attacks
Devil Fighter Basic Combat Learning how devils think helps you resist their trickery. You gain a +1 trait bonus to your AC against attacks made by lawful outsiders.
Devilfish Diver Region Mediogalti You’ve swum with the devilfish along the Mediogaltian coast. You gain a +2 trait bonus on saving throws versus poison.
Devil's Mark Faction +2 Bluff, Diplomacy, Intimidate, Sense Motive vs. evil outsiders
Devoted Healer Basic Faith Treat deadly wounds (taking 20) heals 1d4 more
Devotee of a Dead God Religion Aroden +1 Diplomacy and Knowledge (religion); one is a class skill
Devotee of Kalistrade Region Druma +1 Appraise and Bluff to make deals with nonbelievers
Devotee of the Green Basic Faith +1 Knowledge (geography) and (nature); one is a class skill
Devotee of the Old Gods Campaign +1 Knowledge (history) and (religion), one a class skill; +1 saves vs. divine magic
Devout Visionary Basic Faith +1 Will vs. spells and effects of dreams and visions
Dhampir Racial Dhampir Dhampirs are humanoids with the dhampir subtype.
Diabolical Dabbler Basic Magic Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Diabolist Raised Campaign +1 social skills vs. Westcrown nobles; +1 saves vs. devils' mind-affecting effects
Dilettante Artist Race Elf +1 on one Perform and Diplomacy; one is a class skill
Diligence Region Any City Take 20 in half the time with one Craft or Profession
Dinosaur Whisperer Region Mediogalti +1 Knowledge (nature), Survival, and wild empathy with dinosaurs
Dirty Fighter Basic Combat +1 damage when you hit a foe you're flanking
Dirty Fighter (Orc) Race Half-Orc, Orc +3 Bluff to feint
Dirty Trickster Basic Combat Take Improved Dirty Trick without prerequisites; +1 on dirty trick checks
Discerning Beliefs Region Zi Ha +2 saves to disbelieve illusions
Disciplined Body Race Human—Vudrani Once per day, use Wis instead of Str or Dex for one roll
Disdainful Defender Basic Faith +2 Will vs. divine spells cast by followers of other deities
Diseased Heart Religion Ghlaunder Creatures that drain your blood or swallow you risk filth fever
Disgraced Noble Campaign +2 Bluff to hide identity and Linguistics for forgeries; one is a class skill
Disillusioned Basic Combat +2 Will saves vs. emotion and fear
Dismantle Order Basic Social Code of Revolution Detect law 1/day
Dispelled Battler Basic Combat +1 weapon attack and damage in antimagic, and for 1 round after a dispel
Dissolution’s Child Racial Wayang 1/day, look like a patch of shadow (as invisibility) for 1 round/level (max 5); replaces shadow magic
Distance Aptitude Basic Magic +1 caster level for spell ranges
Diva in Training Campaign +1 on one Perform; all Perform skills are class skills
Div Hunter Region Thuvia +2 Knowledge to identify divs; +1 damage vs. them
Divine Confidante Basic Faith +3 Sense Motive for hunches when discussing faith (class skill)
Divine Deceiver Region Razmiran Once per day, sacrifice an arcane spell for temporary hp healing
Divine Denier Basic Faith Once per day, halve a divine spell's duration on you
Divine the Mystery Race Human—Kellid +2 Knowledge (engineering) on robots and Numerian tech; feint constructs freely
Divine Warrior Religion Iomedae Weapons your divine spells affect gain +1 damage
Dockside Avenger Campaign While Lamm is free, die only at –(Con + 3) hp; then 3 permanent hp
Dockside Brawler Campaign +1 damage with brass knuckles and improvised weapons
Dogged Basic Faith Once per day after a natural 1, +1 on one roll before the end of the next round
Dog-Sniff-Hate Race Goblin Scent vs. canines; +2 attack vs. dogs you smell
Dominator Region Belkzen +2 Intimidate to demoralize
Domineering Basic Magic +1 DC of one 1st-level enchantment spell
Dormant Defense Basic Combat Sleeping Perception DCs rise only +7; 25% chance to negate crits and sneak attacks when helpless
Doublespeak Basic Social It isn’t what you say—it’s how you say it. You gain a +2 trait bonus on Bluff checks to pass along secret messages.
Doubt Drawback Drawback: –4 on a type of check for 1 hour after failing it
Dowsing Race Suli +1 Survival; know the age of desert tracks
Draconic Destiny Basic Social +2 Con to stabilize; die at –(Con + 2) hp
Draconic Echo Race Kobold Ghost sound 2/day
Draconic Infusion Basic Magic Once per day per 2 caster levels, +1d4 energy damage to a target of a chosen energy spell
Draconic Lineage Race +1 saves vs. fear and dragons' effects; draconic bloodline
Draconic Vigil Region Lastwall +1 initiative vs. dragons and orcs
Dragon Armor Basic Combat +2 Reflex vs. one energy type in medium or heavy armor
Dragonfoe Campaign +1 dodge AC vs. dragons; +2 Reflex vs. breath weapons
Dragon Friend Race Triaxian +1 CMD vs. dragons; full-round Diplomacy to improve a new dragon's attitude
Dragon-Hunted Basic Social +1 Will vs. fear and saves vs. dragons' effects
Dragon Pact Basic Social +1 Diplomacy with one category of dragon; +1 Intimidate vs. other dragons
Dragon-Scaled Racial Kobold Resistance 5 to the energy of your scale color (acid, electricity, fire, or cold)
Dragonslayer Religion Dahak +1 attack vs. dragons
Dragon Tracker Religion Dahak +2 Survival to track dragons; track them untrained (DC 15 or lower)
Drake Anatomist Basic Social +1 damage vs. dragons; +2 Knowledge (arcana) to identify them
Dreadful Forethought Region Ustalav +1 Knowledge (nobility) and (planes)
Dreamspeaker Racial Elf +1 DC of divination and sleep spells; dream 1/day if Cha 15+; replaces elven immunities
Driven By Guilt Campaign +1 saves vs. evil effects
Drow-Blooded Racial Half-Elf Darkvision 60 ft. and light blindness; replaces low-light vision
Drow Immunities Racial Drow Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Drow Magic Racial Half-Elf Dancing lights, darkness, faerie fire 1/day each; replaces adaptability and multitalented
Drug Addict Campaign +1 Knowledge (local) (class skill), or +1 Fortitude
Dtang Ma Bloodline Region Dtang Ma Once per day, a bloodline power at +1 sorcerer level
Dualborn Race Suli Energy resistance and elemental assault in two chosen energies
Dual Minded Racial Half-Elf +2 on all Will saves; replaces adaptability
Dual Talent Racial Human +2 racial bonus to two ability scores; replaces +2 to one score, bonus feat, and skilled
Dueling Cloak Adept Basic Combat +2 Bluff to feint with cloak and Aldori dueling sword; +1 dodge AC after a successful feint
Duergar Immunities Racial Duergar Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Dump Salvager Region Westcrown +3 Perception to find concealed items
Dungeon Dweller Region Any Subterranean Dungeon Extra language and bonuses in dungeons
Durable Change Race Skinwalker—Werebear-Kin When you use your change shape ability, you can choose to gain the benefits of the Endurance feat rather than gaining a special ability.
Dusk Dancer Region [Halfling] Nidal +2 Reflex in dim light or darkness
Dusk Market Bribery Basic Social Bribes cost 5% less
Duskwalker Agent Region Katapesh Double starting gold; good deals in the Nightstalls
Dwarf Racial Duergar Duergar are humanoids with the dwarf subtype.
Dwarf-Trained Campaign +2 dodge AC vs. giants and +1 attack vs. orcs
Dwarf Traits Racial Duergar May take dwarf racial traits that replace stability (or hardy, giving up duergar immunities)
Eager Combatant Region Riddleport +1 attack aboard an enemy ship
Eager Performer Campaign +1 on one Perform; +1 DC of one enchantment
Eagle Knight Recruit Campaign Breastplate, weapon, 100 gp gear; +1 saves vs. mind-affecting effects
Ear for Music Religion Shelyn +1 on one Perform; +2 Knowledge (local) on local art and music
Earning your Freedom Campaign +1 on one type of saving throw
Earth Affinity Racial Oread Earth-bloodline sorcerers treat Cha as 2 higher; Earth domain at +1 caster level
Earthbound Basic Magic Dwarf +2 DC and caster level vs. SR against air creatures while touching the ground
Earth Insight Racial Oread Summoned earth creatures stay 2 rounds longer; replaces earth affinity
Earthsense Race Oread Swift action: tremorsense 60 ft. for a round, 1/day (+1 per 5 levels)
Earth-Touched Basic Magic You share an affinity with elemental earth. You gain DR 1/— against creatures and attacks with the earth type.
Ease of Faith Basic Faith +1 Diplomacy; Diplomacy is a class skill
Easy Way or the Hard Way Basic Combat Only –2 to deal nonlethal damage with lethal weapons vs. favored enemies
Eat Anything Racial Goblin +4 Survival to forage and +4 vs. nauseated and sickened; replaces skilled
Ecumenical Basic Social +2 Knowledge (religion) and Diplomacy about lesser divinities
Educated Druggist Region Alchemist healers who hail from Osibu, Thuvia, Tian Xia, or Ustalav, or who have lived there for at least 1 year Alchemical remedies you give grant +1 more and heal 1 hp
Efficient Packer Race Gnome Carry as if Str were 2 higher
Effortless Aid Race Human—Garundi Once per day, take 10 on aid another for an adjacent ally for 1 minute
Efreeti Magic Racial Ifrit Enlarge person or reduce person 1/day; replaces spell-like ability
Egorian School Apprentice Region Egorian +3 Knowledge (engineering); +2 Perception in Egorian buildings
Ekujae Reflexes Race Half-Elf +2 trait bonus on initiative
Elaborate Trapper Race Kobold Traps you craft beating the DC by 5 get +2 Disable Device DC
Eldritch Auditor Basic Magic +2 Spellcraft and Will to identify an item's true properties
Eldritch Delver Basic Magic +1 Knowledge (dungeoneering) and (history); +1 caster level for teleportation
Eldritch Smith Basic Magic Dwarf Craft stone and metal items for 5% less
Elemental Accident Basic Magic Choose an energy type; once per day reduce damage of that type
Elemental Apprentice Basic Combat Choose an energy type; once per day reduce damage of that type
Elemental Assault (Su) Racial Suli 1/day swift action: arms deal +1d6 acid, cold, electricity, or fire for 1 round/level
Elemental Caller Race Suli +1 caster level for duration of summoning genies and elementals
Elemental Endowment Region Osirion Once per day, temporary hp equal to an elemental spell's level
Elemental Negotiator Basic Social An elemental bonus language; +2 with elemental creatures
Elemental Pupil Region Qadira +1 damage with spells of one chosen energy type
Elemental Resilience Religion any elemental lord +1 saves vs. spells of one energy type
Elemental Resistance Racial Elf Resistance 5 to acid, cold, electricity, or fire (chosen once); replaces elven immunities
Elemental Ties Region Osirion +1 Diplomacy with elementals; one elemental language
Elf Racial Drow Drow are humanoids with the elf subtype.
Elf Blood Racial Half-Elf Half-elves count as both elves and humans for any effect related to race.
Elven Bitterness Region Kyonin Enchantment bonus vs. demons
Elven Immunities Racial Half-Elf Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Immunities Racial Elf Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic Racial Elf +2 caster level checks vs. spell resistance; +2 Spellcraft to identify magic items
Elven Polytheist Religion any elven deity +1 Knowledge (religion); it's a class skill
Elven Reflexes Race Half-Elf +2 trait bonus on initiative
Elven Serenity Race Half-Elf—Elf-Raised +2 Diplomacy and Handle Animal to calm creatures, without a shared language
Emberkin Imposter Region Qadira +5 Disguise as an aasimar; +2 Diplomacy with those fooled
Emissary Region Varisia—Kaer Maga +2 Diplomacy with aberrations, monstrous humanoids, undead, giants
Emissary Racial Fetchling Once per day, roll Bluff or Diplomacy twice and take the better; replaces shadow blending
Empathic Diplomat Region Qadira or Osirion Use Wis instead of Cha for Diplomacy
Employee Campaign +150 gp equipment; a Bountiful Venture Company contact
Empty Heart, Full Heart Religion Naderi +1 saves vs. charm; targets of your charms –1 on saves
Empty Mask Drawback Drawback: –1 Will vs. compulsions (–2 vs. those who know your identity)
Empyreal Cultist Region Varisia—Magnimar Celestial language; +1 Diplomacy with good humanoids
Empyreal Focus Religion any empyreal lord Once per day, +2 on a skill check
Empyreal Pantheon Basic Faith Cast spells of one chosen descriptor (law or chaos) regardless of alignment; they gain good
Enchanted by Giants Region Forests—Jungle, Taiga, Wood +1 Survival and Spellcraft; take 10 to identify spell-like abilities
Enchanting Conniver Religion Calistria You gain a +2 trait bonus on Bluff and Diplomacy checks against creatures affected by one of your charm or compulsion effects.
Enchantment Resistance Racial Gillman +2 saves vs. enchantments, but –2 vs. aboleth enchantments
Enduring Heritage Race Tiefling Swift action: detect as an evil outsider for HD rounds per day
Enduring Mutagen Basic Magic Mutagens last 1 extra minute per alchemist level
Enduring Spellcraft Race Human—Azlanti You have studied the enduring spells of ancient Azlant. Treat your caster level as 1 higher for the purpose of determining duration only.
Enduring Stoicism Campaign +2 saves vs. fear and emotion
Enemy of Delusion Religion Andoletta Once per day, a crit, smite, or lay on hands grants a new save vs. charm or compulsion
Enemy of Slavers Basic Social Code of Freedom +2 Diplomacy and Intimidate vs. slavers
Enemy of the Undead Region Geb +2 saves vs. undead spells and spell-like abilities
Energy Resistance Racial Ifrit Ifrits have fire resistance 5.
Energy Resistance Racial Undine Undines have cold resistance 5.
Energy Resistance Racial Sylph Sylphs have electricity resistance 5.
Energy Resistance Racial Oread Oreads have acid resistance 5.
Energy Resistance 5 Racial Suli Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Energy Strike (Su) Racial Suli Elemental assault and resistance 5 in one chosen energy, plus an extra power while active
Engineer Racial Hobgoblin +2 Craft (alchemy) and Knowledge (engineering); replaces sneaky
Enlightened Warrior Race Aasimar—Idyllkin May take monk levels while neutral or neutral good
Entomophobe Drawback Drawback: –2 attack vs. vermin and saves vs. swarm nausea
Envoy Racial Elf Comprehend languages, detect magic, detect poison, read magic 1/day each (Int 11+); replaces elven magic
Envoy of Healing Religion Sarenrae Reroll 1s on healing dice from channel energy, fervor, lay on hands
Envy Drawback Drawback: must steal 10 gp a day or take cumulative save penalties
Eoxian Experiment Region Eox +1 saves vs. pain and undead spell-like abilities
Equality for All Region [Halfling] Andoran +2 CMB and CMD vs. foes two sizes larger
Erastil's Speaker Religion Erastil +1 Diplomacy; Diplomacy is a class skill
Erratic Malefactor Campaign +2 initiative; 1/day reroll an attack or skill check near an ally
Erutaki Sky Reader Region Crown of the World Once per day, +2 luck on a save after rolling
Escaped Captive Basic Social +1 Escape Artist; +2 CMD vs. pin
Eternal Grudge Racial Elf +1 attack rolls vs. dwarf and orc humanoids; replaces elven magic
Eternal Hope Racial Gnome +2 saves vs. fear and despair; reroll a natural 1 once per day; replaces defensive training and hatred
Eternal Understanding Religion Irori Knowledge checks of DC 15 or lower untrained
Ethical Leader Race Aasimar +1 Leadership if all followers are within one step of your alignment
Etymologist Basic Social Gnome +1 Linguistics (class skill); one extra language
Evasive Sting Basic Combat +1 dodge AC vs. favored enemies two or more sizes larger
Ever Home Race Human—Garundi +1 Knowledge (geography) and Sleight of Hand
Ever Wary Race Tiefling Half your Dex bonus to AC in the surprise round
Evident Supporter Region Galt Officials need DC 25 to doubt you
Exalted of the Society Basic Faith Cleric, Pathfinder Society Channel energy one additional time per day
Exalted Resistance Racial Aasimar SR 5 + level vs. evil spells and evil outsiders' spells; replaces celestial resistance
Ex-Asmodean Campaign +1 attack and damage, or +1 spell DCs, vs. House Thrune and Asmodeans
Excellent Penmanship Basic Social Forgeries +2 DC to detect; +2 on written persuasion; Linguistics is a class skill
Exchange Agent Campaign +1 on one travel skill, which becomes a class skill
Excitable Basic Combat Gnome +2 trait bonus on initiative
Exhibition Fighter Region Lung Wa +1 attack and damage in rule-bound tournaments
Exiled Scholar Region Nex +1 Knowledge (arcana) and (religion); one Knowledge untrained
Ex-Iomedaean Campaign +1 attack and damage, or +1 spell DCs, vs. Iomedae's followers
Exotic Weapon Training Racial Tengu Proficiency with 3 + Int bonus eastern weapons; replaces swordtrained
Experimental Escapee Race Android +2 Escape Artist and Strength checks to break free
Experimental Rebel Race Half-Elf +2 saves vs. elves' spells and abilities
Expert Boarder Religion Besmara +1 attack with one-handed weapons on a ship's deck
Expert Distractor Race Ifrit Fire damage counts double for spellcasters' concentration DCs
Expert Duelist Faction +1 AC when adjacent to only one foe
Expert Explorer Campaign +1 on one Knowledge and Survival; one is a class skill; machete is simple
Expert Smuggler Region Erages Frisking you grants no +4 bonus
Expert Swimmer Region River Kingdoms +1 Swim; it's a class skill
Explorer Basic Social Gnome Bonus in a chosen terrain each level
Explorer Racial Gnome +2 Climb and one Knowledge skill; replaces hatred and obsessive
Exposed to Awfulness Campaign Once per day, reroll a failed save vs. demonic death or incapacitation
Expressive Pantomime Basic Social At –5, Bluff secret messages to creatures without a shared language
Ex-Sczarni Campaign +2 Bluff for hidden messages; +1d6 on coups de grace
Extended Toil Religion Droskar Servant spells (unseen servant, spiritual weapon...) last 50% longer
Extremely Fashionable Equipment +1 Bluff, Diplomacy, Intimidate in 150+ gp clothing; one is a class skill
Eye for Plunder Campaign +1 Appraise and Perception to find hidden objects; 50 gp of trade goods
Eye for Quality Religion Abadar +1 Appraise (class skill); no penalty for failing by 5
Eye for Talent Racial Human +2 Sense Motive; companion, mount, cohort or familiar gains +2 to one ability score; replaces bonus feat
Eye for the Wondrous Basic Magic Katapesh Identify a magic item's properties with detect magic in 1 round
Eye of Arqueros Religion Arqueros +3 Perception alone on guard duty
Eye of the Falcon Region Eagle Knight +1 saves vs. phantasms; +1 Sense Motive vs. lies face to face
Eye of the Father Religion Torag +1 on one Craft skill
Eyes and Ears of the City Religion Abadar +1 Perception; Perception is a class skill
Eyes of the Sun Race Human—Garundi +1 saves vs. dazzled and blinded; halve one such duration per day
Eyes of the Wild Religion Green Faith +2 Perception in natural settings
Failed Apprentice Race Half-Elf +1 saves vs. arcane spells
Failed Aspirant Basic Combat Once per day, one chosen combat maneuver doesn't provoke and gets +2
Failed Winter Witch Apprentice Campaign +1 Knowledge (arcana) and Spellcraft on cold magic; Hallit or Skald
Faithful Arodenite Religion Aroden +1 Diplomacy (+3 with followers of Aroden or Iomedae)
Faithful Artist Religion Desna +1 on one Perform; Perform is a class skill
Faithful Feedback Basic Faith any religion Healing spells heal +1 hp on someone of your religion
Faith Healer Race Aasimar +1 Heal; earn money weekly with Heal
Faith's Hunter Basic Combat Confirming a crit on a favored enemy extends your divine spells by 1 round
Faith Unshakable and Unassailable Exemplar +2 Will vs. charm, compulsion, and fear (more with other faith traits)
Family Connections Race Tiefling +2 Bluff and Diplomacy with evil outsiders
Family Resemblance Family +4 Diplomacy with your family's friends; +2 Disguise as a relative
Family Ties Drawback Drawback: –2 Wis and Cha checks until you do what family asks
Family Ties (RotRL) Campaign +1 Knowledge (local) (class skill); Varisian language
Family Trade Family One shared class skill; +2 on it near a relative with this trait
Fangs Racial Dhampir Bite for 1d3 when grappling, or as a standard action vs. helpless foes; replaces spell-like ability
Fangwood Diplomat Region Nirmathas +1 Diplomacy; it's a class skill
Fangwood Insurgent Region Nirmathas +1 initiative in forests; once per day an ally rolls initiative twice
Fashionable Faction +1 Bluff, Diplomacy, Sense Motive in 80+ gp clothing; one is a class skill
Fast Racial Goblin Goblins are fast for their size, and have a base speed of 30 feet.
Fast Shifter (Su) Racial Kitsune Change shape as a move action; replaces kitsune magic
Fast Talker Basic Social +1 Bluff; Bluff is a class skill
Fatal Trapper Religion Zyphus +1 Craft (traps) and Disable Device vs. traps
Fate's Favored Basic Faith The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Favored Champion Race Human—Shoanti Once per day, reroll a failed combat maneuver check
Favored Prey Religion Ketephys +1 bow damage vs. creatures you've tracked in the last hour
Favored Son/Daughter Campaign +1 Knowledge (local) (class skill); a law-abiding contact in town
Fearless Racial Halfling Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fearless Defiance Basic Faith +1 saves vs. fear; after a successful save, +1 attack vs. favored enemies for 1 round
Fearsome Racial Hobgoblin +4 racial bonus on Intimidate; replaces sneaky
Fed-Up Citizen Campaign +1 Disguise (class skill); weaker good/law aura; +1 saves vs. mind-affecting
Feline Instinct Race Skinwalker—Weretiger-Kin +3 initiative when you act in the surprise round
Fell Magic Racial Gnome +1 DC of necromancy spells; bleed, chill touch, detect poison, touch of fatigue 1/day (Wis 11+); replaces gnome magic
Fencer Basic Combat +1 on attacks of opportunity with daggers, swords, and similar blades
Feral Racial Orc Survival as a class skill; +1 melee attack and damage at negative hp; replaces weapon familiarity and languages
Feral Speech Basic Social One bonus language: Aklo, Aquan, Auran, Giant, Ignan, or Sylvan
Ferocity Racial Orc Stay conscious and fight below 0 hp (staggered, losing 1 hp/round)
Ferrous Growth Racial Oread 1/day, grow iron or steel into a 10-lb. object for 10 minutes; replaces spell-like ability
Fertile Soil Racial Oread Verdant-bloodline sorcerers treat Cha as 2 higher; Plant domain at +1 caster level; replaces earth affinity
Fey Hex Region Irrisen Once per day, retry a resisted one-per-day hex
Fey Mediator Region Grungir Forest You gain Sylvan as a bonus language. Additionally, choose Bluff, Diplomacy, or Knowledge (nature). That skill is a class skill for you.
