Traits
Type
Requirement
- Add column
- 11 Arodus—16 Rova [1]
- 12 Pharast—18 Gozran [1]
- 14 Desnus—20 Sarenith [1]
- 17 Calistril—11 Pharast [1]
- 17 Rova—30 Lamashan [1]
- 18 Kuthona—20 Abadius [1]
- 19 Gozran—13 Desnus [1]
- 1st-level only [1]
- 21 Abadius—16 Calistril [1]
- 21 Erastus—10 Arodus [1]
- 21 Neth—29 Neth [1]
- 21 Sarenith—20 Erastus [1]
- 30 Neth—17 Kuthona [1]
- 31 Lamashan—20 Neth [1]
- [Elf] any Elven deity [1]
- [Elf] any non-Elven land [1]
- [Elf] Calistria [2]
- [Elf] Kyonin [1]
- [Elf] Mwangi Expanse or Varisia [1]
- [Halfling] Abadar [1]
- [Halfling] Andoran [1]
- [Halfling] Chaldira Zuzaristan [1]
- [Halfling] Cheliax [1]
- [Halfling] Desna [1]
- [Halfling] Erastil [1]
- [Halfling] Galt [1]
- [Halfling] Irori [1]
- [Halfling] Isger [1]
- [Halfling] Molthune [1]
- [Halfling] Nidal [1]
- [Halfling] Norgorber [1]
- [Halfling] Osirion [1]
- [Halfling] Sarenrae [1]
- [Halfling] Shelyn [1]
- [Halfling] Taldor [1]
- [Halfling] Thamir Gixx [1]
- Aasimar [30]
- Aasimar—Angelkin [2]
- Aasimar—Emberkin [2]
- Aasimar—Idyllkin [2]
- Aasimar—Lawbringer [2]
- Aasimar—Musetouched [2]
- Aasimar—Plumekith [2]
- Abadar [5]
- Aballon [1]
- Absalom [4]
- Achaekek [2]
- Aesocar [1]
- Akiton [1]
- Alchemist healers who hail from Osibu [1]
- Alchemist healers who hail from Qadira or Ustalav [1]
- Alchemist healers who hail from the Mana Wastes or who have lived there for at least 1 year [1]
- Alkenstar native [1]
- Alseta [1]
- Amanandar [2]
- Andoletta [2]
- Andoran [8]
- Andradd [1]
- Android [4]
- Angradd [4]
- Anuli [2]
- Any [3]
- Any animal can be a clever mount. [1]
- any archdevil [1]
- Any City [8]
- any demon lord [1]
- any desert [1]
- any dwarven deity [1]
- any Elder God [1]
- any elemental lord [2]
- any elven deity [1]
- any empyreal lord [1]
- Any Frontier Area [1]
- any Great Old One [2]
- any of the Eldest [1]
- any of the Four Horsemen [1]
- any Outer God [1]
- any religion [1]
- Any Subterranean Dungeon [1]
- Any Town or Village [1]
- Apostae [1]
- Apsu [2]
- Aquatic origin [1]
- Arcadia native [1]
- Aroden [2]
- Arqueros [2]
- Asmodeus [4]
- Asociated with the court of Castle Overwatch in Lastwall [1]
- Associate with the court of the Imperial Palace of Taldor [1]
- Associated with the court of Kyonin [1]
- Associated with the court of the Black Dome in Osiria [1]
- Associated with the court of the Imperial Palace in Cheliax [1]
- Associated with the court of the Palace of Fallen Stars in Numeria [1]
- Associated with the Umbral Court of Nidal [1]
- Averaka [2]
- Bachuan [2]
- Barbarian [1]
- Bard [1]
- Bard who hails from Bachuan [1]
- Bard who hails from the Shackles or who has lived there for at least 1 year [1]
- Belkzen [3]
- Bellflower Network [4]
- Bellis [in Andoran] [3]
- Besmara [5]
- Boar [1]
- Bolka [2]
- Brevoy [2]
- Brigh [2]
- Calistria [4]
- Camel [1]
- Camel—Qadiran Dromedary [1]
- Carpenden [in Andoran] [2]
- Cassomir [1]
- Castrovel [1]
- Catfolk [18]
- Catfolk native to Osirion [1]