Fey Protection Basic Magic +1 AC vs. fey attacks of opportunity; +1 saves vs. fey effects
Fey-Taken Drawback Drawback: –2 saves vs. disease, illusions, poison, and fey magic
Fey-Wise Region Sevenarches +1 saves vs. fey abilities and Sense Motive vs. fey
Fiend Blood Race Any +1 Bluff, Intimidate, or Knowledge (planes), which becomes a class skill
Fiendish Confidence Religion Asmodeus +1 Intimidate; Intimidate is a class skill
Fiendish Resistance Racial Tiefling Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sniper Race Tiefling +5 Stealth after sniping
Fiendish Sorcery Racial Tiefling Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Fiendish Sprinter Racial Tiefling +10 ft. speed when charging, running, or withdrawing; replaces skilled
Fierce Flanker Race Wyvaran +1 damage vs. foes you flank
Fiery Dominance Region Plane of Fire +1 Intimidate vs. other subtypes; +2 DC to demoralize you
Fiery Glare Race Ifrit You can use your unearthly nature to frighten others. You can always take 10 on Intimidate checks, even in combat.
Fight for Liberty Region Andoran Rallying cry: unarmed allies +2 with improvised weapons and unarmed strikes
Fight with the Flock Race Skinwalker—Werebat-Kin With two allies within 10 ft., +1 Intimidate and attacks of opportunity
Final Embrace Race Dhampir +2 to grapple to pin
Finding Haleen Campaign Extra +1 hp and skill point per level in your first class
Finish the Fight Race Half-Orc—Orc-Raised +1 attack vs. foes you injured in the past 24 hours
Fire Affinity Racial Ifrit Fire-bloodline sorcerers treat Cha as 2 higher; Fire domain at +1 caster level
Firebug Basic Combat +1 attack with thrown splash weapons and bombs
Firebug (Kobold) Race Kobold Spark 3/day
Fire Insight Racial Ifrit Summoned fire creatures stay 2 rounds longer; replaces fire affinity
Fire in the Blood Racial Ifrit Fast healing 2 for 1 round when taking fire damage (2 hp/level per day); replaces fire affinity
Fire-Starter Racial Ifrit +1 morale on the next roll after setting a creature on fire; replaces fire affinity
Fire-Tongued Race Kobold Speak Ignan
First Memories Basic Faith Gnome Different gnome magic spell-like abilities (Wis 11+)
Fixer of Odds Campaign +1 Profession (gambling); searchers get no +4 to find hidden items on you
Flair for Destruction Race Tiefling—Pitborn +1 weapon damage vs. objects and constructs
Flame of the Dawnflower Religion Sarenrae +2 fire damage on scimitar crits
Flames of Hell Religion any archdevil +1 DC of your channel energy
Flame-Touched Basic Magic You share an affinity with elemental fire. You gain DR 1/— against creatures and attacks with the fire type.
Fleet-Footed Racial Elf Run as a bonus feat and +2 initiative; replaces keen senses and weapon familiarity
Fleet of Foot Mount Horse—Chiardmar While riding a chiardmar, you treat your mount’s base speed as +10 feet faster for the purpose of using the run or withdraw actions.
Fleet of Foot Racial Halfling Base speed 30 ft.; replaces slow speed and sure-footed
Flesh Chameleon Racial Undine Change skin color to a human tone (+4 Disguise to appear human); replaces energy resistance
Fleshwarp Exposure Race Drow +1 saves vs. transmutations; accepted transmutations last longer
Flotsam Region The Shackles +2 Reflex vs. fire
Flounderer Religion Goblin, Zogmugot +1 Swim; hold breath 3 × Con rounds
Focused Burn Basic Magic Fire bombs deal +1 damage per 2d6 on a direct hit
Focused Disciple Basic Faith When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Focused Mind Basic Magic +2 trait bonus on concentration checks
Focused Study Racial Human Skill Focus as a bonus feat at 1st, 8th, and 16th level; replaces bonus feat
Foe of the Strange Campaign +1 saves vs. aberrations' abilities; subtract 10 from confusion rolls
Folgrit's Bounty Religion Folgrit +1 Profession (cook); cook a meal granting a +1 morale bonus
Folgrit's Mercy Religion Folgrit Once per day, lay on hands also heals 1d4 Int, Wis, or Cha damage
Follower of the Stars Religion Desna You gain a +4 trait bonus when using Survival to navigate under clear skies.
Following Breeze Race Sylph +2 Acrobatics to jump with a running start; +5 ft. when running
Following in the Footsteps Campaign Aid another to adjacent allies grants +1 more; +1 Diplomacy
Fools for Friends Campaign Aid another grants +1 more; +1 vs. charm with friends nearby
Footsteps of Aganhei Region Crown of the World +1 Fort vs. cold weather; Survival is a class skill; one bonus language
Forbidden Knowledge Region Geb Use Knowledge (history) or (religion) in place of (planes)
Force for Good Faction Good spells at +1 caster level
Foreign Opportunist Campaign +2 Appraise; Appraise is a class skill
Foreign-Tongued Campaign One NPC's language; +2 Bluff for secret messages with them
Forest Senses Race Gnome +2 Perception to act in surprise rounds in the wild; no penalty while asleep
Forest Walker Racial Half-Orc Low-light vision and +2 Climb; replaces darkvision
Forge-Hardened Racial Ifrit +2 Craft (armor, weapons) and saves vs. fatigue and exhaustion; replaces spell-like ability
Forgetful Drawback Drawback: DC 10 Wis check or leave an item behind when moving on
Forlorn Race Elf +1 trait bonus on Fortitude saves
Forlorn Region [Elf] any non-Elven land +1 trait bonus on Fortitude saves
Formerly Mind-Swapped Campaign Once per day, reroll a failed Knowledge check; untrained up to DC 20
For the Money Basic Social +2 to haggle (+4 with leverage); +1 Appraise (class skill)
Fortified Drinker Religion Cayden Cailean +2 saves vs. mind-affecting effects for 1 hour after a drink
Fortunate Racial Svirfneblin Svirfneblin gain a +2 racial bonus on all saving throws.
Fortunate Basic Magic Once per day, roll twice for a random spell or item effect and pick
Fortune Found Region Vanaran native to Katapesh +1 Appraise and Diplomacy; one is a class skill
Foster Child Campaign +2 on one Knowledge (class skill); +1 attack vs. foes threatening Koya
Foul Belch Race Goblin Once per day, belch: sickened 1d6 rounds (DC 12 Fort)
Foul Brand Drawback Drawback: evil brand gives –1 or –2 on some skills
Founders' Heritage Basic Social +1 Cha-based checks to influence Absalom citizens
Foxclaw Scout Campaign +2 to confirm crits vs. animals, magical beasts, vermin
Framed Campaign +1 Spellcraft or Bluff, which becomes a class skill
Free Agent Region River Kingdoms +2 Will vs. charm and compulsion
Freedom Fighter (Andoran) Region Andoran +2 Diplomacy (–2 with slavers); Diplomacy is a class skill
Freedom Fighter (Halfling) Race Halfling +1 on checks to escape or free slaves; Escape Artist is a class skill
Freedom Fighter (PFS) Faction +1 Stealth and attack rolls in the surprise round
Freedom Fighter (Shokuro) Region Shokuro +1 attack with improvised weapons
Freed Slave Race Bellflower Network, halfling +1 Diplomacy and Knowledge (nobility) (class skill)
Freed Slave (Andoran) Region Andoran +1 trait bonus on Will saves
Freed Slave (Katapesh) Region Katapesh +1 trait bonus on Fortitude saves
Free People Region Kellid, Realm of the Mammoth Lords native +1 Sense Motive and Will vs. mind-affecting effects
Free Spirit Basic Social +1 saves vs. language-dependent and sonic effects; DC to Intimidate you +2
Friend in Every Town Basic Social +1 Knowledge (local) and Diplomacy; one is a class skill
Friendless Race Tiefling Treat your own deadly wounds, disease, and poison with Heal
Friend of the Dead Region Geb +2 Diplomacy with sentient undead
Friend of the Family Campaign +1 Perception (class skill); +1 attack vs. foes threatening Koya
Friend of the Fey Region Lands of the Linnorm Kings +2 Diplomacy with fey
Friends and Enemies Campaign A heavy combat-trained horse and gear
Friends in High Places Basic Social +1 Diplomacy and Intimidate where you've gathered information (+2 with officials)
Friends in Low Places Basic Social Gather information in poor districts in 1d2 hours; destitute NPCs start friendlier
Friend to Animals Race Human +1 Handle Animal and Ride; one is a class skill
Frightening Racial Strix +2 racial bonus on Intimidate; replaces nocturnal
Frightening Speed Religion Achaekek Once per day, move 5 ft. extra with a move action
Frontier-Forged Region Any Frontier Area +1 Perception and Survival in the wild
Frontier Healer Campaign +1 Heal and Knowledge (nature); one is a class skill; extra healing with Heal or cure
Frostborn Region Lands of the Linnorm Kings +4 saves vs. cold environments; +1 saves vs. cold
Frost Spitter Race Kobold Once per day, exhale fog that makes a 10-ft. square of ice
Fruit Merchant Region Jungle When bartering for mundane items like food, water, and clothing, you can purchase supplies for 10% less and sell them for 10% more.
Fruits of Your Labor Religion Jaidi Once per day, a shared meal grants a bonus to you and six others
Frustrating Race Gathlain Bluff to create diversions and feint for allies
Fugitive Basic Combat +3 Perception in settlements to avoid being surprised
Fungal Brewing Race Dwarf +2 Craft for alchemical items, made 20% faster
Furious Vengeance Religion Dranngvit Once per day, +1 on an attack (+1 damage if the target hurt you)
Fury Religion Rovagug +2 to confirm crits with a greataxe
Fury of the Red Basic Social +2 Will for a round after a charge; red dragon heritage
Gallant Imposter Region Mendevian Crusader +1 Knowledge (nobility) and (religion); +2 Disguise and Bluff as a knight
Gatecrasher Racial Half-Orc +2 on Strength checks to break objects and sunder checks; replaces orc ferocity
Gemstone Collector Religion Yuelral Carrying gems worth 200 gp × level: +1 Will, +2 on one Cha skill
Generous Race Human—Taldan +2 Bluff and Diplomacy for 24 hours with a creature you give a gift
Genie Blood Race Human—Keleshite +1 saves vs. one element's energy; +1 social checks with its genies
Genie-Caller Region Qadira Once per day, a summoning spell at +2 caster level
Genie Heir Race Geniekin +2 Cha checks with outsiders from your genie ancestor's plane
Gesture Expertise Basic Social Gesture complex messages; +2 Bluff and Linguistics with gestures
Get the Cargo Through Campaign +300 gp starting wealth
Ghost Survivor Region Ustalav +2 Knowledge (religion) on incorporeal undead; +2 Fort vs. negative levels
Ghoulish Affinity Region The Darklands +2 Perception vs. disguised undead; +2 Fort vs. undead diseases and poisons
Giant Ambivalence Region Temperate Highlands—Cloud, Hill, River, Stone +1 initiative and Sense Motive; +2 Perception to avoid surprise
Giant-Blooded Campaign Half penalty with oversized weapons; +2 CMD vs. awesome blow
Giant Dodger Region Desert—Cliff, Desert, River +3 Acrobatics to move out of threatened squares without provoking
Giant-Harried Region Wastelands—Ash, Hill, River, Shadow +1 CMB and CMD vs. larger creatures
Giant Hunter Racial Dwarf +1 attack vs. giants, +2 Survival to track them; replaces hatred
Giant Investigator Region Coast—Marsh, Ocean, River, Storm, Taiga Retry failed Knowledge (local) or (religion) checks after 24 hours at +2
Giant Slayer Campaign +1 Bluff, Perception, Sense Motive; +1 attack and damage vs. giants
Giantslayer Scion Campaign No Intimidate penalty vs. larger giants; +1 DC of your fear effects on them
Gifted Adept Basic Magic One chosen spell is cast at +1 caster level
Gifted Linguist Racial Tengu Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Gifted Medium Religion Magrim +1 caster level for divinations contacting other beings
Gifted Satirist Campaign +1 Linguistics; Linguistics is a class skill
Gifted Smuggler Basic Social Ostenso Small hidden objects count as extraordinarily small for Sleight of Hand
Gift of Tongues Racial Gnome +1 Bluff and Diplomacy; extra language per Linguistics rank; replaces defensive training and hatred
Glib Barrister Race Human—Chelaxian +2 Linguistics to forge
Glide Racial Tengu Glide: DC 15 Fly to fall safely, glide 5 ft. per 20 ft. fallen; replaces gifted linguist
Glider Racial Grippli Falls count as half the distance; steer half the distance horizontally; replaces swamp stride
Gliding Wings Racial Kobold Glide: DC 15 Fly to fall safely, glide 5 ft. per 20 ft. fallen; replaces crafty
Glint-Tongued Race Human—Ulfen +1 Cha-based checks with Ulfen; +2 Intimidate
Gloom Shimmer Racial Fetchling Displacement 2/day at 9th level instead of shadow walk; modifies spell-like ability
Glory of Old Region Five Kings Mountains +1 saves vs. spells, spell-like abilities, and poison
Gnoll Killer Campaign +1 attack and damage vs. gnolls
Gnome Racial Svirfneblin Svirfneblin are humanoids with the gnome subtype.
Gnome Magic Racial Gnome +1 DC of illusion spells; dancing lights, ghost sound, prestidigitation, speak with animals 1/day each (Cha 11+)
Goblin Bravery Race Goblin +1 attack vs. larger foes with no adjacent allies
Goblin Foolhardiness Race Goblin +1 attack vs. larger foes with no adjacent allies
Goblinoid Racial Goblin Goblins are humanoids with the goblinoid subtype.
Goblinoid Racial Hobgoblin Hobgoblins are humanoids with the goblinoid subtype.
Goblin Pirate Region Goblin, Shackles +1 Profession (sailor) and Swim; Swim is a class skill
Goblin Watcher Campaign +1 Perception and Appraise; +5 Appraise to find the most valuable item
Godclaw Disciple Basic Faith Lawful alignment +2 Knowledge (religion) on lawful deities (class skill); lawful only
Godless Resolve Region Bard who hails from Bachuan, Rahadoum, or Touvette, or who has lived there for at least 1 year. Heal is a class skill; +2 Heal to stabilize and stop bleeding
God Scorn Race Tiefling—Foulspawn +1 saves vs. divine spells
Golden Scales Race Kobold –1 Bluff and Diplomacy with kobolds; +2 with non-reptilian humanoids
Gold Finger Faction +1 Disable Device and Sleight of Hand; one is a class skill
Gold Goblin Regular Region Riddleport +1 Profession (gambler); +2 Diplomacy to gather information in Riddleport
Goldsniffer Race Dwarf Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
Good Dreams Religion [Halfling] Desna Once per day, a bonus on a save against a danger you dreamed of
Good Folk Region Any City +2 Cha and Cha-based checks vs. friendly or helpful creatures
Good Influence Race Aasimar—Lawbringer +1 Diplomacy to persuade others toward good or lawful choices
Good-Natured Religion Cayden Cailean +2 saves vs. fear
Good Slip Campaign +1 Bluff (class skill); 1/day reroll a Will save next to a Chelish human
Gozreh's Sight Religion Gozreh See normally 5 ft. through fog, mist, and rain
Granite Skin Racial Oread +1 natural armor; replaces energy resistance
Gravelwalker Region Darklands, usually under warm mountains Move normally through rubble; run or charge through it with Acrobatics
Greasy Palm Faction Bribes cost 10% less
Greater Adept of the Society Basic Magic Wizard, Pathfinder Society One extra 0-level spell slot
Greater Link Basic Magic Your eidolon's life link penalties start at much greater distances
Greater Purpose Basic Magic +1 saves vs. death effects and +1 Con checks to stabilize
Greed Racial Dwarf Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Green-Blooded Basic Magic One 0-level druid spell 1/day as a spell-like ability
Greenskin Stalker Region Isger, River Kingdoms, or Varisia +1 Bluff, Knowledge, Perception, Sense Motive, Survival vs. goblinoids
Gregarious Basic Social Once per day, reroll a Diplomacy check to improve attitude
Gregarious (Ex) Racial Kitsune Creatures you win over with Diplomacy take –2 vs. your Cha-based skills for 24 hours; replaces agile
Grief-Filled Basic Social You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.
Grim Optimism Basic Social Standard action: allies within 30 ft. gain +2 morale vs. fear and pain for 1d4 rounds
Grippli Racial Grippli Gripplis are humanoids with the grippli subtype.
Grit Goggles Region Darklands, usually under deserts +2 vs. blinding by foreign objects; halve environmental visibility penalties
Grounded Race Dwarf +2 Acrobatics to balance; +1 Reflex
Gruff Watcher Race Human—Ulfen +1 initiative and Perception
Guarded Race Merfolk +2 Bluff and Sense Motive vs. non-aquatic humanoids
Guardian of the Forge Religion Torag +1 Knowledge (engineering) and (history); one is a class skill
Guardian Smite Religion Trudd Once per day, halve smite damage to slow the foe to 5 ft. for a round
Guerilla Region Dtang Ma +1 Knowledge (nature) and Survival in rainforest; one is a class skill
Guerrilla Mender Region Must hail from Nirmathas or have lived there for at least 1 year. Your Heal treatment of poison or disease grants +1 more; Heal is a class skill
Guerrilla Tactics Basic Combat You gain a +2 trait bonus on Stealth checks and Initiative checks in forests.
Guiding Spirit Basic Magic Once per day, swift action: a guiding spirit grants a bonus
Guilty Fraud Drawback Drawback: –4 Bluff vs. creatures indifferent or friendlier
Gunworker Race Dwarf +2 Craft for firearms, explosives, and fire alchemical weapons
Hagfish Hopeful Campaign +2 Fort saves vs. disease and nausea
Hag Racial Trait Racial Changeling By hag mother: +1 melee damage, +2 Bluff vs. the attracted, or hold breath 3 × Con rounds
Half-Forgotten Secrets Race Dhampir—Ajibachana +1 on two Knowledge skills; one is a class skill
Halfling Luck Racial Halfling Halflings receive a +1 racial bonus on all saving throws.
Halo Racial Aasimar Light at will as a halo; +2 Intimidate vs. evil and +2 saves vs. blinded or dazzled; replaces darkvision
Hard Head, Big Teeth Racial Goblin Bite: primary natural attack, 1d4; replaces skilled
Hardly a Fool Basic Social +1 Sense Motive and saves vs. illusions
Hard to Kill Basic Combat Stabilization checks take half your negative hp as the penalty
Hard to Pin Down Race Tiefling +2 AC vs. attacks of opportunity from foes you flank or who are denied Dex
Hardy Racial Dwarf Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Harrow Born Race Human—Varisian Start with a harrow deck; +1 initiative
Harrow Chosen Race Human—Varisian +2 caster level for divinations using your harrow deck; augury 2/week
Harvester Basic Social +1 Profession (tanner or trapper), usable untrained; no risk handling venom
Hatred Racial Svirfneblin +1 attack vs. reptilian and dwarf humanoids
Hatred Racial Dwarf +1 racial bonus on attack rolls vs. orc and goblinoid humanoids
Hatred Racial Gnome +1 attack rolls vs. reptilian and goblinoid humanoids
Hatred Racial Strix +1 attack rolls vs. humans
Hatred of the Gods Religion Rovagug +1 saves vs. divine spells
Haunted Drawback Drawback: –2 saves vs. evil spells
Haunting Regret Drawback Drawback: –2 vs. swarm distraction, mind-affecting effects, and concentration
Havoc of the Society Basic Magic Sorcerer, Pathfinder Society +1 force damage on damaging spells
Headstrong Drawback Drawback: shaken for 1 hour if you don't stop actions against your alignment
Healthy Racial Svirfneblin Svirfneblin gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces fortunate.
Healthy Campaign +1 Fortitude and vs. fatigue; hold breath 3 × Con rounds
Heart of Clay Region Lingshen +1 trait bonus on Fortitude saves
Heart of the Fields Racial Human Bonus of half your level on one Craft or Profession; ignore fatigue or exhaustion 1/day; replaces skilled
Heart of the Mountains Racial Human +2 Climb and Acrobatics on narrow or uneven surfaces; acclimated to high altitude; replaces skilled
Heart of the Sea Racial Human +2 Profession (sailor) and Swim (class skills); hold breath twice as long; +4 concentration underwater; replaces skilled
Heart of the Slums Racial Human +2 Sleight of Hand and Stealth, +4 Survival in cities and underground; roll twice vs. disease; replaces skilled
Heart of the Snows Racial Human Cold climates one step less severe; +2 vs. cold, slipping, and trip; replaces skilled
Heart of the Streets Racial Human +1 Reflex and +1 dodge AC next to two allies; crowds aren't difficult terrain; replaces skilled
Heart of the Sun Racial Human Hot climates one step less severe; +2 Fort vs. heat and swarm poison and distraction; replaces skilled
Heart of the Wilderness Racial Human Half your level on Survival; +5 to stabilize; add half your level to Con for death threshold; replaces skilled
Heart of Two Worlds Basic Social +2 Diplomacy and Sense Motive with your parents' races
Heat Fortitude Race Kobold +4 Fort vs. nonlethal heat damage
Heavenborn Racial Aasimar +2 Knowledge (planes); +1 caster level with good or light spells; replaces skilled and spell-like ability
Heavenly Touch Region Tianjing Stabilize a dying creature by touch at will (standard action)
Hedge Magician Basic Magic Craft magic items for 5% less
Hedonistic Drawback Drawback: start the day fatigued without reward or pleasure
Heedful Readiness Basic Faith Once per day, add your Wis modifier to an initiative check
Heirloom Weapon Equipment Heirloom weapon: proficiency, +1 on attacks of opportunity, or +2 on one maneuver
Heir of Chu Ye Region Tian Xia –2 less penalty treating deadly wounds without a kit; treat within 48 hours
Hellknight Ancestry Basic Social +2 Diplomacy with Hellknights, +2 Intimidate vs. their enemies
Hellknight Aspirant Campaign +1 Knowledge (planes) (class skill); a Hellknight order's weapon
Hellknight Devotion Basic Combat Once per day, swift action: next melee attack counts as lawful for DR
Hellknight Initiate Basic Combat +2 damage vs. summoned or called outsiders
Hellknight Inquisitor Basic Faith Inquisitions of your Hellknight order; +1 saves vs. chaos effects
Helpful Basic Combat Aid another grants +3 instead of +2
Helpful (Halfling) Race Halfling Aid another grants +4 instead of +2
Helpless Drawback Drawback: dazed for a round when an ally first falls in combat
Heretic's Caution Basic Faith +1 Bluff (+3 vs. religious authorities' Sense Motive)
Hermean Paragon Region The Steaming Sea +2 trait bonus on initiative
Heroic Racial Human Gain 2 hero points per level instead of 1; replaces bonus feat
Hero Worship Campaign +2 concentration or +1 AC vs. attacks of opportunity; +1 attack defending your hero
Hex-Proof Basic Magic +2 Will vs. hexes and fey spells
Hidden Faith Basic Faith +1 saves vs. divine spells of other gods' worshipers
Hidden Hand Basic Combat +1 Sleight of Hand to conceal light weapons; +1 attack with light weapons in a surprise round
Highlander Region Hills or Mountain +1 Stealth (+2 in hills or rocky areas); Stealth is a class skill
Hill Fighter Basic Combat Sargavan Run or charge downhill on steep slopes without Acrobatics checks
Historian Race Human—Garundi +1 Knowledge (history) (class skill) and bardic knowledge
Historian of the Rebellion Campaign +2 on one Organization check in the rebellion
History of Heresy Basic Faith +1 saves vs. divine spells if you have no divine caster levels
Holdout Basic Combat +1 CMD vs. disarm and steal
Holy Schemer Religion Calistria +1 Sense Motive; Sense Motive is a class skill
Holy Tattoo Region Varisia Tattoo works as a holy symbol; vampire revulsion DC 28
Home Port Region The Shackles +2 Diplomacy to gather information in your home port
Honest Basic Faith +1 Diplomacy (+2 with friendly or helpful creatures)
Honeyed Tongue Region Amanandar +1 Diplomacy; Diplomacy is a class skill
Honeyed Words Religion Grundinnar +1 Diplomacy; +1 DC of peaceful charms and compulsions
Honey-Tongued Religion Abadar +1 Diplomacy or Bluff with agents of the law
Hongal Bloodrider Region Hongal +1 Handle Animal and Ride
Honor-Bound Family Once per day near a relative, +1 on a check toward the family goal
Honor-Driven Race Human—Ulfen +1 Sense Motive; it's a class skill
Honored Fist of the Society Basic Combat Monk, Pathfinder Society +1 ki point
Honored Provider Race Ghoran +2 Bluff, Diplomacy, Sense Motive with someone you fed today
Horrifying Mind Basic Magic Nonevil humanoids reading your mind save or are shaken (frightened on a big failure)
Horse Lord (Keleshite) Race Human—Keleshite +2 Handle Animal and +1 Ride with horses
Hot Headed Race Ifrit +1 damage when charging
House of Green Mothers Pupil Basic Magic +1 Handle Animal; replaces Iron Will as the Familiar Bond prerequisite
Huldra's Luck Region Lands of the Linnorm Kings Once per day, +1 luck on a save, attack, or skill check
Humanoid Racial Changeling Changelings are humanoids with the changeling subtype.
Humble Beginnings Region Varisia Catch Off-Guard with one chosen household item (1d4 improvised weapon)
Hunter Racial Catfolk Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Hunter's Knack Basic Combat +1 attack vs. favored enemies with readied actions
Hurricane Savvy Region The Shackles Treat wind as one category weaker for you and ships you steer
Hwan Artist Region Hwanggot +1 on one Perform skill, which becomes a class skill
Hydrated Vitality Racial Undine Fast healing 2 for 1 round when submerged in natural water (2 hp/level per day); replaces water affinity
Hypnotic Racial Ifrit +1 DC of fascination effects; force one reroll of such a save 1/day; replaces fire affinity
Hypnotic Gaze (Sp) Racial Nagaji Hypnotism 1/day for 1 round (DC 11 + Cha); replaces serpent's sense
Iadaran Illusionist Region Kyonin +1 caster level checks with illusions; +1 Will to disbelieve illusions
Ice Walker Race Human—Kellid +1 saves vs. cold; move over ice without penalty
Ichimeiyo Champion Basic Combat Once per day, a Will save to end an effect forcing you to harm or abandon an ally
Icy Mementos Race Kobold Start with three bottles of liquid ice
Idealized Campaigner Race Aasimar +1 Cha-based checks with good creatures who haven't met you
Ilizmagorti Native Campaign +1 Sense Motive; Sense Motive is a class skill
Illuminator Religion Sarenrae +2 Diplomacy; Diplomacy is a class skill
Illusion Obsession Race Gnome +1 caster level with figments
Illusion Resistance Racial Gnome Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Immortal Spark Racial Aasimar +2 Knowledge (history) and saves vs. death effects; lesser age resistance 1/day; replaces skilled and spell-like ability
Impatient Drawback Drawback: can't delay or ready; –1 on rolls if acting last among allies
Imperfect Recall Basic Faith Once per day when in danger, +3 on one Knowledge check
Imperial Soldier Region Molthune +1 Heal, Intimidate, or Ride, which becomes a class skill
Imposing Scion Basic Social +1 Intimidate (+2 vs. your bloodline's creature type)
Impressive Presence Faction Once per day, full-round action: adjacent foes save or are shaken 1 round
Improvisational Equipment Equipment Improvised equipment penalties reduced by 2
Improvised Defense Basic Combat +1 shield AC while wielding an improvised weapon (lost after attacking with it)
Inciter (Hobgoblin) Race Hobgoblin +2 Bluff and Diplomacy to turn others against their allies
Inciter (Tiefling) Race Tiefling +2 Bluff to get creatures to attack each other
Incorruptible Racial Aasimar Corruption resistance vs. evil 1/day (1 hour/level on self); replaces spell-like ability
Indelible Ire Basic Combat +1 attack for 1 round each time a crit is confirmed against you
Indentured Blacksmith Region Kaoling +1 Craft (armor) or (weapons), which becomes a class skill
Indomitable Faction +1 saves vs. enchantments
Indomitable Faith Basic Faith +1 trait bonus on Will saves
Industrious Race Gnome Aiding Craft or Profession grants +1 more (+2 with a racial bonus)
Inexorable Authority Basic Social +2 Intimidate when enforcing lawful judgments
Infamous Drawback Drawback: –4 Diplomacy with law-abiding citizens
Infernal Bastard Campaign Tiefling: +2 saves vs. cold, electricity, fire instead of resistances; a cantrip at will instead of darkness
Infernal Colleague Basic Social Associated with the court of the Imperial Palace in Cheliax +2 Will vs. fear from outsiders
Infernal Influence Race Human—Chelaxian Fire resistance 1; +1 Fort vs. poison
Influence Basic Social +1 Diplomacy, Intimidate, or Sense Motive, which becomes a class skill
Influential Faction +3 Diplomacy to make requests; +1 DC of one language-dependent spell per day
Information Overload Drawback Drawback: –2 Knowledge; badly failed checks recall false information
Ingratiating Racial Halfling +2 on one Perform skill (always a class skill) and on Craft and Profession; replaces keen senses and sure-footed
Ingratiating Race Human—Chelaxian +2 Bluff and Diplomacy with your superiors
Inhabitant of Illusion Basic Magic Associated with the court of Kyonin Automatic Will save at –2 to disbelieve illusions you encounter
Inheritor's Immunity Religion Iomedae Once per day, reroll a save vs. disease or poison
Inner Beauty Religion Shelyn Once per day, +4 on a Bluff, Craft, Diplomacy, or Perform check
Innocent Race Aasimar Targets always want to believe your lies (+5 Bluff)
Inoculated Religion Urgathoa Your regular exposure to plagues grants you a +2 trait bonus on saving throws against disease effects.
Inquisitive Archaeologist Campaign +2 Knowledge (engineering); it's a class skill
Inquisitive Banterer Race Catfolk +1 Diplomacy; gather information in 1d2 hours
Insatiable Drawback Drawback: goods cost 10% more; double food and water needs
Insider Knowledge Faction +1 Diplomacy or Knowledge (local), which becomes a class skill
Insistent Benefactor Basic Magic Harmless spells: +2 to overcome SR and +2 DC
Inspired Basic Faith Once per day, roll a skill or ability check twice and take the better
Inspired by Greatness Campaign One chosen spell at +1 caster level
Inspiring Basic Combat Standard action: +1 morale bonus to an ally's next d20 roll
Inspiring Leader Religion Apsu Spells granting allies morale bonuses at +1 caster level
Inspiring Rush Basic Combat Once per day when charging, you and charging allies gain +1 attack and damage
Inspiring Speaker Region Galt +1 Bluff and Diplomacy addressing crowds of 10 or more
Instant Friendship Race Suli Once per day, treat an Intimidate check to improve attitude as Diplomacy
Instigator of Rebellion Region Minkai +1 Diplomacy and Intimidate
Insular (Dwarf) Race Dwarf +2 Sense Motive (class skill); –1 Diplomacy with non-dwarves
Insular (Elf) Race Elf +2 Will vs. charm, compulsion, fear from non-elf humanoids
Integrated Racial Half-Elf +1 Bluff, Disguise, Knowledge (local); replaces adaptability
Intense Artist Religion Shelyn +1 on two Perform skills; Perform is a class skill
Internal Compass Basic Magic Always know the direction of a plane's dominating feature
Intimidating Racial Half-Orc Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Into Enemy Territory Campaign +1 on one type of saving throw
Intrepid Delver Region Jinin +2 saves vs. fear
Intrepid Volunteer Race Halfling Use Dex instead of Str for one Str skill or combat maneuver
Intrigued by Thassilon Campaign Thassilonian; bonus skill ranks; 1/adventure take 20 on UMD
In Tune with Language Race Vampire—Jiang-Shi +2 to decode secret messages and hidden meanings
Inured to Death Basic Magic +2 saves vs. death effects
Inured to Disease Race Skinwalker—Wererat-Kin +2 Fort vs. disease
Iobarian Survivor Region Iobaria +4 Fort vs. diseases caught while treating others
Iron Control Race Half-Orc—Human-Raised Subtract 10 from confusion behavior rolls
Ironfang Survivor Campaign +2 dodge AC vs. goblinoids; 1/day roll a skill check against them twice
Iron Grip Religion Gorum You and your weapon are practically one. You receive a +2 trait bonus to your CMD against disarm attempts.
Iron Liver Equipment +2 Fort vs. poison and drugs, +4 vs. alcohol
Iron Lungs Region Darklands, usually under marshlands Hold breath twice as long; +2 saves vs. inhaled poisons
Iron Mind Region Hellknight +2 saves vs. Int reduction and memory-loss effects
Irrepressible Basic Faith Use Cha instead of Wis on Will saves vs. charm and compulsion
Irreverent Basic Faith +2 saves vs. divine spells that target only you
Irritable Diplomat Race Half-Orc Once per day, +5 Diplomacy; failure gives –2 Cha checks for 10 minutes
Isger Fixer Region [Halfling] Isger Once per day, an object ignores the broken condition for 24 hours
Isgeri Orphan Region Isger +1 trait bonus on Fortitude saves
Issian Campaign +1 Will vs. mind-affecting effects
Issian Noble Region Brevoy +1 Knowledge (nobility) and Sense Motive
Jacket Training Basic Combat Treat an armored coat as light armor
Jadwiga Medicine Region Irrisen Once per day, demoralize (+2) as an immediate action when casting a healing spell
Jadwiga Scion Race Human—Jadwiga +1 Intimidate (class skill); +1 Knowledge (nobility) on Irrisen
Jenivere Crew Campaign +1 on one sailing-related skill, which becomes a class skill
Jester Racial Kobold +2 Diplomacy and Perform (class skills); replaces crafty
Jinx Eater Basic Magic Tengu native to the Shackles +1 saves vs. curses and hexes; share with allies 1/day
Jistkan Scholar Basic Social Jistka language; +1 Knowledge about the Jistka Imperium
Jumper Racial Grippli Always count as having a running start to jump; replaces camouflage
Jungle Diplomat Region Valashmai Jungle +1 Diplomacy and Sense Motive
Jungle Fighter Basic Combat Sargavan Difficult terrain in jungles can't reduce your speed below 10 ft.
Jungle Guide Region Sargava +1 Handle Animal and Survival in jungles; one is a class skill
Jungle Native Region Grippli native to the Mwagi Expanse +1 saves vs. disease and poison; +1 initiative in jungles; Survival is a class skill
Jungle Opportunist Race Catfolk Allies you flank or aid vs. Large foes gain +1 damage
Jungle Resilience Region Nagajor +2 Fort vs. poison
Jungle Walker Region Mwangi Expanse +2 Survival in jungles
Justiciar Region Rahadoum +1 Diplomacy and Knowledge (local) to arbitrate; 1/day demoralize to sicken
Just Like New Basic Combat Cheaper starting firearm repair; only –1 attack with broken firearms
Kalistocratic Prophecy Basic Faith Weekly +2 on a downtime Profession check to earn money or capital
Kami Respect Race Kitsune Kami start one step friendlier
Kami Talker Region Forest of Spirits +2 Diplomacy and Intimidate vs. native outsiders
Keen Appraiser Basic Magic +1 Appraise; detect magic properties by beating the DC by 2
Keen Senses Racial Gnome Gnomes receive a +2 racial bonus on Perception checks.
Keen Senses Racial Halfling Halflings receive a +2 racial bonus on Perception checks.
Keen Senses Racial Vishkanya Vishkanyas receive a +2 racial bonus on Perception checks.
Keen Senses Racial Half-Elf Half-elves receive a +2 racial bonus on Perception checks.
Keen Senses Racial Drow Drow gain a +2 racial bonus on Perception checks.
Keen Senses Racial Elf Elves receive a +2 racial bonus on Perception checks.
Keeper of the Ancestral Scrolls Race Human—Tian +1 Knowledge (history) and (nobility); one is a class skill
Keeper of the Secret Shame Race Elf +2 Knowledge on drow
Keeper of the Veil Region Qadira +1 Bluff and Disguise; one is a class skill
Keleshite Princess Basic Social Qadiran Keleshite female +1 Diplomacy and Intimidate; one is a class skill
Keleshite Trade Camel Mount Camel Camel spits once per hour: ranged touch, nauseated 1 round (Fort negates)
Keleshite Trader Region Kelesh or Qadira Two bonus languages; +2 Knowledge (local)
Killer Basic Combat Extra damage equal to your weapon's crit multiplier on critical hits
Kin Bond Basic Magic Once per day, reroll a failed save with your sibling's modifier
King in Waiting Basic Social +1 saves vs. curses (+3 vs. linnorm curses)
Kin Guardian Basic Combat Aid another to a family member's AC grants +2 more
Kitsune Racial Kitsune Kitsune are humanoids with the kitsune and shapechanger subtypes.
Kitsune Magic (Ex/Sp) Racial Kitsune +1 DC of enchantment spells; dancing lights 3/day (Cha 11+)
Knack with Poison Racial Gnome +2 Fort vs. poison, +2 Craft (alchemy) to make poison; replaces illusion resistance and obsessive
Knowing the Enemy Basic Social +1 on the Knowledge skill for your first favored enemy (class skill)
Knowledgeable Caster Basic Magic Once per day, +1 caster level for a divination; +1 bloodline Knowledge
Know the Land Religion Green Faith +1 Knowledge (nature) and Survival; one is a class skill
Kobold Faith Race Kobold +2 Diplomacy with kobolds; unlocks a subdomain
Kobold Herbalist Race Kobold Once per day, Survival to make a free scent cloak
Kobold's Neighbor Region Andoran +2 Perception to find traps; +1 Disable Device
Kraggodan Castaway Campaign Bonus language; stabilize automatically while underground
Kuthite Caster Religion Zon-Kuthon You gain a +4 trait bonus on concentration checks when casting spells with the darkness, pain, or shadow descriptor.
Kwanlai Believer Region Kwanlai +2 concentration when casting divine spells
Kyonin Gatekeeper Region [Elf] Kyonin +1 Spellcraft to identify and caster level for teleportation; operate an elf gate
Lair Snake Region Dragon’s lair +1 Appraise; +200 gp starting wealth
Lamasaran Performer Region Thuvia Once per day, +1 DC of a bardic performance
Lamia's Bane Basic Magic +1 saves vs. enchantments, +2 vs. lamia magic
Languages Racial Gnome Speak Common, Gnome, Sylvan; bonus: Draconic, Dwarven, Elven, Giant, Goblin, Orc
Languages Racial Human Speak Common; any bonus languages except secret ones
Languages Racial Halfling Speak Common and Halfling; bonus: Dwarven, Elven, Gnome, Goblin
Languages Racial Fetchling Speak Common; bonus: Aklo, Aquan, Auran, Draconic, D'ziriak, Ignan, Terran, regional human
Languages Racial Suli Speak Common and one elemental language; bonus: Aquan, Auran, Draconic, Ignan, Terran
Languages Racial Vishkanya Speak Common and Vishkanya; bonus: Aklo, Draconic, Elven, Goblin, Sylvan, Undercommon
Languages Racial Vanara Speak Common and Vanaran; bonus: Aklo, Celestial, Elven, Gnome, Goblin, Sylvan
Languages Racial Svirfneblin Speak Gnome and Undercommon; bonus: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Terran
Languages Racial Hobgoblin Speak Common and Goblin; bonus: Draconic, Dwarven, Infernal, Giant, Orc
Languages Racial Half-Orc Speak Common and Orc; bonus: Abyssal, Draconic, Giant, Gnoll, Goblin
Languages Racial Half-Elf Speak Common and Elven; any bonus languages except secret ones
Languages Racial Strix Speak Strix; bonus: Auran, Common, Draconic, Giant, Gnome, Goblin, Infernal
Languages Racial Samsaran Speak Common and Samsaran; bonus: any human language and many others
Languages Racial Nagaji Speak Common and Draconic; bonus: any human tongue, Abyssal, Aklo, Celestial, Giant, Infernal, Sylvan
Languages Racial Kitsune Speak Common and Sylvan; bonus: any human language, Aklo, Celestial, Elven, Gnome, Tengu
Languages Racial Grippli Speak Common and Grippli; bonus: Boggard, Draconic, Elven, Gnome, Goblin, Sylvan
Languages Racial Dwarf Speak Common and Dwarven; bonus: Giant, Gnome, Goblin, Orc, Terran, Undercommon
Languages Racial Elf Speak Common and Elven; bonus: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
Languages Racial Gillman Speak Common and Aboleth; bonus: Aklo, Aquan, Draconic, Elven
Languages Racial Kobold Speak Draconic; bonus: Common, Dwarven, Gnome, Undercommon
Languages Racial Duergar Speak Common, Dwarven, Undercommon; bonus: Aklo, Draconic, Giant, Goblin, Orc, Terran
Languages Racial Changeling Speak Common and the host society's language; bonus: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Orc
Languages Racial Orc Speak Common and Orc; bonus: Dwarven, Giant, Gnoll, Goblin, Undercommon
Languages Racial Undine Speak Common and Aquan; bonus: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, Terran
Languages Racial Merfolk Speak Common and Aquan; bonus: Aboleth, Aklo, Draconic, Elven, Sylvan
Languages Racial Catfolk Speak Common and Catfolk; bonus: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan
Languages Racial Ratfolk Speak Common; bonus: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, Undercommon
Languages Racial Sylph Speak Common and Auran; bonus: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, Terran
Languages Racial Drow Speak Elven and Undercommon; bonus: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign, Gnome, Goblin
Languages Racial Tengu Speak Common and Tengu; any bonus languages except secret ones
Languages Racial Oread Speak Common and Terran; bonus: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, Undercommon
Languages Racial Tiefling Speak Common and Abyssal or Infernal; bonus: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc
Languages Racial Goblin Speak Goblin; bonus: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc
Languages Racial Ifrit Speak Common and Ignan; bonus: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Terran
Languages Racial Dhampir Speak Common; any bonus languages except secret ones
Languages Racial Aasimar Speak Common and Celestial; bonus: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan
Languages Racial Wayang Speak Common and Wayang; bonus: any human language and others
Lantern Spirit Race Aasimar—Lawbringer Continual flame as a move action
Lapsed Faith Race Elf Cure minor wounds 1/day
Larger Than Life Basic Combat Count as one size larger when Intimidating with a firearm
Lasting Ferociousness Race Half-Orc Increase the number of rounds you can act as disabled from your orc ferocity racial trait to 2 rounds.
Lastwall Cavalry Rider Region Lastwall +1 Ride; Ride is a class skill
Lastwall Defender Basic Combat +1 attack and damage vs. undead you've identified with Knowledge (religion)
Latent Psion Race Human—Vudrani +2 saves vs. mind-affecting effects
Law Enforcer Basic Social Code of Vigilance +2 Sense Motive for social hunches; start with masterwork manacles
Left Behind Region [Elf] Mwangi Expanse or Varisia +1 Diplomacy with Forlorn elves and non-elves
Legacy of Sand Race Half-Orc Desert-hunter dreams grant a bonus
Legalistic Liberation Region [Halfling] Molthune, Osirion +1 Knowledge to find loopholes in obligations
Legless Racial Merfolk Merfolk have no legs, and cannot be tripped.