- Cayden Cailean [4]
- Chaldira [1]
- Chaldira Zuzaristan [3]
- Changeling [19]
- Characters from Qadira who have had family members [1]
- Cheliax [6]
- Chu Ye [2]
- City of Brass [2]
- Cleric [1]
- Cliffs of Fury [1]
- Coastal or River [1]
- Coastline or Island [1]
- Coast—Marsh [1]
- Code of Freedom [1]
- Code of Perseverance [1]
- Code of Revolution [1]
- Code of Valor [1]
- Code of Vigilance [1]
- Crown of the World [2]
- Daggermark [2]
- Dahak [2]
- Dalenydra [1]
- Darklands [7]
- Darkmoon Wood [1]
- Desert [3]
- Desert—Cliff [1]
- Desna [5]
- Dhampir [19]
- Dhampir—Ajibachana [2]
- Dhampir—Ancient-Born [2]
- Dhampir—Ru-Shi [2]
- Dhampir—Svetocher [2]
- Diaspora [1]
- Dragon’s lair [1]
- Dranngvit [1]
- Droskar [3]
- Drow [22]
- Druid [1]
- Druma [2]
- Dtang Ma [2]
- Duergar [15]
- Dwarf [50]
- Dwarf—Pahmet [2]
- Eagle Knight [2]
- Egorian [1]
- Eleder [1]
- Elf [35]
- Elf—Snowcaster [2]
- Elion [1]
- Elk—Chernasardo Riding Elk [1]
- Eox [1]
- Erages [2]
- Erastil [4]
- Eye of Abendego [Sylph] [1]
- Fetchling [20]
- Fighter [1]
- Findeladlara [1]
- Fire [1]
- Five Kings Mountains [3]
- Folgrit [3]
- Forest [2]
- Forest of Spirits [2]
- Forests—Jungle [1]
- Frost [1]
- Galt [3]
- Ganzi [1]
- Gathlain [1]
- Geb [5]
- Geniekin [2]
- Ghlaunder [2]
- Ghoran [1]
- Gillman [13]
- Gnome [47]
- Goblin [36]
- Goka [2]
- Gorum [5]
- Gozreh [4]
- Gralton [1]
- Green Faith [2]
- Grippli [14]
- Grippli native to the Mwagi Expanse [1]
- Groetus [1]
- Grundinnar [2]
- Grungir Forest [1]
- Gyronna [2]
- Hadregash [1]
- Half-Elf [27]
- Half-Elf—Elf-Raised [1]
- Half-Elf—Human-Raised [1]
- Half-Orc [48]
- Half-Orc—Human-Raised [1]
- Half-Orc—Orc-Raised [1]
- Halfling [34]
- halfling [1]
- Hanspur [2]
- Hellknight [2]
- Hermea [1]
- Hill [2]
- Hill or Mountain [1]
- Hills or Mountain [1]
- Hobgoblin [17]
- Hold of Belkzen [1]
- Hongal [2]
- Horse—Chiardmar [1]
- Horse—Dort Charger [1]
- Horse—Lastwall Jasper [1]
- Horse—Taldor Jennet [1]
- Human [26]
- Human—Azlanti [3]
- Human—Bas'o [1]
- Human—Bekyar Tribe or Shoanti Clan [2]
- Human—Chelaxian [6]
- Human—Chelish or colonial Sargavan [1]
- Human—Erutaki [1]
- Human—Garundi [7]
- Human—Ijo [1]
- Human—Jadwiga [1]
- Human—Keleshite [8]
- Human—Kellid [9]
- Human—Mwangi [8]
- Human—Ombo [1]
- Human—Shoanti [6]
- Human—Song'o [1]
- Human—Taldan [6]
- Human—Tian [4]
- Human—Ulfen [6]
- Human—Varisian [6]
- Human—Varki [1]
- Human—Vudrani [5]
- Hwanggot [2]
- Ifrit [22]
- Iobaria [2]
- Iomedae [5]
- Iomedae—Knight of Ozem [1]
- Ironbound Archipelago [1]
- Irori [4]
- Irrisen [7]
- Isger [4]
- Jaidi [1]
- Jalmeray [2]
- Jalmeray [Oread] [1]
- Jinin [2]
- Jungle [1]
- Kalabuto [1]
- Kaoling [2]
- Kasatha [3]
- Katapesh [12]
- Katapesh [Ifrit] [1]
- Kelesh or Qadira [1]
- Kellid [1]
- Ketephys [1]
- Kitharodian Academy [2]
- Kitsune [15]
- Kitsune native to Varisia [1]
- Kobold [37]
- Kols [3]
- Kurgess [2]
- Kwanlai [2]
- Kyonin [5]
- Lamashtu [6]
- Lambreth [2]
- Lands of the Linnorm Kings [7]
- Lashunta [3]