Lepidstadt Scar Region Ustalav +1 dodge AC vs. critical confirmation rolls
Less Effort Basic Magic +2 caster level for duration of one abjuration or transmutation spell
Lessons of Chaldira Religion Chaldira Zuzaristan Once per day, reroll a saving throw
Lettered Race Halfling Linguistics is a class skill; +1 to decipher; never misread
Liar's Tongue Religion Asmodeus +1 Bluff; Bluff is a class skill
Librarian Faction +1 Linguistics or Profession (librarian) (class skill); +1 to bonuses from books
Lichblood Region Hold of Belkzen +2 Diplomacy and Intimidate vs. Belkzen orcs (undead bloodrager bloodline)
Lifebound (Ex) Racial Samsaran +2 saves vs. death and negative energy, to remove negative levels, and to stabilize
Life of Toil Basic Social +1 trait bonus on Fortitude saves
Light and Dark (Su) Racial Wayang 1/day immediate action: positive energy harms and negative energy heals you for 1 minute
Light Blindness Racial Drow Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Lightbringer Racial Elf Immune to light blindness and dazzle; +1 level for light effects; light at will (Int 10+); replaces elven immunities and elven magic
Light-Bringer Religion Sarenrae Light 1/day
Light in the Darkness Basic Faith Sun domain spells at +1 caster level in the Darklands
Lightning Blessed Race Kobold Start with three vials of bottled lightning
Light Sensitivity Racial Dhampir Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Light Sensitivity Racial Orc Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Light Sensitivity Racial Duergar Duergar are dazzled in areas of bright light.
Light Sleeper Religion Hanspur Perception DC penalty while asleep is +5 instead of +10
Like the Wind Racial Sylph A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Lillend's Harp Race Aasimar—Musetouched +1 Perform (string), +2 during bardic performance
Limber Racial Vishkanya Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Linebreaker Region Belkzen +10 ft. speed when charging
Lingshen's Finest Region Lingshen +1 to confirm critical hits
Linguistic Genius Race Dhampir—Ru-Shi +1 Linguistics (class skill); one extra racial language
Linked Surge Basic Magic Once per day, use your eidolon's Str or Con for a check
Lion's Audacity Region Taldor Once per day on a charge, allies within 30 ft. gain +2 attack and damage when charging
Liquid Healing Region Rahadoum Healing potions heal you 2 more hp
Liquid-Tongued Race Kobold Speak Aquan
Living Bulwark Religion Arqueros Once per day, immediate action: become the target of an attack on an adjacent ally
Local Know-It-All Region Varisia +2 Knowledge (local) about one community
Local Ties Campaign +1 on one skill (class skill); counts as Technologist for it
Local Tough Campaign +1 Intimidate (class skill); +1 weapon damage when flanking
Log Roller Region Forest +1 Acrobatics; +1 vs. trip
Lonely Drawback Drawback: –2 Sense Motive, Perception vs. disguises, and saves vs. charm
Loner Drawback Drawback: –1 AC and attack next to allies or when aiding
Loner of the Rocks Race Oread +1 Heal and Survival (+2 Survival underground or in mountains)
Longlung Race Monkey Goblin +2 Perception underwater; hold breath 3 × Con rounds
Looking for Work Campaign +1 on one chosen skill, which becomes a class skill
Lorekeeper Racial Dwarf +2 racial bonus on Knowledge (history) about dwarves and their enemies, usable untrained; replaces greed
Loreseeker Religion Lissala You gain a +2 trait bonus on Spellcraft checks made to identify magical items.
Lost Nobility Basic Social +1 attack and damage vs. Chelish officials
Lost Origins Region Any City Knowledge (local) is a class skill; always take 10 on it
Lost Role Model Region Settlement Near a Famous Dungeon Start with a dungeon guide worth up to 750 gp
Love Lost Campaign +1 Intimidate or Survival, which becomes a class skill
Lover of the Law Religion Abadar +1 saves vs. charm and compulsion; new save at +2 if told to break the law
Lovesick Drawback Drawback: –2 initiative and Perception when away from your love
Low Blow Basic Magic +1 caster level (and +1 DC if evil) for pain and morale-penalty effects vs. good creatures
Low Blow Racial Halfling +1 on critical confirmation rolls vs. larger opponents; replaces keen senses
Low-Light Vision Racial Elf Elves can see twice as far as humans in conditions of dim light.
Low-Light Vision Racial Half-Elf Half-elves can see twice as far as humans in conditions of dim light.
Low-Light Vision Racial Gnome Gnomes can see twice as far as humans in conditions of dim light.
Low-Light Vision Racial Suli Sulis can see twice as far as humans in dim light.
Low-Light Vision Racial Strix Strix can see twice as far as humans in conditions of dim light.
Low-Light Vision Racial Vanara A vanara can see twice as far as a human in dim light.
Low-Light Vision Racial Vishkanya Vishkanyas can see twice as far as humans in conditions of dim light.
Low-Light Vision Racial Catfolk In dim light, catfolk can see twice as far as humans.
Low-Light Vision Racial Fetchling Fetchlings can see twice as far as humans in conditions of dim light.
Low-Light Vision Racial Merfolk Merfolk have low-light vision.
Low-Light Vision Racial Nagaji Nagaji can see twice as far as humans in conditions of dim light.
Low-Light Vision (Ex) Racial Samsaran Samsarans can see twice as far as humans in conditions of dim light.
Low-Light Vision (Ex) Racial Kitsune Kitsune can see twice as far as humans in conditions of dim light.
Loyal Bond Religion Grundinnar Shared and self-sacrificing protection spells at +1 caster level
Loyalty Faction +1 saves vs. enchantments
Loyalty across Lifetimes Basic Faith Eidolon's Con counts 2 higher vs. banishment at negative hp; +1 Will vs. enchantments
Lucid Dreamer Basic Magic Varisian Wanderers, Wonderseekers +1 Knowledge (planes); +2 Will vs. dream and phantasm effects
Lucky Hound Mount Riding dog Hound gains +1 luck vs. evil effects and evil outsiders or undead
Lunar Birth Basic Magic +1 saves vs. spells of humans
Lurker Racial Wayang Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Lycanthropic Bloodlust Race Skinwalker—Werewolf-Kin Once per day, 1d6 temporary hp when dealing natural attack damage
Maestro of the Society Basic Social Bard, Pathfinder Society +3 rounds of bardic performance per day
Magaambyan Arcana Race Human—Mwangi Add one good druid or cleric spell to your arcane spell list
Magehunter Racial Hobgoblin +2 Spellcraft to identify spells being cast, +1 attack vs. arcane spellcasters; replaces sneaky
Magical Flair Basic Magic Disguise your spells so they are hard to identify
Magical Klutz Drawback Drawback: roll twice, take lower on blind UMD and Reflex vs. magic items
Magical Knack Basic Magic +2 caster level in one class (not above your HD)
Magical Lineage Basic Magic Metamagic on one chosen spell costs one less level
Magical Linguist Racial Gnome +1 DC and +2 saves vs. language-dependent and glyph spells; arcane mark, comprehend languages, message, read magic 1/day; replaces gnome magic and illusion resistance
Magical Talent Basic Magic One 0-level spell 1/day as a spell-like ability
Magic Crafter Basic Magic +1 Appraise and Craft when making magic items
Magic in the Blood Race Changeling One cantrip (bleed, create water, dancing lights...) 3/day
Magic Is Life Religion Nethys +2 saves vs. death effects while under a spell
Magic Resistant Racial Dwarf SR 5 + character level, –2 on arcane concentration checks; replaces hardy
Magic's Might Religion Yuelral +1 caster level checks vs. spell resistance
Magic Survivor Race Trox +1 on two save types vs. spells; –1 on the third
Making Good on Promises Campaign +2 saves vs. fear
Malevolent Temptations Basic Social +1 Sense Motive; +2 saves to disbelieve illusions
Malign Instrument Race Tiefling +1 spell DCs vs. one good deity's outsiders and divine casters
Malleable Magic Basic Magic Once per day, swift action: lose a 1st–3rd level magus spell to regain 1 arcane pool point
Mammoth Master Region Realm of the Mammoth Lords +4 Handle Animal with megafauna
Mana Wastes Medic Region Alchemist healers who hail from the Mana Wastes or who have lived there for at least 1 year +1 hp healed by your deadly-wounds treatment and healing extracts
Mana Wastes Survivalist Region Mana Wastes +1 trait bonus on Fortitude saves
Manipulative Racial Dhampir +2 racial bonus on Bluff and Perception.
Marid's Fury Race Undine Hydraulic push can extinguish magical fires
Marked by Nature's Magic Race Skinwalker +1 Knowledge (nature) (class skill) and Diplomacy with fey
Marked by Unknown Forces Basic Social Light 3/day in your palm as a sigil
Market Rat Race Human—Keleshite +1 Appraise and Knowledge (local)
Mark of Slavery Drawback Drawback: –2 on your next check or attack after failing a skill check
Martial Manuscript Basic Faith +2 to confirm crits with unarmed strikes and monk weapons
Martial Performer Basic Combat Take performance feats in place of monk bonus feats
Martyr's Blood Race Aasimar +1 attack vs. evil foes below half hp
Masked Basic Faith Once per day, roll a Disguise check twice and take the better
Masterful Demeanor Race Human—Chelaxian +3 Intimidate vs. non-human humanoids
Master Messenger Basic Social Riddleport Badly failed Bluff messages deliver nothing instead of the wrong message
Master of Peaks Region Wall of Heaven +2 Fort vs. cold and altitude sickness
Master of Pentacles Faction Once per day, +2 caster level for a conjuration spell's duration
Master of the Sudden Strike Race Human—Tian +2 precision damage in the surprise round if you act before your foe
Master Tinker Racial Gnome +1 Disable Device and Knowledge (engineering); proficient with weapons you craft; replaces defensive training and hatred
Mastery of Form Race Skinwalker +2 saves vs. polymorph
Mathematical Prodigy Basic Magic +1 Knowledge (arcana) and (engineering); one is a class skill
Maw or Claw Racial Tiefling Bite 1d6 or two claws 1d4 (primary natural attacks); replaces spell-like ability
Mechanical Aptitude Basic Magic Once per day, reroll Disable Device, Knowledge (engineering), or Use Magic Device (choose one)
Mechanical Expertise Region Alkenstar native +1 Craft, Disable Device, or Knowledge (engineering), which becomes a class skill
Mediator Basic Social +1 Diplomacy; +1 DC of peaceful charm and compulsion effects
Meditative Rest Basic Faith Ignore the first short interruption of your rest for spell recovery
Medium Racial Human Humans are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Drow Drow are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Fetchling Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Ifrit Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Orc Orcs are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Oread Oreads are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Sylph Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Tiefling Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Undine Undines are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Changeling Changelings are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Gillman Gillmen are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Kitsune Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Dhampir Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Catfolk Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Aasimar Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Merfolk Merfolk are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Samsaran Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Strix Strix are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Half-Elf Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Suli Sulis are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Elf Elves are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Dwarf Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Vanara Vanaras are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Vishkanya Vishkanyas are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Nagaji Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Duergar Duergar are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Tengu Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Medium Racial Hobgoblin Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Medium Racial Half-Orc Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Memorable Basic Social Attitude changes last 50% longer; your fear and mind-affecting effects last 1 more round
Memory Mastery Race Gillman Once per day, forget a fact for 10 minutes; +10 Bluff to deny knowing it
Mentored Basic Social +1 on one Craft, Perform, or Profession; +1 when aiding skill checks
Merabian Mentorship Region Thuvia [Suli] Spellcraft check to learn a formula from a potion you drink
Mercenary Basic Social +2 Diplomacy, Intimidate, Sense Motive when negotiating pay
Merchant Basic Social +1 Appraise and Sense Motive when bargaining; Appraise is a class skill
Merchant Family Campaign Settlement gp limits +20%; resell items for 10% more
Merchant of Katheer Region Qadira +1 Appraise; Appraise is a class skill
Merchant's Child Region Katapesh +1 Appraise; Appraise is a class skill
Merciful Scimitar Basic Combat Deal nonlethal damage with a scimitar without penalty
Methodical Mind Campaign +1 on three Knowledge skills
Meticulous Drawback Drawback: –2 on untrained skill checks
Meticulous Concoction Basic Magic Once per day, +2 DC for a bomb or +2 rounds for an extract
Mighty Protector Religion Trudd Once per day, a melee hit lets you aid another for an adjacent ally's AC
Militant Merchant Race Dwarf +1 Perception to determine surprise
Militia Region Amanandar +1 attack when flanking
Militia Veteran Region Any Town or Village +1 Profession (soldier), Ride, or Survival, which becomes a class skill
Mindlessly Cruel Race Half-Orc, Orc +1 weapon damage while you have a morale bonus on attacks
Mindspin Mountain Goat Mount Ram Mindspin mountain goats gain a +2 trait bonus on Climb checks, and Climb is a class skill for them.
Mind Trapper Race Dhampir—Svetocher +2 Cha checks to make charmed allies obey
Minesight Racial Dwarf Darkvision 90 ft., but dazzled in bright light and –2 saves vs. light; replaces darkvision
Minkai Advocate Region Minkai +1 Bluff; Bluff is a class skill
Minor Wishcraft Race Geniekin Spend a racial ability use to cast a requested cantrip
Misbegotten Drawback Drawback: –2 on Dex-based skill checks
Mischievous Smite Religion Chaldira Zuzaristan Dirty tricks don't provoke while smiting
Missing Child Campaign +1 Sense Motive (class skill), or another option
Missionary Campaign +1 on one social skill or Knowledge (religion), which becomes a class skill
Mist Child Racial Changeling +5% miss chance when you have concealment; replaces hulking changeling
Mistrusted Race Half-Orc +1 on attacks of opportunity and CMD vs. humans or orcs
Mivoni Duelist Region Mivon +1 damage when you alone threaten your opponent
Mixed Heritage Racial Human Select a second "Heart of the" racial trait; replaces bonus feat
Mizu Ki Hikari Rebel Region Chu Ye +1 damage with unarmed attacks
Mock Gladiator Basic Social No penalty for nonlethal damage with one weapon; demoralize after a crit 1/day
Monastic Basic Faith Bonus to escape grapples and restraints
Monkey Goblin Region Goblin, Mediogalti +2 Acrobatics and Climb in trees
Monk Weapon Skill Basic Combat +1 damage with one chosen monk weapon
Monster Challenger Basic Combat Track two chosen creature types at full speed
Monster Hunter Campaign +1 attack and weapon damage vs. aberrations and other monsters
Monster Scholar Basic Social One extra fact when identifying creatures with a chosen Knowledge skill
Monster Stalker Basic Social Limited scent for one creature type
Monster Survivor Basic Combat +4 dodge AC vs. attacks of opportunity from Large or larger foes when withdrawing
Monument Scholar Campaign +1 Knowledge (history) in Varisia (+2 on Magnimar)
Mordant Heritage Region The Steaming Sea +1 Swim; +1 saves vs. enchantments
Motherless Race Tiefling +2 Bluff and Disguise to seem injured or weak
Mother's Rage Religion Lamashtu +1 Survival; +1 caster level for summoning
Mother's Teeth Religion Goblin, Lamashtu Your teeth are more jagged and pointed than normal. You can make a bite attack for 1d2 points of damage as a secondary attack.
Mountain-Born Racial Oread +2 Acrobatics on narrow ledges and saves vs. altitude; replaces spell-like ability
Mountaineer Racial Dwarf Immune to altitude sickness; keep Dex to AC on narrow surfaces; replaces stability
Mountain Guide Region Five Kings Mountains +1 Knowledge (geography) (class skill) and Survival in mountains
Multitalented Racial Half-Elf Two favored classes, gaining +1 hp or skill rank per level in either
Mummy-Cursed Campaign +2 saves vs. curses and curse effects
Murky Allegiance Race Fetchling +2 Bluff for secret messages and implying dark allegiance
Muscle of the Society Basic Combat +2 Strength to break doors and lift portcullises; carry as if Str were 2 higher
Mutabi-qi Explorer Region Shanguang +1 Knowledge (geography) and Survival in deserts
Mutant Eye Basic Magic +2 Sense Motive (+4 to notice enchantment) with your third eye
Mwangi Herbal Tradition Region Must hail from the Mwangi Expanse or have lived there for at least 1 year +4 Heal for long-term care; Heal is a class skill
Mwangi Linguist Region Mwangi Expanse native Polyglot language; +1 Linguistics to communicate without a shared language
Mwangi Scholar Campaign Polyglot language; +1 Knowledge (history) on the Mwangi
Mystery Initiate Basic Faith Once per day, reroll a Knowledge check
Mystic Past Life (Su) Racial Samsaran Add 1 + casting ability bonus spells from another class's list to your own
My Word Is My Bond Race Human—Taldan Once per day, +1 on a roll to fulfill an agreement
Naga Emissary Region Naga native to Jalmeray +1 Diplomacy (class skill); Vudrani language
Nagaji Nationalist Race Nagaji +1 attack and saves vs. threats to Nagajor
Naive Drawback Drawback: –2 AC vs. improvised weapons and CMD vs. dirty tricks
Nanite Revival Race Android Once per day, nanites stabilize you
Narrow Escape Region The Shackles +1 Escape Artist; Escape Artist is a class skill
Narrows Survivor Region Taldor +1 initiative and Sense Motive; Sense Motive is a class skill
Native Outsider Racial Ifrit Ifrits are outsiders with the native subtype.
Native Outsider Racial Suli Sulis are outsiders with the native subtype.
Native Outsider Racial Undine Undines are outsiders with the native subtype.
Native Outsider Racial Tiefling Tieflings are outsiders with the native subtype.
Native Outsider Racial Fetchling Fetchlings are outsiders with the native subtype.
Native Outsider Racial Aasimar Aasimars are outsiders with the native subtype.
Native Outsider Racial Sylph Sylphs are outsiders with the native subtype.
Native Outsider Racial Oread Oreads are outsiders with the native subtype.
Natural Armor Racial Changeling Changelings have a +1 natural armor bonus.
Natural Born Leader Campaign Treat Cha as 14 for managing rebellion teams; +1 Leadership
Natural-Born Leader Basic Social +1 morale to followers' Will vs. mind-affecting; +1 Leadership score
Natural Flyer Basic Combat +1 Fly and Acrobatics while flying; Fly is a class skill
Naturalist Region Yamasa +3 Survival to survive in the wild
Naturally Gifted Basic Magic Gnome One extra use of a gnome magic spell-like ability per day
Natural Magic Religion Yuelral Two druid cantrips added to your spells known
Natural Philosopher Religion Gozreh Knowledge (geography) and (nature) as if trained
Natural Ritualist Basic Faith Weekly 15-minute shrine ritual: +2 Knowledge (nature) and Survival for 24 hours
Natural Weapon Racial Tengu A tengu has a bite attack that deals 1d3 points of damage.
Natural Weapons (Ex) Racial Kitsune In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Nature's Mimic Basic Combat +1 Knowledge (nature) (class skill); untrained checks about your style animals
Nature Worshiper Basic Faith +1 saves vs. death effects and negative energy
Near-Death Experience Region Must hail from Belkzen or hav lived there for at least 1 year. +1 Con checks to stabilize; die at –(Con + 2) hp
Nearly Blinded Race Human—Tian +2 saves vs. blinded and dazzled
Necrotic Aura Basic Faith Whispering Way +1 saves vs. necromancy spells and negative energy
Necrotoxin Resistance Region Geb +3 saves vs. undead diseases and poisons
Negative Energy Affinity Racial Dhampir Positive energy harms you and negative energy heals you, as undead
Negotiator Racial Suli Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Nereid Fascination Racial Undine 1/day, 20-ft. aura fascinates humanoids for half your level in rounds (Will negates); replaces spell-like ability
Nervous Drawback Drawback: taking 10 counts as 8 when failure has consequences
Neutralizing Gut Race Tiefling +2 saves vs. contact and inhaled poisons, +3 vs. ingested
Never Stop Shooting Basic Combat At 0 hp or below, act as disabled while using firearms (as Diehard)
Nexian Corpse Hunter Region Nex +1 spell damage vs. undead
Nidalese Shadowcaster Region Nidal One shadow spell at +1 caster level
Nightstalls Escapee Region Katapesh [Ifrit] Full night's rest in 4 hours of sleep
Nightstalls Navigator Basic Social +2 Diplomacy to gather information and Knowledge (local) on crime
Nightstall Urchin Region Katapesh +2 saves vs. fear; +1 attack after saving against fear
Nimble Racial Vanara Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
Nimble Racial Strix The strix receives a +1 racial bonus on Reflex saves. This replaces the suspicious racial trait.
Nimble Faller Racial Catfolk Land on your feet after a damaging fall; +1 CMD vs. trip; replaces sprinter
Nimble Fingers, Keen Mind Religion Brigh +1 Disable Device; it's a class skill
Nine-Tailed Scion Race Kitsune +1 caster level checks for kitsune spell-like abilities
Nirmathi Militia Region Nirmathas +1 Profession (soldier), Ride, or Survival, which becomes a class skill
Noble Born Campaign A noble family's benefit (skills, CMD, language, or damage)
Noble-in-Exile Region Gralton +1 Diplomacy with nobles; +1 Intimidate with commoners
Noble Savage Basic Social Ulfen Guard +2 Diplomacy and Perform with high society
Nocturnal Racial Strix Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
No Escape Basic Combat +1 on maneuvers to restrain a criminal nonlethally
Nomadic Race Human—Bas'o +1 Knowledge (geography) and Survival; one is a class skill
Nonchalant Thuggery Basic Social +4 Bluff to hide aggressive actions
Nontraditional Native Campaign Varisian: +1 Knowledge (geography) on Varisia; Shoanti: other bonuses
Normal Speed Racial Samsaran Samsarans have a base speed of 30 feet.
Normal Speed Racial Aasimar Aasimars have a base speed of 30 feet.
Normal Speed Racial Tengu Tengus have a base speed of 30 feet.
Normal Speed Racial Human Humans have a base speed of 30 feet.
Normal Speed Racial Drow Drow have a base speed of 30 feet.
Normal Speed Racial Grippli Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Normal Speed Racial Fetchling Fetchlings have a base speed of 30 feet.
Normal Speed Racial Dhampir Dhampirs have a base speed of 30 feet.
Normal Speed Racial Changeling Changelings have a base speed of 30 feet.
Normal Speed Racial Nagaji Nagaji have a base speed of 30 feet.
Normal Speed Racial Catfolk Catfolk have a base speed of 30 feet.
Normal Speed Racial Hobgoblin Hobgoblins have a base speed of 30 feet.
Normal Speed Racial Vanara Vanaras have a base speed of 30 feet and a Climb speed of 30 feet.
Normal Speed Racial Ifrit Ifrits have a base speed of 30 feet.
Normal Speed Racial Gillman Base speed 30 ft., swim 30 ft.; Swim is a class skill
Normal Speed Racial Vishkanya Vishkanyas have a base speed of 30 feet.
Normal Speed Racial Elf Elves have a base speed of 30 feet.
Normal Speed Racial Kobold Kobolds have a base speed of 30 feet.
Normal Speed Racial Orc Orcs have a base speed of 30 feet.
Normal Speed Racial Tiefling Tieflings have a base speed of 30 feet.
Normal Speed Racial Undine Base speed 30 ft., swim 30 ft.; Swim is a class skill
Normal Speed Racial Kitsune Kitsune have a base speed of 30 feet.
Normal Speed Racial Sylph Sylphs have a base speed of 30 feet.
Normal Speed Racial Half-Orc Half-orcs have a base speed of 30 feet.
Normal Speed Racial Strix Strix have a base speed of 30 feet on land. They also have a fly speed of 60 feet (average).
Normal Speed Racial Half-Elf Half-elves have a base speed of 30 feet.
Normal Speed Racial Suli Sulis have a base speed of 30 feet.
Northern Ancestry Campaign +1 Fortitude; cold resistance 2
Numerian Archaeologist Campaign Androffan language; roll twice for timeworn item glitches
Numerian Fluid Indulger Basic Social Associated with the court of the Palace of Fallen Stars in Numeria Once per day, reroll a Numerian fluid side effect
Numerological Gift Race Dhampir—Ru-Shi Once per day, your totem number on a d20 counts as a natural 20
Numerologist Region Osirion Once per day, Perception to learn a trap's Disable Device DC
Oagan Diver Region The Sodden Lands +1 Swim; Swim is a class skill
Oathbound Basic Faith Once per day, reroll a save vs. charm or compulsion
Oathkeeper's Vow Religion Kols Command, forbid action, suggestion, geas added to the paladin list
Obari Veteran Basic Combat +1 Profession (sailor) (class skill); +1 damage vs. aquatic creatures
Object of Desire Racial Changeling The changeling adds +1 to her caster level when casting charm person and charm monster. This replaces green widow.
Oblivious Drawback Drawback: –2 Sense Motive and sight-based Perception
Obnoxious Basic Social +1 on one Perform skill, which becomes a class skill
Obscure Traditions Race Elf—Snowcaster –2 on Knowledge, Sense Motive, Survival checks about you; favored enemy vs. elves –1
Obsequious Morsel Region Geb Sanctuary 1/day as a swift action
Observant Faction +1 Perception or Sense Motive, which becomes a class skill
Observant Archer Region Aquatic origin +1 ranged attack vs. targets 10 ft. above or below you
Obsessed with Success Race Human—Chelaxian Once per day, +4 when retrying a failed skill check
Obsessive Racial Gnome Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Occult Bargain Drawback Drawback: –1 concentration; must invoke your secret patron daily
Ocean’s Daughter Racial Changeling +1 Swim; automatically avoid nonlethal swimming damage; replaces sea lungs
Oenopion Alchemist Region Nex +1 Craft (alchemy)
Official Ties Basic Social +2 Diplomacy with authorities who know your contact; –2 with their opponents
Offspring of the Ascension Region Osirion +1 Will vs. fear; confusion lasts Wis modifier rounds less
Ogre Avoidance Basic Combat +2 CMD vs. bull rush and grapple
Old Before Your Time Race Dhampir—Ancient-Born +5 Bluff to hide your age; +2 Disguise to look older
Omen Basic Faith +1 Intimidate (class skill); demoralize as a swift action once per day
On the Payroll Campaign +150 gp starting wealth
Ooze Breath Racial Undine Breath weapon 1/day: 5-ft. cone, 1d4 acid per 2 levels and sickened 3 rounds, Reflex half; replaces spell-like ability
Ooze Defense Race Kobold Start with three alkali flasks
Opener of Doors Religion Alseta +2 Perception to find secret doors
Open-Minded Explorer Region Averaka +1 Diplomacy (+2 in the target's language)
Open Palm of Irori Race Human—Vudrani +1 Acrobatics and Knowledge (religion); 1/day +2 ki damage
Operatic Race Human—Chelaxian +1 Perform (sing); +2 Linguistics on Azlanti
Opportune Slayer Religion Lamashtu +2 damage on attacks of opportunity
Opportunistic Religion Calistria +1 on attacks of opportunity with daggers, swords, whips
Oppressive Expectations Drawback Drawback: –2 on a skill after failing it until you succeed
Optimistic Gambler Campaign Morale bonuses last 1d4 rounds longer
Oral Historian Race Human—Shoanti +1 Knowledge (history) and Perform (oratory); one is a class skill
Orc Racial Orc Orcs are humanoids with the orc subtype.
Orc Blood Racial Half-Orc Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity Racial Half-Orc Once per day, fight on for 1 round as if disabled when brought below 0 hp
Orc Impaler Region Lastwall—Knight of Ozem +2 to confirm crits on a charge (+3 vs. orcs)
Ordinary Basic Social +4 Stealth to hide in a crowd
Oregent Desperation Region Oregent [in Andoran] Once per day, go from dying to disabled by taking 4 Int damage
Oregent Timing Region Oregent [in Andoran] Once per day, +3 on a readied action triggered by an ally
Oregent Vandal Region Oregent [in Andoran] +2 damage vs. targets with hardness
Orphaned Basic Social +1 Survival; Survival is a class skill
Orphaned by Giants Campaign +1 attack and +2 to confirm crits vs. giants
Osirionologist Region Osirion +1 Knowledge (engineering) and (history), one a class skill; Ancient Osiriani
Outcast Race Half-Orc +1 Survival; Survival is a class skill
Outcast's Intuition Basic Magic +1 Sense Motive (class skill); +1 caster level vs. dispelling
Outer Dragon Blood Basic Magic Draconic language; draconic sorcerers can choose an outer dragon type
Outlander Campaign +1 Knowledge (arcana); Knowledge (arcana) is a class skill
Outrider Racial Halfling +2 Handle Animal and Ride; replaces sure-footed
Outsea Native Region River Kingdoms [Undine] +2 Knowledge to identify aquatic monsters; murky-water Perception penalties –2
Outsider Enemy Basic Social +1 spell DC vs. one outsider subtype; they get +1 attack and damage vs. you
Outsider Ties Basic Magic Summoned outsiders of one subtype gain temporary hp equal to the spell's level
Overprotective Drawback Drawback: –2 attack and skills while away from a fallen ally
Over-Sized Ears Racial Goblin +4 bonus on Perception; replaces skilled
Overwhelming Beauty Basic Magic +1 DC of mind-affecting effects vs. creatures sharing your subtype
Ozem-Inspired Basic Combat +1 attack and damage on attacks of opportunity vs. undead; +1 shield AC vs. theirs
Pack Savvy Basic Social +3 Cha-based checks with gnolls
Pact Servant Basic Faith Treat Asmodeus as lawful neutral for your alignment as a divine caster
Pain Artist Race Tiefling—Shackleborn +2 Intimidate vs. helpless creatures
Pain Is Pleasure Religion Zon-Kuthon +1 Fort and Will below half hit points
Palm Potion Region Razmiran +2 Sleight of Hand to drink potions unnoticed
Paraheen Weaponsmith Region Qadira +1 caster level to craft magic weapons; +1 Craft for magic arms and armor
Paranoid Drawback Drawback: aid another to help you needs DC 15
Partial Protege Basic Magic +1 Bluff and Use Magic Device to emulate class features
Passionate Believer Region Po Li +1 saves vs. divine spells
Passionate Inertia Basic Social +2 Will vs. changing your mind; –1 vs. temptations you lean toward
Pathfinder Recruit Campaign Start with a wayfinder; +1 initiative
Pathfinder's Focus Basic Magic Use a compass (later a wayfinder) as your arcane bond
Patient Calm Basic Faith Taking 10 on one Craft or Profession counts as rolling 12
Patient Optimist Religion Erastil +2 Diplomacy vs. hostile or unfriendly creatures; retry once
Patron's Boon Region Must hail from Rahadoum or have lived there for at least 1 year. DCs of Heal checks to stop your bleeding –4
Pattern Seeker Campaign +1 Perception (class skill); +1 DC of pattern spells
Pearl Diver Race Half-Elf +2 Perception underwater; hold breath 3 × Con rounds
Pearl Diver (Xidao) Region Xidao +1 Appraise and Swim
Peg Leg Campaign No peg leg penalties; +1 Fortitude
Perfectionist's Brew Basic Magic +2 Craft (alchemy) and Spellcraft to brew potions
Perfect Servant Race Halfling +3 Diplomacy with aristocrats
Performer's Surprise Basic Combat +1 damage with improvised, exotic, and thrown weapons vs. foes denied Dex
Permanent Scars Basic Combat +2 saves vs. emotion and pain effects
Perpetual Companion Basic Faith +2 saves vs. fear with your eidolon within 30 ft.
Persecuted Expatriate Race Tiefling +1 on one skill based on your fiendish heritage
Perseverance Region Five Kings Mountains +3 on repeated Will saves vs. the same effect
Persuasive Insight Basic Faith Use Wis instead of Cha for Diplomacy favors, influence, and some verbal duel tactics
Pesh Addict Region Katapesh Half starting gold; +1 Bluff, Knowledge (local), Sense Motive; one is a class skill
Pesh Dealer Region Katapesh +1 Sleight of Hand; Sleight of Hand is a class skill
Pillager Basic Combat +1 on disarm and steal checks
Pioneer Campaign +1 on one wilderness skill
Pirate Duelist Region Mediogalti +1 on attacks of opportunity with light blades, rapiers, scimitars, hooks
Pitaxian Improvisation Region Pitax Once per day, use a Bluff check in place of a Perform check
Pit Boss Racial Hobgoblin Whip proficiency, +1 to disarm or trip with a whip; replaces sneaky
Plague Survivor Race Human +2 Fort vs. disease and Con checks to stabilize
Plainsman Region M'neri Plains +1 Knowledge (geography) and Survival on the M'neri Plains
Planar Escapee Basic Magic Choose an energy type; your attacks better overcome resistance to it
Planar Negotiator (Race) Race Aasimar Planar ally costs 10% less
Planar Negotiator (Region) Region The Abyss +1 Diplomacy and Sense Motive with outsiders near your alignment (+2 same deity)
Planar Savant Basic Faith Use Cha instead of Int on Knowledge (planes) checks
Planar Wayfarer Religion Onos Once per day, meditate for energy resistance 2 to one type for 24 hours
Planetar's Visions Race Aasimar—Angelkin Crits vs. evil outsiders ignore DR equal to the weapon's crit multiplier
Planetary Traveler Race Elf +1 Knowledge (geography, local, nature) about other planets
Poison Connoisseur Region Taldor +2 saves vs. ingested poison; detect poison 1/day
Poisoned Blade Resistance Region River Kingdoms +2 Fort vs. injury poisons; immune to one nonmagical injury poison
Poisonous Slayer Religion Norgorber +1 attack with a poisoned weapon
Poisonous Upbringing Race Drow There were a few touchy moments in your education in the use of poisons. You gain a +2 trait bonus on all saves to resist poison effects.
Poison Resistance Racial Vishkanya A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Poison Use Racial Drow Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Poison Use Racial Vishkanya Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Polyglot Racial Halfling +2 Linguistics (class skill) and one extra starting language; replaces keen senses
Pomp and Pageantry Region [Halfling] Taldor +1 on several class skills when taking twice as long
Portentous Perception Campaign Perception DCs start increasing only at 20 ft.
Possessed Basic Magic Once per day, a Knowledge check untrained (+2 if usable untrained)
Potent Concoctions Religion Ghlaunder +1 DC for two chosen poisons
Poverty-Stricken Basic Social +1 Survival; Survival is a class skill
Power-Hungry Drawback Drawback: –2 Will vs. charm and compulsion promising power
Power of Suggestion Equipment Bluff to make an object look like a different one for 1 minute
Practicality Racial Halfling +2 on one Craft or Profession, Sense Motive, and saves vs. illusions; replaces fearless and sure-footed
Practiced Deception Religion Norgorber You gain a +1 trait bonus on Disguise checks, and you can apply and remove a disguise in half the normal time.
Practiced Disruptor Basic Social Knowledge (arcana) untrained (+1 if trained); +1 to defensive casting DCs near you
Practiced Gambler Race Human—Varisian +1 Bluff and Sleight of Hand (+2 when gambling)
Practiced Impression Race Suli +2 Diplomacy with NPCs you've known less than an hour
Pragmatic Activator Basic Magic Use Int instead of Cha for Use Magic Device
Pragmatic Polytheist Race Human—Kellid +1 Knowledge (religion), usable untrained; resistance 1/day
Prankster Race Gnome +1 on dirty tricks and CMD vs. them; longer dirty tricks vs. flat-footed foes
Prayer Breaker Race Tiefling—Faultspawn +2 to concentration DCs of divine casters you injure
Precise Treatment Basic Magic +1 Heal; use Int instead of Wis for Heal
Precision Hearing Race Skinwalker—Werebat-Kin Pinpoint unseen creatures' squares by beating the hearing DC by 10
Precocious Spellcaster Region Taldor One cantrip and one 1st-level spell at +1 caster level
Prehensile Tail Racial Tiefling Retrieve a stowed small object as a swift action; replaces fiendish sorcery
Prehensile Tail Racial Vanara Retrieve a stowed small object with your tail as a swift action
Prehensile Whip Equipment Use a whip as a rope and grappling hook
Prestigious Healer Region Cheliax Once per day, Diplomacy (+2) as an immediate action when casting a healing spell
Pretend Pirate Region Andoran +2 Disguise as a pirate or merchant sailor; disguise your ship
Preternatural Awareness Basic Social +2 Perception and Sense Motive to notice curses, haunts, and disguised creatures
Pride Drawback Drawback: –2 Diplomacy and Sense Motive vs. those who challenge you
Prideful Temper Race Tiefling +1 attack vs. creatures that insulted you until you damage them
Pride of the Diamond Empire Race Human—Keleshite A successful Will save vs. fear negates it entirely
Priest-Blessed Basic Faith Bonus when receiving divine magic from your faith
Princely Racial Grippli Rapier proficiency; +2 Diplomacy and Intimidate; replaces swamp stride and weapon familiarity
Principled Basic Faith –2 Bluff, +2 saves vs. charm, compulsion, and emotion
Prismati Player Region Andoran +1 attack with thrown rocks; +1 concentration
Pristine Reputation Religion Shizuru Once per day, reroll a failed save vs. charm or compulsion at +2
Privileged Slave Region Kaoling +1 Bluff; Bluff is a class skill
Prolong Magic Race Tiefling Tiefling spell-like abilities are automatically extended
Promising Basic Combat After a full night's sleep, +1 AC in armor or with a shield until first hit
Promising Peacemaker Race Half-Orc +2 Knowledge (local) and Diplomacy with orcs, half-orcs, and humans
Proper Training Faction +1 Knowledge (geography) or (history), which becomes a class skill
Prophesied Basic Faith +1 Diplomacy and Intimidate with those who know your reputation
Prophet of Burrows Region Ratfolk native to Druma +5% money earned from skill checks
Propitiation Religion any dwarven deity +1 daily on one chosen skill from a list
Protective Faith Religion Torag Aid another to AC grants +3
Proud Progenitor Race Vampire—Moroi +1 damage vs. creatures that harmed your spawn
Proud Tribesman Race Human—Mwangi You may have to coexist with the colonials, but you don’t have to like them. You gain a +2 bonus on checks to Intimidate colonial Sargavans.
Providential Passenger Race Halfling Ship captains and caravan leaders start one step friendlier
Provider Religion [Halfling] Erastil +1 on rolls to get food or water for others
Provincial Drawback Drawback: –2 Diplomacy and Sense Motive vs. other religions and alignments
Proxy of Many Basic Faith +2 Diplomacy to request favors (+4 if you're owed one)
Pugnacious Campaign +1 attack when threatened by two foes; 1/day +5 ft. reach or bigger damage
Punish Insurrection Basic Combat +1 attack and damage vs. subordinates and those defying your organization
Purchased Loyalty Region Druma Once per day, roll twice on Will vs. charm while protecting your employer
Pure Legion Recruit Region Rahadoum +2 Perception to spot hidden religious items; +2 Sense Motive on religious lies
Purity of Faith Religion Iomedae +1 Will; +1 saves vs. evil outsiders
Purple Scales Race Kobold Speak Aklo, Dwarven, Goblin, or Undercommon
Pustular Race Goblin Roll twice to save vs. sickened
Pyromancer Race Aasimar—Emberkin +1 damage with fire spells
Pyromaniac Racial Gnome +1 level for fire spells, Fire domain, fire bloodline, flame mystery, fire bombs; fire spell-like abilities 1/day; replaces gnome magic and illusion resistance
Quain Martial Artist Region Quain +1 damage with unarmed strikes
Quantium University Graduate Region Nex +2 concentration when casting arcane spells
Questing Hellknight Basic Social Lawful alignment +1 Knowledge (local) (class skill); recall local laws untrained 1/day
Quick Learner Equipment Non-proficiency penalty drops to –2 after your first attack with a weapon
Rabble Rebel Region [Halfling] Galt With three allies threatening a foe, +2 Bluff to feint and Sleight of Hand
Radiant Healing Basic Magic Healing spells cast as a full-round action also shed light on the target
Rage of Storms Race Half-Orc, Orc Once per day, a summoned creature gains ferocity
Rahadoumi Cultist Region Rahadoum +5 Bluff and Sense Motive for secret messages with your faith
Rahadoumi Disbeliever Region Rahadoum +2 saves vs. divine spells, but must save against beneficial ones
Rapid Drain Race Vampire—Nosferatu Blood drain grants 7 temporary hp instead of 5
Rapscallion Basic Combat Gnome +1 Escape Artist and initiative
Rapscallion Race Gnome +1 Escape Artist and initiative
Ratfolk Racial Ratfolk Ratfolk are humanoids with the ratfolk subtype.
Ratfolk Avenger Race Ratfolk +1 damage vs. foes you've seen damage an ally
Rat Squeeze Race Skinwalker—Wererat-Kin In bestial form, squeeze through narrow spaces without slowing
Reactionary Basic Combat +2 trait bonus on initiative
Reassuring Advice Basic Social Once per day, grant a human +1 insight on one roll
Rebel Leader Region Shokuro +1 Leadership score
Rebuke the Curse Basic Faith Once per day, suppress a curse on a creature for 1 minute (as remove curse)
Reckless Basic Combat +1 Acrobatics; Acrobatics is a class skill
Reckless Contempt Basic Combat +1 on a firearm attack that provokes an attack of opportunity
Reckless Luck Religion Chaldira Zuzaristan +2 AC for a round after charging in the first round
Reclaiming your Roots Campaign Heirloom worth 350 gp; –1 Will for a year if you lose it
Redeemed by Ragathiel Religion Ragathiel +2 Sense Motive vs. evil creatures' Bluffs
Redeemer Basic Faith Help evil creatures you sponsor toward redemption
Red Mantis Bleeding Basic Combat Confirmed crits with slashing weapons deal 1 bleed
Red Silk Frankness Basic Social +5 Diplomacy to get others to overlook offenses; class skill
Regal Presence Religion Iomedae You’ve always had a presence that people respect. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Regional Influence Region Varisia +1 on one Profession plus a city-state benefit
Regional Recluse Region Varisia +1 Survival plus a settlement benefit
Reincarnated Basic Faith +2 saves vs. fear and death effects
Rejected Emperor Religion Use Knowledge (nobility) or (religion) in place of another Knowledge
Relentless Racial Dwarf +2 CMB to bull rush or overrun while on the ground; replaces stability
Relentless Duty Religion Kols Once per day, take 10 on a check to keep a promise
Relentless Fortitude Mount Camel—Qadiran Dromedary Dromedary heals nonlethal damage twice as fast
Relic Hunter Race Human—Garundi +1 Appraise and Knowledge (history) on ancient ruins and relics
Relic-Proof Basic Social +1 saves vs. spell completion and spell trigger items
Religious Reformer Basic Faith +2 Knowledge (religion) and bonus vs. divergent clergy
Reluctant Apprentice Basic Magic +1 Knowledge (arcana); count as trained
Repel Sin Race Tiefling—The Motherless +2 saves vs. evil effects
Reptilian Racial Nagaji Nagaji are humanoids with the reptilian subtype.
Reptilian Racial Kobold Kobolds are humanoids with the reptilian subtype.
Repulsive Race Tiefling—Foulspawn +1 to overrun and reposition
Rescued Campaign +2 with cure spells, or +1 Acrobatics (class skill); +1 attack defending your savior
Researching the Blot Campaign Identify magic items with Spellcraft like potions
Resigned Religion Droskar +1 when retrying failed checks and taking 20
Resilient Basic Combat +1 trait bonus on Fortitude saves
Resilient Caster Basic Magic +1 caster level vs. dispelling
Resilient Construction Race Wyrwood Once per day, survive reaching 0 hp while under a personal spell
Resilient Martyr Religion Vildeis Recover twice as many hp and ability damage from rest
Resistant (Ex) Racial Nagaji Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Resist Level Drain (Ex) Racial Dhampir No penalties from negative levels; they fall away after 24 hours
Resolve of the Rejected Basic Combat +1 saves vs. charm and compulsion; regain 1 grit on a success once per day
Resourceful Campaign +1 on one Craft or Profession; craft magic items faster
Resourceful Alchemy Region Thuvia +2 Craft (alchemy) (+3 for alchemical items)
Resourceful Scavenger Region Numeria native +2 Perception to search for valuables; Appraise is a class skill
Rest for the Wicked Basic Social Heal 3 ability damage per day of complete bed rest
Restless Hunger Religion Goblin, Venkelvore Once per day, eat food while charging: +10 ft. speed for a round
Restless Wayfarer Campaign +1 Knowledge (geography) and (local), one a class skill; one extra language
Resurrected Campaign +2 saves vs. death effects; die at –(Con + 4) hp
Reverent Wielder Faction +1 CMD vs. disarm, steal, sunder; +1 saves for your equipment
Reviving Rest Race Skinwalker—Werebear-Kin 24 hours of bed rest heals 3 hp per level
Rice Runner Region Wanshou +1 Acrobatics; Acrobatics is a class skill
Rich Parents Basic Social Starting wealth 900 gp
Rider of Paresh Region Qadira Mount +10 ft. speed when charging (Mounted Combat)
Rider's Bond Basic Combat Asociated with the court of Castle Overwatch in Lastwall Your horse companion or mount knows two bonus tricks
Riftwarden Orphan Campaign +2 trait bonus on concentration checks
Righteous Indignation Drawback Drawback: must take attacks of opportunity; –1 Will vs. emotion
Rising Star Campaign +1 Sense Motive and Survival
Ritualistic Campaign One cantrip 1/day; +2 on occult ritual checks
Rivalry Family +1 on a check a relative with this trait just failed
River Acumen Basic Faith +2 Swim in rivers and Survival to forage near rivers
River Fighter Basic Combat Sargavan You are used to fighting while swimming. You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.
Riverfolk Region River Kingdoms +2 Profession (sailor) and rope-use checks
Riverfolk Racial Gillman No need to submerge, but vulnerable to fire; replaces water dependent
River Freedom Religion Hanspur +2 saves vs. movement-hampering effects while touching flowing water
River Navigator Region River Kingdoms +1 Survival or Profession (sailor) on rivers and lakes; one is a class skill
River Rat Region Marsh or River +1 damage with daggers; +1 Swim; Swim is a class skill
River Sniper Region River Kingdoms +1 ranged attack on a waterborne vessel
River Trader Race Human—Mwangi +1 Appraise and Swim; one is a class skill
Rivethun Adherent Basic Magic Bonus while suffering disease, poison, or physical ability damage
Robot Slayer Campaign +1 attack and +1 dodge AC vs. robots
Rock Climber Racial Half-Orc +1 racial bonus on Acrobatics and Climb; replaces intimidating
Rock Stepper Racial Dwarf Ignore rubble and steep stairs when taking a 5-foot step; replaces stonecunning
Rodent Empathy Racial Ratfolk Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Roll With It Campaign +1 Reflex; once per day roll with a giant's critical hit
Roof Racer Region Varisia—Korvosa Long jump DCs as if 5 ft. shorter
Rostlander Campaign +1 trait bonus on Fortitude saves
Rough and Ready Equipment Tools of your trade as weapons: no improvised penalty, +1 attack
Rousing Courage Religion Andradd Once per day, +1 to a morale bonus you grant
Rousing Oratory Faction Perform is a class skill; 1/day speech grants allies +1 vs. fear for 5 minutes
Roving Range Basic Combat +5 ft. range increment for ranged (not thrown) weapons
Rude Songs Race Goblin +2 Perform (sing) insults; Perform is a class skill
Rugged Dragon Hunter Basic Social +2 Survival to track dragons; +1 favored terrain skills vs. dragons
Ruin Raider Campaign +1 Appraise; +4 Perception to spot statue-like creatures
Runaway Slave Region Osirion, Thuvia, or any region with ties to the Darklands Escaped slave of the Darklands; bonuses vs. its horrors
Ruthless Race Dwarf You never hesitate to strike a killing blow. You gain a +1 trait bonus on attack rolls to confirm critical hits.
Sacred Avenger Religion [Elf] Calistria +1 weapon damage next turn vs. a creature that hit you
Sacred Conduit Basic Faith +1 DC of your channel energy
Sacred Orienteer Religion Elion Compass works as a holy symbol; Knowledge (geography) or Survival is a class skill
Sacred Smasher Religion Rovagug +2 Str checks to break objects
Sacred Tattoo Racial Half-Orc +1 luck bonus on all saving throws; replaces orc ferocity
Sacred Touch Basic Faith Stabilize a dying creature with a touch as a standard action
Saltbeard Racial Dwarf +2 Profession (sailor) and Survival at sea; +1 attack, +2 dodge AC vs. aquatic creatures; replaces defensive training, hatred, stonecunning
Samsaran Magic (Sp) Racial Samsaran Comprehend languages, deathwatch, stabilize 1/day each (Cha 11+)
Sandpoint Faithful Campaign Silver holy symbol; +1 hp from magical healing while wearing it
Sandy Ambush Race Oread Prone in deserts: +2 Stealth, only –2 to attack
Sargavan Guard Region Sargava Armor check penalty –1
Savage Basic Social +1 Knowledge (nature) (class skill) and Survival in the wild
Savage Breaker Region Varisia—Korvosa +2 to sunder barbarian-made weapons and armor
Savanna Child Region Plains +1 Handle Animal, Knowledge (nature), or Ride, which becomes a class skill
Savannah Child Region Katapesh +1 Handle Animal, Knowledge (nature), or Ride, which becomes a class skill
Savanna Hunter Basic Combat +1 on attacks of opportunity with a shortspear; +1 Con checks to keep running
Savant Basic Social Kitharodian Academy +2 Perform with one type; Perform is a class skill
Scaled Skin Racial Tiefling Resistance 5 to cold, electricity, or fire and +1 natural armor; replaces fiendish resistance
Scaly Ally Religion Apsu +2 Diplomacy with reptiles and draconic creatures
Scamper Race Ratfolk First round of combat: ignore difficult terrain, +5 ft. speed
Scarred Racial Hobgoblin +1 natural armor; replaces darkvision
Scarred Drawback Drawback: –5 Disguise and –2 Bluff
Scarred by Space Pirates Basic Combat +1 attack vs. humanoids from beyond Golarion
Scarred by War Religion Dalenydra +1 Diplomacy outside combat
Scarred Descendant Basic Combat +1 to confirm crits and Survival to track favored enemies of your own subtype
Scavenger Racial Half-Orc +2 Appraise, and Perception to find hidden objects, spoiled food, or identify potions; replaces intimidating
Scent Racial Catfolk Gain scent; replaces low-light vision
Scent Racial Ratfolk Scent, but –2 on sight- and hearing-based Perception; replaces tinker
Scheming Survivor Race Drow +1 Sense Motive and saves vs. poison
Scholar of Ruins Race Human +1 Knowledge (geography) and (dungeoneering); one is a class skill
Scholar of the Analects Basic Magic Read magic 3/day
Scholar of the Ancients Campaign +1 Knowledge (arcana) and (history); Thassilonian language
Scholar of the Great Beyond Basic Faith +1 Knowledge (history) and (planes); one is a class skill
Schooled Inquisitor Basic Faith +2 Knowledge (planes) and (religion) to identify creatures' abilities and weaknesses
Scion of Goblinblood Region Goblin, Isger +1 weapon damage within 60 ft. of an enemy hobgoblin
Scion of Humanity Racial Aasimar Counts as human for racial effects; passes for human; replaces Celestial language
Scion of Legend Campaign +1 on two skills (class skills); 1/adventure insight bonus
Scion of the Nine Circles Campaign +1 Knowledge (planes) (class skill); Infernal; +2 Will vs. good outsiders
Scion of the Shory Region Mwangi Expanse +2 concentration with flight spells; message 1/day
Scorned by Magic Basic Magic Spells on you count as 1 caster level lower for dispel checks and SR
Scourge of the Darkness Basic Faith In the Darklands: +1 saves vs. fear, +1 Intimidate vs. natives
Scourge of the Seas Region The Shackles +1 Intimidate with a whip; 1/day regain grit or panache on a disarm or trip
Scouting for Fiends Campaign +1 attack vs. evil outsiders
Scrambling Servant Region Warm Mountains—Cave, Fire, River, Slag, Storm Keep your Dex bonus to AC while climbing; +1 Climb
Scrapper Race Half-Orc +1 Intimidate to demoralize and Perception to avoid surprise
Screaming Leap Region Realm of the Mammoth Lords +1 melee damage charging from higher ground; 1/day demoralize as a swift action
Scrounger Race Halfling Buy broken items at half price
Seafaring Reputation Basic Social +1 Diplomacy and Intimidate with sailors and Absalom residents
Seafaring Slayer Race Tengu At a vulnerable age, you survived an encounter with a monstrous sea creature. You reduce any foe’s cover bonus to AC from water by 2.
Searing Beacon Religion Iomedae—Knight of Ozem Melee crits vs. undead add Wis modifier precision damage
Seasinger Racial Merfolk +2 Perform (sing) and +1 DC of language-dependent spells; replaces low-light vision
Seasoned Climber Region Wall of Heavens +1 Climb; Climb is a class skill
Seasoned Hunter Campaign +1 attack or damage vs. one creature type
Sea-Souled Region Coastline or Island You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Second Tongue Basic Magic Old Cults +1 caster level to summon or contact Great Old Ones and their minions
Secret Keeper Basic Faith +3 Bluff when opposed by Sense Motive
Secret-Keeper Basic Social +1 Bluff; +1 saves vs. divinations, domination, and truth compulsion
Secret-Keeper (Svirfneblin) Race Svirfneblin +2 saves vs. divinations or enchantments to reveal secrets
Secret Knowledge Religion Norgorber +2 on one Knowledge skill, which becomes a class skill
Secret of the Impossible Kingdom Region Jalmeray One chosen spell at +1 caster level
Secret Revolutionary Region Cheliax +1 Will vs. mind-affecting effects and Fort vs. drugs and poisons
Secret Scrolls Basic Magic Read magic 1/day; +1 Use Magic Device to activate scrolls
Secret Shame Drawback Drawback: –1 saves vs. fear; easier to demoralize
Secrets of the Sphinx Faction Once per day, +2 on a Knowledge check; one Knowledge is a class skill
Seducer Racial Drow +1 DC of enchantment spells; charm person 1/day if Wis 15+; replaces drow immunities
Seeker Basic Social +1 Perception; Perception is a class skill
Seeker of Brightness Race Elf +1 on one Knowledge skill and Perception searches
Seeking Adventure Campaign Start with a wayfinder (+2 Survival to avoid getting lost, light)
Seer of Reality Religion Irori +2 saves vs. illusions
Selective Health Race Aasimar +2 Fort vs. disease (–2 vs. undead and fiend diseases)
Self-Actualization Basic Faith Once per day, take 20 in 5 times the normal time instead of 20 times
Self-Aware Race Vampire—Vetala +1 Sense Motive; it's a class skill
Self-Doubting Drawback Drawback: –2 on the next Will save or skill check after first daily failure
Self-Reliant Basic Social No penalty for improvised Craft tools; craft without tools at –2
Self-Sacrifice Religion [Halfling] Shelyn Move action: give an adjacent ally soft cover
Self-Sustaining Basic Faith Create water, mending, purify food and drink, or stabilize 1/day
Self-Taught Scholar Basic Magic +1 Linguistics to decipher (class skill); +1 Spellcraft to decipher scrolls
Senatorial Hopeful Campaign +1 Diplomacy and Knowledge (local) (class skills); weekly item from family
Sense of Order Religion [Halfling] Abadar +3 Perception to notice changes to a familiar place
Senses Racial Tengu Tengus have low-light vision.
Senses Racial Dhampir Low-light vision and darkvision 60 feet.
Senses Racial Svirfneblin Svirfneblin have darkvision 120 ft. and low-light vision.
Sensing Imperfection Religion [Halfling] Irori +1 Sense Motive; Sense Motive is a class skill
Sensitive Mind Campaign +1 Appraise, Perception, Sense Motive; one is a class skill
Sensual Racial Vishkanya You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses.
Sensual Graces Race Dhampir—Svetocher +2 Bluff vs. humanoids attracted to you
Sentimental Drawback Drawback: –2 Perception vs. surprise and Reflex vs. traps
Serpentine Squeeze Religion Ydersius +1 to grapple and CMD vs. grapple
Serpent Runner Campaign Lower armor check penalty, two-weapon penalty, or a skill bonus
Serpent’s Sense (Ex) Racial Nagaji Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Servitor of Spirits Region Must hail from Tian Xia or have lived there for at least 1 year. Accept a spirit's taboo for a day to gain +1 on one roll
Set Mind Campaign Once per day, reroll a failed save vs. charm or compulsion
Sevenarches Seeker Region Sevenarches +1 Knowledge (history) (class skill) and Perception to find secret doors
Shackles Seafarer Region The Shackles +1 Knowledge (nature) and (geography) at sea; +1 Swim (class skill)
Shadow Blending (Su) Racial Fetchling 50% miss chance against you in dim light
Shadow Child Campaign No 20% miss chance attacking targets in dim light
Shadow Dealer Region Ustalav +1 saves vs. fear; +1 Bluff and Diplomacy vs. evil fey, monstrous humanoids, undead
Shadow Dissident Region Nidal +2 saves vs. shadow spells and effects
Shadow Magic Racial Fetchling +1 DC of illusion (shadow) spells; replaces skilled
Shadow Magic Racial Wayang +1 DC of shadow spells; ghost sound, pass without trace, ventriloquism 1/day (Cha 11+)
Shadow Resistance Racial Wayang Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
Shadow-Scarred Drawback Drawback: –1 on saves in dim light or darkness
Shadow Shaman Region Nidal Add silent image and blur to your shaman spell list
Shadowsight Region Nidal Once per day, swift action: low-light vision for rounds equal to your level
Shadow Stabber Race Tiefling +2 melee damage vs. foes who can't see you
Shadow Stalker Race Fetchling You are dedicated to mastering the art of hiding in the shadows. Increase the miss chance gained from your shadow blending ability by 5%.
Shadow Trained Basic Combat Associated with the Umbral Court of Nidal You have experience fighting in darkness. Your miss chance while fighting in areas of dim light is only 10%.
Shadow Whispers Religion Norgorber +1 Knowledge (local); +2 Intimidate to demoralize
Shadowy Resistance Racial Fetchling Fetchlings have cold resistance 5 and electricity resistance 5.
Shaer Region Qadira native, native Kelish speaker +2 Bluff and Diplomacy with Kelish speakers
Shaman’s Apprentice Racial Half-Orc Endurance as a bonus feat; replaces intimidating
Shaper of Reality Religion any of the Eldest Once per day, a conjuration or transmutation spell at +1 caster level
Shards of the Past (Ex) Racial Samsaran +2 on two chosen skills, which are class skills
Shared Ancestors Religion Myr +1 social and Knowledge checks with creatures of your type and subtype
Shared Curse Race Skinwalker—Werewolf-Kin Once per day, give an ally a bite attack for 2 rounds
Sharkchild Race Skinwalker—Wereshark-Kin +1 Swim; run while swimming straight up or down
Sharp Eyes Region Tundra You are immune to the dazzled condition.
Sharp Wits Race Human—Vudrani +1 concentration and Bluff
Sheltered Drawback Drawback: shaken below half hit points
Shenmen Prospector Region Shenmen +1 Appraise and Knowledge (dungeoneering)
Shield Bearer Race Human—Ulfen +1 shield bash damage; 1/day give an adjacent ally +2 AC for a round
Shield-Trained Religion Gorum Shields are simple weapons; heavy shields count as light
Shiftless Racial Halfling +2 Bluff and Sleight of Hand; Sleight of Hand is a class skill; replaces sure-footed
Shift the Blame Race Tiefling—Spitespawn +1 Bluff and Diplomacy to shift blame
Ship Aptitude Region The Shackles +1 Profession (sailor); it's a class skill
Shipboard Caster Region Riddleport +3 concentration aboard ships
Ship's Surgeon Campaign +1 Craft (carpentry) and Heal; Heal is a class skill
Shoanti Spirit-singer Race Human—Bekyar Tribe or Shoanti Clan Once per day, start a bardic or raging song in the surprise round
Shoanti Steed Race Human—Shoanti Start with a combat-trained light horse; ride bareback as if saddled
Shoanti Tattoo Race Human—Shoanti +1 saves vs. fear; proficient with earth breaker, klar, Shoanti bolas
Shoanti Tribesman Region Varisia +1 Climb, Survival, or Swim, which becomes a class skill
Shoreline Skirmisher Race Skinwalker—Wereshark-Kin +2 combat maneuvers on sand or in water
Shrouded Casting Basic Magic Spells of one school as if with Eschew Materials
Siege Defender Basic Combat +1 melee damage vs. targets on lower ground
Signaler Region Molthune +5 Bluff to send and Sense Motive to intercept secret messages
Signature Moves Basic Social Start with a masterwork signature item (<900 gp); +1 Bluff and Intimidate wielding it
Silent Hunter Racial Elf Stealth penalty for moving reduced by 5; Stealth while running at –20; replaces elven magic
Silent Watcher Region Galt +1 Sense Motive in crowds and Stealth in city streets
Silver Tongued Racial Human +2 Diplomacy and Bluff; Diplomacy can shift attitude up to three steps; replaces skilled
Silvertongued Eunuch Region Quain +1 Knowledge (nobility) and Diplomacy
Simple Disciple Basic Social +1 on one Craft or Profession skill
Skater's Balance Race Kobold Move on ice sheets without extra cost or Acrobatics penalty
Skeptic Basic Magic +2 saves vs. illusions
Skilled Racial Human Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skilled Racial Svirfneblin +2 Stealth (+4 underground), +2 Craft (alchemy) and Perception
Skilled Racial Goblin +4 racial bonus on Ride and Stealth checks.
Skilled Racial Fetchling Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Skilled Racial Aasimar Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Skilled Racial Half-Orc +1 skill rank per level; replaces darkvision
Skilled Racial Tiefling Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Skilled Surgeon Region Alchemist healers who hail from Qadira or Ustalav, or who have lived there for at least 1 year Surgery damage uses the minimum roll; long-term care heals 1 more
Skilled Telepath Race Lashunta The range of your limited telepathy racial ability increases by 5 feet.
Skillful Campaign Once per day, reroll a failed Acrobatics, Climb, Spellcraft, Stealth, or UMD check
Skulk Racial Ratfolk +2 Stealth; only –5 to hide after a Bluff distraction; replaces tinker
Skymetal Affinity Region Numeria +2 Fort vs. skymetal effects; +2 Craft for skymetal arms and armor
Skymetal Smith Campaign Skymetal item: +2 Will vs. emotion and fear (or sell for 100 gp)
Sky Quester Race Dwarf +1 Knowledge (geography) and (history); one is a class skill
Sky Sentinel Racial Dwarf +1 attack, +2 dodge AC, +2 Perception vs. flyers; no higher-ground bonus against you; replaces defensive training, hatred, stonecunning
Sky Speaker Racial Sylph Speak with animals 1/day with flying creatures; replaces spell-like ability
Sky Spirit Worshipper Region Mutabi-qi +2 saves vs. fear
Slave Hunter Racial Hobgoblin +2 Survival and +2 Fort vs. disease; replaces sneaky
Slaver Race Human—Ombo +2 Intimidate, –2 Bluff and Diplomacy with non-Ombo Mwangi
Slave Runner Basic Social Once per day, +2 on a check to free a slave
Slave Smuggler Race Halfling Hide a smuggled creature using the better of your two Stealth results
Slave Taker Region Okeno +1 nonlethal damage
Slayer of the Deep Region Tian Xia Darklands +1 damage vs. aberrations
Sleepy Drawback Drawback: need 12 hours' rest; –2 vs. sleep
Slimehunter Racial Gillman +2 saves vs. aboleth spells and abilities; replaces enchantment resistance
Slippery Basic Combat Bellflower Network +1 Stealth; Stealth is a class skill
Slippery Step Race Undine Firm footing underwater; +2 Acrobatics and Climb on wet surfaces
Slithering Stride Race Kobold 3 rounds/day, move through undergrowth at full speed
Slow and Steady Racial Dwarf Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Slow and Steady Racial Duergar Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Slow Speed Racial Merfolk Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.
Slow Speed Racial Ratfolk Ratfolk have a base speed of 20 feet.
Slow Speed Racial Wayang Wayangs have a base speed of 20 feet.
Slow Speed Racial Gnome Gnomes have a base speed of 20 feet.
Slow Speed Racial Oread Oreads have a base speed of 20 feet.
Slow Speed Racial Halfling Halflings have a base speed of 20 feet.
Small Racial Halfling Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Small Racial Kobold Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Small Racial Ratfolk Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Small Racial Wayang Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Small Racial Goblin Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Small Racial Grippli Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Small Racial Gnome Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Small Racial Svirfneblin Small: +1 AC and attack, –1 CMB and CMD, +4 Stealth
Smeller Racial Orc Scent at half range; replaces ferocity and weapon familiarity
Smoke Resistant Race Kobold See through nonmagical smoke; +5 Fort vs. smoke
Smuggler Faction +3 Sleight of Hand to hide objects; it's a class skill
Snake Bleeder Region Nagajor +2 Craft (alchemy) for poisons; Craft (alchemy) is a class skill
Snake Handler Region Osirion native, worshiper of Apep or Wadjet +2 Fort vs. poison; Handle Animal is a class skill
Snake Hater Race Aasimar—Plumekith +2 Knowledge (dungeoneering); it's a class skill
Snap Ignition Race Ifrit Produce a small flame from your finger
Sneaky Racial Hobgoblin Hobgoblins receive a +4 racial bonus on Stealth checks.
Sneaky Racial Tengu Tengus gain a +2 racial bonus on Perception and Stealth checks.
Sneaky Swimmer Race Kobold Hold breath Con score rounds longer; +2 Stealth in swamps and underwater
Snowblooded Race Elf—Snowcaster +4 Fort vs. cold environments; +1 saves vs. cold spells
Snowbound Basic Social +1 saves vs. cold, +2 Fort vs. cold weather
Snowstepper Race Gnome Ignore difficult terrain from snow
Snowstride Region Darklands, usually under cold mountains +1 Acrobatics on slippery surfaces; trip or bull rush foes two sizes larger
Soaring Sprinter Basic Combat +2 Acrobatics to balance or jump; Acrobatics is a class skill
Sociable Racial Half-Elf Retry a failed Diplomacy attitude change (failed by 5+) without waiting 24 hours; replaces adaptability
Social Slaver Region Cheliax +2 Intimidate vs. smaller creatures; +1 DC of your compulsions on them
Sodden Chld Region Sodden Lands Move normally through shallow bogs
Soldier of the Faith Region Razmiran +1 Intimidate; Intimidate is a class skill
Solidarity Region City of Brass Aid another on Bluff or Escape Artist grants +3
Solitary Basic Combat Once per day, +2 Bluff to create a diversion; only –5 Stealth to hide afterward
Sophisticated Citizen Region Absalom Knowledge (geography), Knowledge (local), or Sense Motive as a class skill; one extra language
Soul Drinker Faction Once per day when an enemy dies, temporary hp equal to its HD
Soul Eater Race Tiefling—Grimspawn Temporary hp (half level) when you kill with a coup de grace
Soul-Searcher's Strength Basic Faith Must follow the traditions of the rivethun +1 trait bonus on one chosen saving throw
Soul Seer Racial Tiefling Deathwatch at will; replaces spell-like ability and fiendish sorcery
Sound of Mind Region Zi Ha +2 saves vs. mind-affecting effects
Sovyrian Intellectual Race Elf, 1st-level only +1 Diplomacy (+3 with elves)
Sovyrian Pantheist Religion [Elf] any Elven deity +1 on several elven-tradition checks
Spark of Creation Basic Magic +1 Craft; magic items cost 5% less to make
Speech of the Wilds Race Aasimar—Idyllkin One extra language
Spellcaster's Anathema Race Dwarf +1 attack vs. arcane spellcasters
Spell Duel Prodigy Region Erages +2 Spellcraft to identify spells being cast and dispel checks to counterspell
Spell Intuition Basic Faith +1 Spellcraft; Spellcraft is a class skill
Spell-Like Abilities Racial Duergar Enlarge person and invisibility 1/day each (self only)
Spell-Like Abilities (Sp) Racial Fetchling Disguise self 1/day; shadow walk at 9th level and plane shift at 13th (self only), 1/day each
Spell-Like Ability Racial Undine Hydraulic push (Advanced Player’s Guide) 1/day (caster level equals the undine’s level).
Spell-Like Ability Racial Aasimar Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Spell-Like Ability Racial Sylph Feather fall 1/day (caster level equals the sylph’s total level).
Spell-Like Ability Racial Dhampir Detect undead 3/day as a spell-like ability
Spell-Like Ability Racial Tiefling Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Spell-Like Ability Racial Ifrit Burning hands 1/day (caster level equals the ifrit’s level).
Spell-Like Ability Racial Oread Magic stone 1/day (caster level equals the oread’s total level).
Spell Resistance Racial Drow Spell resistance 6 + class levels; dancing lights, darkness, faerie fire 1/day each
Spell Resistance Racial Svirfneblin Svirfneblin have SR equal to 11 + their class levels.
Sphinxfriend Race Dwarf—Pahmet Bonus with riddles and sphinxes
Sphinx Riddler Campaign +1 Bluff and other riddle-solving skills
Spidery Climber Race Kasatha +1 Climb; easier to catch yourself when falling
Spirit Animal Region Realm of the Mammoth Lords +1 on Fort, Reflex, or Will (by spirit animal)
Spirit Guide Religion Pharasma +2 Knowledge (religion); it's a class skill
Spirit Lodge Dreamer Race Human—Erutaki +1 saves vs. illusions; concealment miss chance against you reduced 10%
Spirit of the Law Basic Combat +1 attack vs. lawful humanoids; +2 saves vs. lawful effects
Spirit of the Waters Racial Elf +4 Swim, always take 10 swimming; Aquan; proficient with longspear, trident, net; replaces elven magic and weapon familiarity
Spirit Sense Basic Faith +2 Perception to avoid surprise and detect invisible or incorporeal creatures
Spirits in the Stone Race Human—Mwangi In ruins: +2 initiative, +1 saves vs. traps and hazards
Spirit Talker Religion Mwangi shamanistic faith +1 Will vs. colonial gods' clerics and paladins; –1 vs. other divine spells
Spirit Touched Campaign +2 saves vs. undead; 1/adventure auto-succeed to stabilize
Spiritual Attachment Basic Magic +4 to notice haunts; bonus when interacting with spirits
Spiritual Forester Region Forest of Spirits +1 Knowledge (nature) and (planes); one is a class skill
Splash Attack Basic Combat Blinding dirty trick without provoking near water or holding liquid
Split-Second Defense Religion Milani Once per day, a flanking foe's attack gets no flanking bonus
Spooked Drawback Drawback: shaken 1d4 rounds on seeing fey, outsiders, or undead (Will negates)
Sprint Basic Combat Gnome +5 ft. speed when running or double-moving in light or no armor
Sprinter Racial Catfolk Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Squalid Racial Orc +2 saves vs. nausea, sickened, and disease; replaces ferocity
Stabbing Spells Basic Magic After hitting with a weapon, +2 caster level vs. that foe's SR until your next turn
Stability Racial Dwarf Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stability Racial Duergar Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Stabilizing Touch Religion Pharasma Stabilize 1/day by touch
Stage Magic Equipment +2 Perform using a flashy alchemical item as part of a performance
Stalwart Elk Mount Elk—Chernasardo Riding Elk +4 Handle Animal, Ride, and wild empathy vs. unnatural auras while riding
Stalwart of the Society Basic Faith Paladin, Pathfinder Society Aura of courage grants +1 more vs. fear
Starchild Religion Desna Always know true north; +4 Survival to avoid getting lost
Stargazer (IG) Campaign +2 Knowledge to identify aliens; +1 Knowledge (geography) (class skill)
Stargazer (Race) Race Human—Varisian +1 Knowledge (geography) and Survival
Stargazer (Region) Region Lirgen +1 Knowledge (arcana) and (nature); one is a class skill
Starlit Hexer Religion any Outer God +1 DC of your curse spells
Star Reader Region Sodden Lands Divinations +1 caster level under starlight (more vs. demons)
Star Struck Campaign +1 Knowledge (local); 1/day roll a skill check twice (by idol's ability)
Startling Report Basic Combat +2 Intimidate for 1 round vs. those who hear your firearm
Statuesque Race Oread Disguise (class skill); +2 to look like a statue
St. Clydwell's Ward Basic Faith Mendev Crusaders Standard action: chant that acts as sanctuary against demons
Steady Strength Religion Trudd Armor check penalty on Str skills –2 in medium or heavy armor
Stealthy Escape Equipment Escape restraints with Sleight of Hand; +2 Bluff to seem still bound
Steel Skin Basic Combat Don or remove heavy armor in half the time; +2 Intimidate with family helm and heavy armor
Stigmatized Drawback Drawback: –3 Diplomacy to gather information or improve attitude
Stoic Dignity Race Oread You and allies within 10 ft. +1 on saves vs. mind-affecting effects
Stoic Optimism Religion Desna +2 saves vs. fear
Stolen Fury Campaign +2 combat maneuvers vs. demons
Stonecunning Racial Dwarf +2 Perception to notice unusual stonework; automatic check within 10 ft.
Stonecunning Racial Svirfneblin Svirfneblin gain stonecunning as dwarves (Core Rulebook 21).
Stone in the Blood Racial Oread Fast healing 2 for 1 round when taking acid damage (2 hp/level per day); replaces earth affinity
Stoneseer Racial Svirfneblin +1 caster level for earth spells; constant nondetection; magic stone, stone shape, stone tell 1/day; replaces svirfneblin magic
Stonesinger Racial Dwarf +1 caster level with earth spells, Earth domain, earth bloodline and stone mystery; replaces stonecunning
Storied Scars Race Human—Kellid +1 Diplomacy with Kellids, +1 Intimidate with others
Storm Hunter Region Hongal Wind counts one category lower for your ranged attacks
Storm in the Blood Racial Sylph Fast healing 2 for 1 round when taking electricity damage (2 hp/level per day); replaces air affinity
Stormrunner Region The Shackles +2 Acrobatics to keep your footing on unsteady surfaces
Storm-Touched Basic Magic You share an affinity with elemental lightning. You gain DR 1/— against creatures and attacks with the electricity type.
Stowaway Campaign +1 Stealth and Sleight of Hand
Stream Nomad Region Darklands, usually under rivers +1 Swim (class skill); boats you pilot move faster
Street Wary Region Any City Sense Motive is a class skill; +2 on hunches
Strength Foretold Basic Magic Once per day, +1 DC of a bonus bloodline spell
Strength of Body Race Skinwalker—Wereboar-Kin Once per day, use Str instead of Con for a Fort save
Strength of Submission Basic Faith +1 attack and damage while under a compulsion effect
Strength of the Barghest Religion Goblin, Hadregash Once per day, +2 on a Str check or Str-based skill
Strength of the Land Basic Magic Dwarf +1 caster level checks (dispel, SR) while touching the ground
Strength of the Sun Religion Sarenrae You take solace in the purifying light of the sun. During the day, you gain a +1 trait bonus on all Charisma-based checks.
Strength's Fanfare Religion Kurgess +1 Str skills, bull rush, grapple, reposition while under a sonic morale bonus
Strict Judgment Religion Kols +1 DC of geas-like spells you cast
Strip the Veils Religion Sivanah +1 Sense Motive; Sense Motive is a class skill
Strix Racial Strix Strix are humanoids with the strix subtype.
Strong Arm, Supple Wrist Basic Combat +10 ft. thrown range increment after moving 10 ft.
Strong Heart Religion Gorum +1 saves vs. fear; DC to intimidate you +2
Strong Swimmer Religion Gozreh +2 Swim; hold breath 2 rounds longer
Strongtail Racial Merfolk Land speed 15 ft., swim speed 30 ft.
Strong-Willed Religion Cayden Cailean +2 saves vs. charm and compulsion
Structural Knowledge Religion Findeladlara +1 Knowledge (engineering); it's a class skill
Stubborn Racial Dwarf +2 Will vs. charm and compulsion, and a second save 1 round later; replaces hardy
Stubborn Race Vampire—Vetala +2 saves vs. control effects (command undead and the like)
Student of Faith Campaign Cure spells at +1 caster level
Student of Giantkind Campaign +1 Diplomacy and Knowledge (local) about giants; one is a class skill
Student of History Basic Faith +1 Knowledge (history); it's a class skill
Student of Nantambu Race Human—Mwangi +1 Knowledge (arcana) and Spellcraft, usable untrained
Student of Philosophy Basic Social Use Int instead of Cha to persuade with Diplomacy and to make lies believable
Student Survivalist Campaign +2 Survival (survivalist tricks from Shalelu)
Style Sage Basic Social +1 Knowledge (local) or (history) (class skill); +1 to gather information on monks
Subjective Equilibrium Basic Combat +2 Wis checks in subjective gravity; +10 ft. falling speed there
Subjective Truth Basic Social +2 Bluff to lie to someone who has never caught you lying
Subject of Study Campaign +1 damage vs. one chosen creature type
Subtle Appearance Racial Vishkanya +4 Disguise to look fully human; replaces low-light vision
Subtle Manipulator Racial Fetchling Memory lapse 1/day instead of disguise self; modifies spell-like ability
Successful Shirker Race Halfling +1 Stealth; +3 Bluff and Diplomacy to avoid punishment
Suck in Your Gut Region Darklands Squeeze at normal speed with only –2 attack and AC
Suicidal Race Tiefling Once per day, immediate action: redirect an attack on an adjacent creature to you
Sun-Blasted Region any desert +2 Survival in deserts; never lost there as if you had navigation tools
Sun-Blessed Basic Magic Excess healing becomes temporary hp (up to your level per day)
Sun Orchid Harvester Region Thuvia +1 Knowledge (nature) and Survival in deserts
Superior Clutch Race Tiefling—Hungerseed +1 damage with weapons sized for larger creatures
Superior Darkvision Racial Duergar Duergar can see in the dark up to 120 feet.
Superstitious Region Realm of the Mammoth Lords +1 saves vs. arcane spells (no arcane caster levels)
Superstitious (Drawback) Drawback Drawback: 50% chance to save against harmless spells
Superstitious (Kellid) Race Human—Kellid +1 saves vs. arcane spells
Superstitious Ward Region Ustalav Disrupt undead 1/day
Supportive Basic Social +1 on skill checks to aid another
Sure-Footed Racial Halfling Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Surefooted Ascent Region Hill or Mountain You gain a +1 trait bonus on Acrobatics and Climb checks.
Surface Infiltrator Racial Drow Low-light vision; replaces darkvision and light blindness
Surface Stranger Region Underground Darkness concealment miss chance –10%; dazzled 1 round by sudden bright light
Surface Survivalist Racial Dwarf Wind and hot or cold climates count as one step less severe; replaces darkvision
Surprise Weapon Basic Combat +2 trait bonus on attacks with improvised weapons
Survivalist Race Human You gain a +1 trait bonus on saving throws against natural environmental hazards.
Suspicious Basic Social +1 Sense Motive; Sense Motive is a class skill
Suspicious Racial Strix Strix receive a +2 racial bonus on saving throws against illusion spells and effects.
Sustaining Performance Region Bard who hails from the Shackles or who has lived there for at least 1 year Once per day, DC 15 Perform to stabilize; Perform for long-term care
Svirfneblin Magic Racial Svirfneblin +1 DC of illusions; constant nondetection; blindness/deafness, blur, disguise self 1/day
Swamp Rebel Region Wanshou +2 Stealth in swamps; Stealth is a class skill
Swamp Recluse Region Swamp +2 saves vs. poison; eat raw fish and game safely
Swamp Skulker Region River Kingdoms +1 Stealth in swamps; shallow bogs and undergrowth are normal terrain
Swamp Stride (Ex) Racial Grippli A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Swamp Survivor Region Ustalav +2 Survival to find water; +2 Will for your magical liquids
Swarming Racial Ratfolk Two ratfolk can share a square; attacking the same foe from it, they flank
Swift as Shadows Racial Halfling Stealth penalty for moving reduced by 5, for sniping by 10; replaces sure-footed
Switched at Birth Race Changeling Once per day, Will save in place of a Fort save
Swordlord's Page Region Brevoy +1 to confirm crits with edged weapons
Sword Scion Campaign Longsword or Aldori dueling sword; +1 attack and maneuvers with it
Swordtrained Racial Tengu Proficient with swordlike weapons (bastard sword through two-bladed sword)
Sworn Enemy Basic Combat +1 on attacks of opportunity vs. one favored-enemy type
Szaezan Crags Miner Region Bachuan +1 Appraise; Appraise is a class skill
Tactician Basic Combat +1 initiative; once per day +2 on an attack of opportunity
Tactile Telekinesis Race Lashunta Once per day, swift action: add Int to Str checks for a round
Tainted Spirit Drawback Drawback: Fort save after combat or fatigued
Taldan Patriot Campaign +1 Sense Motive and Knowledge (history) (class skills)
Talented Basic Social +1 on one Perform skill; all Perform skills are class skills
Talented Organizer Religion Milani +1 Sense Motive; Sense Motive is a class skill
Tanglebriar Guerrilla Region Kyonin One ranger trap 1/day in forests
Tar-Baphon's Whisper Basic Magic Whispering Way Sotto voce 3/day as a spell-like ability
Tarnished Halls Runner Basic Combat After moving 10 ft.: +1 attack with firearms and tech weapons, +1 dodge AC vs. them
Tar Taargadth Trained Basic Combat +1 damage with dwarven weapons
Tattooed Focus Race Human—Varisian +2 on one Craft, Perform, or Profession (class skill)
Teacher's Pet Campaign +2 on one Knowledge skill, which becomes a class skill
Teaching Mistake Faction After a natural 1 on a save, +1 on your next save
Technic Tinkerer Region Numeria One cantrip 1/day as a spell-like ability
Technological Brewmaster Region Numeria Brew potions in half the time for +10% cost
Telekinetic Dependence Race Vampire—Nosferatu +1 caster level for fly, levitate, mage hand, telekinesis
Tempestuous Combatant Race Human—Keleshite Once per day, swift action: moving doesn't provoke from one opponent
Tempter's Tongue Race Tiefling +1 Diplomacy and Cha checks vs. creatures you've charmed
Tenacious Shifting Basic Magic Transmutation spells on yourself last 2 rounds longer
Tengu Racial Tengu Tengus are humanoids with the tengu subtype.
Terrifying Lunge Race Skinwalker—Werecrocodile-Kin Once per day, demoralize a flat-footed foe you hit; Intimidate is a class skill
The Artisan Campaign +1 Appraise and Heal; one is a class skill
The Bridge Cosmic 12 Pharast—18 Gozran +1 saves vs. cold and darkness effects
The City Protects Religion Abadar +2 saves vs. fear in settlements; retry failed saves each round
The Daughter Cosmic 19 Gozran—13 Desnus Creatures within 10 ft. are +2 harder to demoralize
The Flexing Arm Religion Kurgess Use Str for Escape Artist to escape bonds, at +1
The Follower Cosmic 30 Neth—17 Kuthona +2 saves vs. death effects; allies within 10 ft. –1
The Lantern Bearer Cosmic 21 Abadius—16 Calistril Light 3/day
The Lawbringer Campaign +2 saves vs. fear; allies gain temporary hp when you fall
The Mother Cosmic 17 Rova—30 Lamashan Allies within 10 ft. +1 morale on saves vs. fear
The Newlyweds Cosmic 17 Calistril—11 Pharast +2 Diplomacy with those attracted to you; Diplomacy is a class skill
The Optimist Campaign +1 saves vs. mind-affecting effects; share it with allies
Theoretical Magician Basic Magic +2 Spellcraft (+3 if not a spellcaster)
The Outsider Campaign +1 Stealth and Survival; one is a class skill
The Pack Cosmic 11 Arodus—16 Rova +2 Handle Animal to teach tricks; Handle Animal is a class skill
The Pathfinder's Exile Campaign Start with a wayfinder (+2 Survival to avoid getting lost, light)
The Patriarch Cosmic 21 Sarenith—20 Erastus Know direction 3/day
The Pessimist Campaign +1 Will saves
The Reclaimer Campaign +1 Perception; +1 attack and damage vs. foes who hurt an ally
The Rider Cosmic 14 Desnus—20 Sarenith Once per day, after a successful Ride check, demoralize the nearest foe
The Snoop Campaign +1 Knowledge (history) and (local) (class skills); reroll Bluff or Sense Motive 1/day
The Star Gazer Cosmic 31 Lamashan—20 Neth –2 initiative in surprise rounds, but +2 luck AC during them
The Stranger Cosmic 21 Neth—29 Neth +1 Diplomacy and Knowledge (local) to gather information; one is a class skill
The Thrush Cosmic 18 Kuthona—20 Abadius +1 Perform (sing); it's a class skill
The Vessel Between Region Daggermark +1 on attacks that would deal sneak attack damage
The Wagon Cosmic 21 Erastus—10 Arodus Once per day, swift action: +10 ft. speed for 1 round
The Word Campaign +1 Fortitude; extra healing once per day
Thirst for Knowledge Religion Nethys +1 Linguistics; Linguistics is a class skill
Thoroughbred Race Human—Keleshite Horse companion or mount: +5 ft. speed and a bonus trick
Thoughtful Wish-Maker Region Plane of Fire +2 Sense Motive; DC 25 check to spot a wish's pitfalls
Thrall Spotter Race Dhampir—Ancient-Born +5 Sense Motive to notice charm and compulsion
Threatening Defender Basic Combat Combat Expertise attack penalty reduced by 1
Thrill Seeker Campaign +5 ft. speed in the first round of combat; three star candle fireworks
Thrill-Seeker Religion Desna Once per day, roll an Acrobatics check twice
Throwback Racial Gillman Human subtype: no amphibious, swim speed or water breathing, and not water dependent
Thrown-Together Fashion Equipment Disguise check to alter one outfit into another
Thrune Informant Campaign +1 Diplomacy (gather information), Disguise, Knowledge (local); one is a class skill
Thrune Loyal Agent Campaign Once per week below 0 hp, fast healing 1 for 1 minute
Thunder and Fang Performer Basic Combat +2 Intimidate while wielding a two-handed melee weapon
Thunderborn Race Sylph Once per day, half of a spell's electricity damage becomes sonic
Thunderous Resilience Racial Sylph Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
Thuvian Merchant Region Thuvia +1 Appraise, Bluff, Sense Motive in business deals
Tianjing Temple Guard Region Tianjing +1 on attacks of opportunity with polearms
Tiger Brigadier Region Bachuan +2 Intimidate vs. older creatures; Intimidate is a class skill
Tiger's Claw Race Skinwalker—Weretiger-Kin +1 damage when charging
Tight Bonds Family +1 Will vs. charm and compulsion near your partner (+3 vs. betraying them)
Time Lost Campaign +2 initiative; 1/adventure force the GM to reroll a d20
Tinker Racial Ratfolk Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Tireless Faction +2 Con checks vs. environmental nonlethal damage; +1 hp
Tireless Avenger Basic Faith Easier forced-march Con checks while pursuing favored enemies
Tireless Logic Basic Social Once per day, roll an Int-based check twice and take the better
Toilcrafter Religion Droskar Ranks in a Craft or Profession qualify you for Craft Magic Arms and Armor
Tomb Raider Faction +1 Perception and Knowledge (dungeoneering); one is a class skill
Tongue of Many Towns Race Human—Garundi +1 on two of Diplomacy, Knowledge (local), Linguistics
Too Many Secrets Drawback Drawback: –2 Bluff and saves vs. illusions
Toothy Racial Half-Orc Bite: primary natural attack, 1d4 piercing; replaces orc ferocity
Totemist Basic Faith Once per day, guidance with a bonus of half your level
To The Last Basic Combat DR 1/— in chosen armor with no ally within 60 ft.
Touched by Divinity Campaign A domain's 1st-level spell 1/day
Touched by the Sea Campaign +1 Swim (class skill); reduced underwater attack penalties
Touched by the Sky Region Numeria Stabilize a dying creature by touch (standard action)
Tough Racial Strix The strix receives a +1 racial bonus on Fortitude saves. This racial trait replaces suspicious.
Tough Skin Race Tiefling—Beastbrood +1 AC vs. crit confirmation by bludgeoning or slashing weapons
Town Gossip Region Varisia Choose a community that you’ve lived in for at least 5 years. You gain a +2 trait bonus on Diplomacy checks while in that community.
Toxic Racial Vishkanya Con modifier times per day, envenom a weapon as a swift action (1d2 Dex for 6 rounds)
Toxic Skin (Ex) Racial Grippli 1/day, make a contact poison (1d2 Dex for 6 rounds); replaces swamp stride and camouflage
Toxophilite Race Aasimar—Plumekith +2 to confirm crits with bows
Tracker of the Society Basic Combat Ranger, Pathfinder Society +1 initiative and +2 Survival in favored terrains
Trade Talk Race Half-Elf—Human-Raised +1 on one Craft or Profession, and Bluff and Sense Motive about it
Traditionalist Basic Faith Bonus to resist effects that would turn you from your culture
Traditionalist (Prime Ascended) Basic Faith +1 Knowledge (nobility); it's a class skill
Trailblazer Race Human—Mwangi +1 Survival and Fort vs. disease in the wilderness
Transitional Race Triaxian Once per day, big bonus to predict weather; +1 Fort vs. weather
Transmuter of Korada Basic Magic +1 caster level with transmutation; double duration of one ability buff spell 1/day
Trap Finder Campaign +1 Disable Device (class skill); disarm magic traps
Trap Savvy Region Darklands +1 Craft (traps); +1 AC and saves vs. traps
Traumatic Shift Race Skinwalker +1 Bluff; Bluff is a class skill
Traveler of a Hundred Lands Exemplar Two chosen skills become class skills (more with other regional traits)
Treacherous Earth Racial Oread 1/day, turn a 10-ft.-radius area into difficult terrain for 1 minute/level; replaces spell-like ability
Treasure Mapper Region Mediogalti +2 Survival or Profession (sailor) to navigate by map; one is a class skill
Treerazor's Bane Region Kyonin +2 weapon damage vs. demons, evil fey, and corrupted plants and animals
Tree Runner Racial Goblin +4 racial bonus on Acrobatics and Climb; replaces skilled
Tree Stranger Racial Vanara All Knowledge skills are class skills; lose climb speed
Trench Navigator Region Xidao +1 Knowledge (geography) and Profession (sailor); one is a class skill
Triaxian Dragonslayer Race Triaxian +2 saves vs. dragons' spells; +1 caster level vs. their SR
Triaxian Tradition Region Triaxus +2 saves vs. cold or disease spells (disease: also nonmagical diseases)
Triaxus-Trained Basic Social +1 Perception and on checks to influence dragons
Tribal Race Half-Orc, Orc +1 attack and Will vs. fear within 60 ft. of a tribal standard
Tribal Guide Race Kobold Survival provides for two more creatures; Survival is a class skill
Trickster Basic Magic Gnome +1 caster level for duration, range, and area of illusions
Trickster (Vanara) Race Vanara +1 Bluff and Stealth; one is a class skill
Trifler Race Varisian Wanderers, Varisian human Prestidigitation 3/day
Tropical Botanist Race Elf +1 Knowledge (nature) on plants; +1 saves vs. plants' abilities
Tropical Upbringing Basic Social +1 saves vs. fire, +2 Fort vs. hot weather
True Devotion Campaign Once per day, 20% chance to cast a divine spell without using it up
True Name Caller Region The Abyss Find outsiders' true names in half the time at +4
Truespeaker Racial Aasimar +2 Linguistics and Sense Motive; two languages per Linguistics rank; replaces skilled
Trunau Native Campaign Start with a masterwork dagger; +1 Will saves
Trustworthy Basic Social +1 Bluff to fool and +1 Diplomacy; Diplomacy is a class skill
Truth's Agent Basic Social +1 Diplomacy to gather information and Knowledge (local) (class skill)
Tundra Child Region Tundra or Cold Regions +4 saves vs. cold environments; +1 saves vs. cold
Tunnel Fighter Race Dwarf Underground: +2 initiative, +1 critical hit damage
Tusked Race Half-Orc, Orc Bite attack, 1d4
Twilight Zeal Race Tiefling +1 Will in dim light or darkness
Twinned Presence Basic Magic +1 Intimidate (class skill); use your eidolon's size for it
Twisted Tattoo Basic Magic Once per day, add 1d4–2 to a spell's caster level
Twisted Transformations Religion any Great Old One While polymorphed, +2 Intimidate and +1 DC of fear spells
Twitchy Campaign +2 initiative; +1 Reflex
Two-World Magic Basic Magic Sargavan One cantrip from another class's list joins your list
Ugly Swine Race Goblin +2 Disguise; Disguise is a class skill
Umbral Unmasking Drawback Drawback: your missing or monstrous shadow can be noticed
Unabashed Gall Basic Social Bluff to stun onlookers when committing outrageous unlawful acts
Unafraid Region Ustalav The horrors of the fog-shrouded land of terror have hardened you. You receive a +2 bonus on all saving throws made against fear affects.
Unbalanced Insight Basic Social Aklo; +2 saves vs. aberrations' confusion and fear
Unblemished Barrel Basic Combat +1 Craft (alchemy, weapons); remove a firearm's broken condition in 30 minutes
Unbreakable Hate Race Half-Orc, Orc +2 trait bonus on concentration checks
Unbreakable Survivor Campaign Once per day, full-round action: heal Con modifier + 1 per HD
Undaunted Basic Faith DC to demoralize you +2
Undead Crusader Campaign +1 damage vs. undead; +1 Knowledge (religion) on undead
Undead Resistance Racial Dhampir Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Undead Slayer Race Dhampir +1 attack and damage vs. undead
Undead Slayer (Pharasma) Religion Pharasma +1 weapon damage vs. undead
Underbridge Dweller Region Varisia—Magnimar +2 Perception in dim light; Perception is a class skill
Underfoot Racial Halfling +1 dodge AC vs. larger foes, +1 Reflex vs. trample; replaces halfling luck
Undergrowth Specialist Basic Combat Undergrowth barely raises your Acrobatics DCs
Underling Race Tiefling +2 Bluff and Diplomacy to join or imply membership in evil groups
Underlying Principles Religion Nethys +1 Use Magic Device; it's a class skill
Undermarket Smuggler Region Goka +1 Bluff and Sleight of Hand
Under Siege Religion Sarenrae +1 Bluff and Sense Motive; one is a class skill
Undine Loyalty Race Undine Benefit from one teamwork feat with an ally within 10 ft.
Unearth Secrets Race Tiefling—Hellspawn +2 Sense Motive to sense hidden vices
Unfit Racial Hobgoblin Proficiency with one martial weapon; +1 Bluff and Diplomacy; replaces sneaky
Unflappable Faction +1 saves vs. fear; DC to demoralize you +3
Unflappable Arrogance Race Ifrit DC to demoralize you +5; demoralized at most 1 round
Unflinching Faith Region Nidal Once per day, reroll a Will save vs. an undead's effect
Unhappy Childhood Campaign +2 concentration and Con checks to stabilize, or +1 Reflex
Unhinged Mentality Religion Lamashtu Your goddess-granted madness gives you a +2 trait bonus on saving throws against confusion, insanity, and fear effects.
Unidentifiable Appeal Race Dhampir—Ajibachana +1 Disguise and Diplomacy with those attracted to you
Unintentional Linguist Basic Social +1 Linguistics; one outsider language
Unlearned Drawback Drawback: untrained Knowledge checks only in one skill
Unnatural Racial Ratfolk +2 dodge AC vs. animals, but –4 Cha-based checks on them; replaces rodent empathy
Unnatural Presence Basic Faith Old Cults Demoralize animals and vermin; Intimidate is a class skill
Unnatural Revenge Basic Social +2 Intimidate vs. animals, fey, plants; Intimidate is a class skill
Unorthodox Strategy Faction +2 Acrobatics to move through threatened squares
Unpredictable Basic Social +1 Bluff; Bluff is a class skill
Unpredictable Reactions Basic Combat +1 trait bonus on attack rolls in the surprise round
Unscathed Basic Magic Each energy resistance you have increases by 2
Unseen but Not Undone Basic Magic Once per day, cast a bloodline spell as if stilled
Unshackled Basic Faith +1 Escape Artist; it's a class skill
Unspeakable Bond Religion any Elder God +2 Diplomacy with aberrations
Unstable Mutagen Basic Magic Once per day, make an unstable mutagen with a random extra effect
Unstuck Region Uringen +2 caster level for teleportation spells
Unswaying Love Religion Shelyn +2 saves vs. charm and compulsion
Untapped Potential Basic Social Detect or telekinetic projectile 1/day
Untrained Scholar Basic Faith Once per day, +2 on an untrained Knowledge (geography, history, or local) check
Unwelcome Business Basic Social +1 Disguise or Sleight of Hand (class skill); no penalty to disguise as one species
Upstanding Faction +1 Diplomacy and Sense Motive; one is a class skill
Urban Acolyte Basic Faith Knowledge (local) as a class skill; access to urban subdomains
Urbanite Racial Elf +2 Diplomacy to gather information and Sense Motive for hunches; replaces keen senses
Urban Sleuth Campaign +1 on one Knowledge (class skill); 1/day roll it twice
Uskwood Hunter Region Nidal +1 Stealth; Stealth is a class skill
Ustalavic Noble Region Ustalav +1 Diplomacy and Knowledge (nobility); +100 gp starting money
Uwaga Highlander Region Katapesh +1 Stealth (+2 in hills or rocky areas)
Vagabond Child Region Urban +1 Disable Device, Escape Artist, or Sleight of Hand, which becomes a class skill
Vain Drawback Drawback: –2 Cha checks for 24 hours after failing an opposed one
Vainglory Drawback Drawback: –1 Bluff, Disguise, Stealth; –1 DC of your illusions
Valashmai Veteran Region Valashmai Jungle +1 Perception and Survival in jungles; one is a class skill
Valknar Alumnus Region Tymon +1 performance combat checks and one chosen combat maneuver
Vampiric Empathy Racial Dhampir Speak with bats, rats, and wolves; +2 Diplomacy with them; replaces manipulative
Vanara Racial Vanara Vanaras are humanoids with the vanara subtype.
Vandal Basic Combat +2 Strength to break objects; ignore 2 hardness
Varisian Immunity Campaign +1 saves vs. disease; immune to Vorel's phage and blood veil
Varisian Tattoo Race Human—Varisian +1 saves vs. charm and compulsion; proficient with bladed scarf and starknife
Varisian Wanderer Region Varisia +1 Perform, Profession (fortuneteller), or Sleight of Hand, which becomes a class skill
Varki Landspeaker Race Human—Varki +1 Survival in cold terrain; +5 on one tracking, forage, or shelter check per day
Veiled Disciple Basic Social +1 Bluff for secret messages; +1 saves vs. charm and compulsion
Veils upon Veils Religion Sivanah Once per day, an illusion at +1 caster level
Vengeful (Combat) Basic Combat +1 damage vs. the last creature that damaged you in the past 24 hours
Vengeful (Social) Basic Social +2 Intimidate vs. one humanoid subtype
Venicaan Medic Region Qadira +2 Heal vs. disease and poison; Heal is a class skill
Venom-Drenched Religion [Halfling] Norgorber Immune to one nonmagical poison; drink it to make your blood poisonous
Venom Resistance Basic Combat +2 Fort vs. poison; roll twice vs. girtablilu poison 1/day
Vermin Driver Race Duergar Train mindless vermin with Handle Animal
Vermin Wrangler Race Gnome +2 Knowledge (dungeoneering) on vermin and saves vs. their abilities
Vestigial Wings Racial Tiefling +4 racial bonus on Fly checks; replaces skilled
Veteran of Battle Religion Gorum +1 initiative; draw a weapon free in the surprise round
Vexed Race Kobold +1 saves vs. curses and fear
Vexing Defender Campaign +1 Acrobatics (class skill); +4 to tumble through larger enemies
Vialesk Historian Region Plane of Water +2 Knowledge (planes) to identify water outsiders
Vigilant Battler Basic Combat +1 Sense Motive (+2 to counter feints)
Vigilante Witch Hunter Campaign +1 Sense Motive (class skill); 1d4 hex nails
Vigilant Spycatcher Basic Social Rolls below 10 on Perception to see through disguises count as 10
Viking Blood Region Lands of the Linnorm Kings +1 Intimidate; Intimidate is a class skill
Vile Domain Basic Faith +1 caster level for spells of one evil-deity domain
Vile Kiss Race Tiefling—The Motherless +2 dirty trick to sicken
Vindictive Strike Religion Gyronna Once per day, +1 attack vs. the last creature to hit you
Vishkanya Racial Vishkanya Vishkanyas are humanoids with the vishkanya subtype.
Voice of Monsters Religion Lamashtu Speak with animals 1/day, also for low-Int aberrations and magical beasts
Voice of Velvet Race Human—Vudrani +1 Diplomacy and Perform (oratory)
Voices in your Head Basic Social Once per day, make a confused creature reroll its behavior and pick the result
Voices of Solid Things Region Witchmarket Bonus on one of Appraise, Craft, Disable Device, or Spellcraft
Void Child Region Diaspora +1 saves vs. fear (+2 when 30 ft. from allies)
Volatile Conduit Basic Magic Once per day, +1d4 damage on an acid, cold, electricity, or fire spell
Volatile Fuse Basic Combat 25% chance a misfire is delayed and the attack rerolled at –5
Walking Ward Region Qadira +1 saves vs. spells of one energy type
Walls of Half-Truths Race Samsaran +1 caster level for duration of figments and glamers
Wanderer's Shroud Basic Faith –1 to gather information about you; +1 saves vs. scrying and mind reading
Wanderlust Racial Halfling +2 Knowledge (geography) and Survival; +1 caster level for movement effects; replaces fearless and halfling luck
Wanderlust Basic Social +10 ft. base speed for overland travel
Wardbreaker Region The Worldwound Once per day, a touch attack to suppress a foe's deflection bonus
Warded Against Nature Drawback Drawback: animals won't approach within 30 ft. without a DC 20 check
Warded against Witchery Campaign +1 saves vs. evil arcane casters and Spellcraft to identify their spells
Warden of Nature Racial Gnome +2 dodge AC and +1 attack vs. aberrations, oozes, vermin; replaces defensive training and hatred
Warrior of Old Race Elf +2 trait bonus on initiative
Warrior Poet Region Lands of the Linnorm Kings +1 Knowledge about dwarves; +1 Fort while using bardic performance
Warslinger Racial Halfling Reload a sling as a free action; replaces sure-footed
Warsmith Race Dwarf +1 damage vs. clay, crystal, earth, metal, stone creatures and objects
Warthog Mount Boar Warthogs are quicker than they look, with a base speed of 45 feet instead of the boar’s 40 feet.
Wary Racial Half-Elf +1 racial bonus on Sense Motive and Bluff; replaces keen senses
Wary (Aasimar) Race Aasimar +1 Disguise and Sense Motive
Wary (Daggermark) Region Daggermark +1 opposed Perception and Sense Motive; one is a class skill
Wary Eye Basic Combat Opposed Wis check vs. one foe's initiative to not be flat-footed against it
Wary of Danger Race Human—Kellid +2 trait bonus on initiative
Wasp Whisperer Religion [Elf] Calistria +1 Fort vs. poison; influence wasps with Diplomacy
Wasteland Hunter Race Human—Kellid Thrown club, spear, javelin range penalties reduced by 2
Wasteland Vargrant Basic Social +2 Survival in one wasteland type
Watching Taldor Region Characters from Qadira who have had family members, neighbors, or friends affected by Taldan aggression or who have fallen victim to this hatred themselves. +1 initiative; draw a weapon free in the surprise round
Water Affinity Racial Undine Water-bloodline sorcerers treat Cha as 2 higher; Water domain at +1 caster level
Water Brave Region River Kingdoms +1 Swim; Swim is a class skill
Water Child Racial Half-Elf +4 Swim, always take 10 swimming, Aquan as a bonus language; replaces adaptability and multitalented
Water Dependent Racial Gillman Must submerge in water at least once a day or die within 4d6 hours
Water Lurker Race Wayang +1 Swim; +2 Stealth on boats or half-submerged
Water Sense Racial Undine Blindsense 30 ft. vs. creatures in the same body of water; replaces energy resistance
Water Shaping Race Undine Exclude one square from your cold or water area spells
Water-Touched Basic Magic You share an affinity with elemental water. You gain DR 1/— against creatures and attacks with the water type.
Water-Trained Mount Horse—Lastwall Jasper Lastwall jaspers gain a +2 trait bonus on Swim checks, and Swim is a class skill for them.
Wati Native Campaign +2 saves vs. fear
Wayang Racial Wayang Wayangs are humanoids with the wayang subtype.
Wayang Spellhunter Region Minata One spell of 3rd level or lower uses a slot one lower with metamagic
Weakness Racial Kobold Light sensitivity.
Wealthy Dabbler Region Taldor Two harmless arcane cantrips 1/day each
Weapon Familiarity Racial Grippli Gripplis are proficient with nets.
Weapon Familiarity Racial Halfling Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Weapon Familiarity Racial Drow Drow are proficient with the hand crossbow, rapier, and short sword.
Weapon Familiarity Racial Goblin Proficient with dogslicer and horsechopper; "goblin" weapons are martial; replaces skilled
Weapon Familiarity Racial Vishkanya Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Weapon Familiarity Racial Gnome Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Weapon Familiarity Racial Elf Proficient with longbows, longswords, rapiers, shortbows; "elven" weapons are martial
Weapon Familiarity Racial Dwarf Proficient with battleaxes, heavy picks, warhammers; "dwarven" weapons are martial
Weapon Familiarity Racial Orc Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Weapon Familiarity Racial Half-Orc Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Weapon of Peace Basic Combat Only –2 to deal nonlethal damage with lethal melee weapons
Weapon Training Race Human—Ulfen +1 damage with traditional Ulfen weapons
Weather-Beaten Mount Riding Dog—Erutaki Husky Husky: +4 Fort vs. cold; only –2 Perception in bad weather
Weathered Race Fetchling Because of your natural resistances, you gain a +2 trait bonus on saves to resist cold or electricity effects and hazards.
Weathered Emissary Basic Social +1 Linguistics (class skill) and Survival
Weathered Patience Race Human—Kellid Once per day, +4 on a readied attack
Weather Savvy Racial Sylph Predict the next 24 hours' weather as a full-round action; replaces spell-like ability
Weatherworn Race Vampire—Moroi +2 vs. wind effects; weather one step weaker
Wedded Bliss Religion Bolka +2 saves vs. charm and compulsion
Weed Resistance Region Kyonin +3 saves vs. plant creatures' poisons and diseases
Well Bred Region Hermea +1 Knowledge (history) and (religion), with a naivety penalty
Well-Informed Race Halfling +1 Diplomacy to gather information and Knowledge (local); one is a class skill
Well-Prepared Religion Angradd +1 attack and caster level checks with readied actions
Well-Provisioned Adventurer Equipment Start with an equipment package instead of gold
Wendifa Apprentice Basic Faith Daze 1/day as a spell-like ability
Westcrown Firebrand Campaign +1 initiative; +1 attack if you act in the surprise round
Wharf Rat Region Ostenso +2 Climb and rope use; +4 Appraise on bulk goods
Whip Specialist Region Okeno +1 damage with whips
Whispering Wind Racial Sylph +4 racial bonus on Stealth; replaces spell-like ability
Whisper Woods Hunter Region Whisper Woods +2 Survival to track evil outsiders; +2 initiative vs. them
Whistleblower Faction +1 Sense Motive; it's a class skill
Whitecape Racial Vanara +4 CMD vs. bull rush and trip; replaces prehensile tail
Whiteout Race Undine 10% concealment in fog, rain, or snow
Whitethrone Gourmand Region Irrisen +1 saves vs. nausea, sickness, and ingested poison
Whole-Hearted Region Averaka +2 saves vs. charm and compulsion
Wicked Leader Basic Social +1 Cha checks vs. evil creatures; evil cohorts can be 1 level lower than you
Wild Domesticator Race Half-Elf +2 Handle Animal to train (class skill); one extra trick
Wild Ferocity Race Half-Orc No damage for standard actions while disabled in one terrain
Wildfire Heart Racial Ifrit +4 racial bonus on initiative; replaces energy resistance
Wild Shadow Race Halfling Stealth without cover in normal light in one terrain
Wild Stride Race Elf Ignore natural difficult terrain in one favored terrain
Wild Wanderer Region Mwangi Expanse +4 Survival in the wild and vs. weather (can't aid others with it)
Wind-Carried Voices Race Sylph +1 Sense Motive vs. lies; whisper to one creature within 30 ft. outdoors
Windspeaker Region Desert You have a keen sense for weather patterns, and you always know 8 hours in advance when naturally occurring winds will reach high speeds.
Wing-Clipped Racial Strix Fly 20 ft. (poor), DC 30 to fly upward; +2 Bluff, Climb, Diplomacy
Winged Aloofness Race Syrinx +2 Fly (+4 to avoid losing altitude)
Winner's Luck Region Varisia—Riddleport Draw a weapon as an immediate action after a successful Reflex save
Winter's Soul Region Irrisen Ray of frost 1/day
Winter Warrior Region Irrisen +1 Stealth and Survival on ice and snow
Winter Witchcraft Survivor Basic Magic Cold resistance 5 vs. the first cold damage each day; +2 vs. fear from cold creatures
Wiscrani Ear Basic Social Always take 10 on Perception
Wisdom in the Flesh Religion Irori Use Wis for one Str-, Con-, or Dex-based skill
Wise Teacher Religion Erastil Aid another on Knowledge (nature) or Survival grants +4
Witch-Tongued Region Irrisen +1 Diplomacy; +1 Intimidate vs. non-witches
Witness to Nature's Cruelty Race Human—Kellid +1 Heal and Survival for others; one is a class skill
Witty Repartee Basic Combat Kitharodian Academy +1 Bluff; Bluff is a class skill
Wolf Cub Religion Goblin, Zarongel Once per day, scent for 1 minute
Woodcraft Racial Elf +1 Knowledge (nature) and Survival, +2 in forests; replaces elven magic
Worldly Basic Social Once per day, roll an untrained skill check twice and take the better
World Traveler Race Human +1 Diplomacy, Knowledge (local), or Sense Motive, which becomes a class skill
World Walker Racial Fetchling +1 Knowledge (nature) and (local) instead of +2 Knowledge (planes); modifies skilled
World-Weary Campaign One permanent class skill; better aid another
Worthless Pawn Religion any Great Old One Cast spells opposed to your patron's alignment for Wis damage
Wrecking Wrath Religion Rovagug Once per day, add Str to damage again (risk breaking the weapon)
Wronged Religion Gyronna +2 Sense Motive vs. men of your race; DC for them to intimidate you +2
Wyrmscourged Racial Dwarf +1 attack, +2 dodge AC and saves vs. dragons' abilities; +2 Knowledge (arcana) on dragons; replaces defensive training, hatred, stonecunning
Xa Hoi Soldier Region Xa Hoi +1 trait bonus on Reflex saves
Xenophobic Drawback Drawback: –2 Diplomacy and Sense Motive vs. other races and cultures
Xenophobic Racial Dwarf Speak only Dwarven, half the Linguistics languages; +1 vs. mind-affecting except fear; replaces languages
Younger Sibling Campaign +1 Will, Fort, or Reflex (by sibling); +1 attack defending them
Young Reformer Campaign +1 Disable Device and Knowledge (local); one is a class skill
Youthful Infiltrator Basic Combat +1 attack vs. flat-footed foes who haven't seen you use it
Youthful Mischief Race Elf +1 Reflex saves
Zealot Basic Faith Gnome +1 Knowledge (religion) (class skill); must match your deity's alignment
Zealot's Bearing Basic Faith Bonus to lead those of your faith, penalty with unbelievers
Zealous Drawback Drawback: first attack vs. another faith's worshiper –5 attack, +2 damage
Zealous (Garundi) Race Human—Garundi Once per day, +2 on a roll, then –2 AC and saves until your next turn
Zealous Striker Basic Faith +1 damage vs. divine casters of other faiths during destruction judgment
Zest for Battle Race Dwarf +1 weapon damage while you have a morale bonus on attacks