- Lastwall [3]
- Lastwall—Knight of Ozem [1]
- Lawful alignment [2]
- Lingshen [2]
- Lirgen [1]
- Lissala [1]
- Lung Wa [1]
- M'neri Plains [1]
- Magrim [1]
- Mana Wastes [2]
- Marsh or River [1]
- Mediogalti [5]
- Mediogalti Island [1]
- Mendev [2]
- Mendev Crusaders [2]
- Mendevian Crusader [2]
- Merfolk [13]
- Milani [2]
- Minata [2]
- Mindspin Mountains [2]
- Minkai [2]
- Mivon [2]
- Molthune [2]
- Monk [1]
- Monkey Goblin [1]
- Must follow the traditions of the rivethun [1]
- Must hail from Belkzen or hav lived there for at least 1 year. [1]
- Must hail from Irrisen or have lived there for at least 1 year. [1]
- Must hail from Kyonin or have lived there for at least 1 year. [1]
- Must hail from Nirmathas or have lived there for at least 1 year. [1]
- Must hail from Rahadoum or have lived there for at least 1 year. [1]
- Must hail from the Mwangi Expanse or have lived there for at least 1 year [1]
- Must hail from Tian Xia or have lived there for at least 1 year. [1]
- Mutabi-qi [1]
- Mwangi Expanse [5]
- Mwangi Expanse native [1]
- Mwangi shamanistic faith [1]
- Myr [1]
- Naderi [1]
- Naga native to Jalmeray [1]
- Nagaji [11]
- Nagajor [2]
- Nar-Voth [1]
- native Kelish speaker [1]
- neighbors [1]
- Nethys [4]
- Nex [4]
- Nidal [6]
- Ninshaburian [1]
- Nirmathas [4]
- Nivi Rhombodazzle [1]
- non-elf [1]
- Norgorber [4]
- Numeria [6]
- Numeria native [1]
- Ocean [1]
- Okeno [4]
- Old Cults [3]
- Onos [1]
- or any region with ties to the Darklands [1]
- or friends affected by Taldan aggression or who have fallen victim to this hatred themselves. [1]
- or Human [1]
- or Touvette [1]
- or Ustalav [1]
- or Varisia [1]
- or who has lived there for at least 1 year. [1]
- or who have lived there for at least 1 year [2]
- Orc [27]
- Oread [22]
- Oregent [in Andoran] [3]
- Osirion [11]
- Osirion native [1]
- Ostenso [2]
- Paladin [1]
- Pathfinder Society [11]
- Pharasma [4]
- Pitax [1]
- Plains [1]
- Plane of Air [2]
- Plane of Earth [2]
- Plane of Fire [2]
- Plane of Water [2]
- Po Li [2]
- Pony—Fell Pony [1]
- Qadira [9]
- Qadira native [1]
- Qadira or Osirion [1]
- Qadiran Keleshite female [1]
- Quain [2]
- Ragathiel [2]
- Rahadoum [7]
- Ram [1]
- Ranger [1]
- Ratfolk [17]
- Ratfolk native to Druma [1]
- Razmiran [4]
- Realm of the Mammoth Lords [5]
- Realm of the Mammoth Lords native [1]
- Riddleport [5]
- Riding dog [1]
- Riding Dog—Erutaki Husky [1]
- River [6]
- River Kingdoms [10]
- River Kingdoms [Undine] [1]
- Rogue [1]
- Rovagug [6]
- Rune [1]
- Samsaran [10]
- Sarenrae [10]
- Sargava [2]
- Sargavan [4]
- Sarkoris or the Worldwound [2]
- Settlement Near a Famous Dungeon [1]
- Sevenarches [2]
- Shackles [1]
- Shadow [1]
- Shanguang [1]
- Shelyn [4]
- Shenmen [2]
- Shizuru [2]
- Shokuro [2]
- Silver Mount [1]
- Sivanah [2]
- Skinwalker [4]
- Skinwalker—Werebat-Kin [2]
- Skinwalker—Werebear-Kin [2]
- Skinwalker—Wereboar-Kin [2]
- Skinwalker—Werecrocodile-Kin [2]
- Skinwalker—Wererat-Kin [2]
- Skinwalker—Wereshark-Kin [2]
- Skinwalker—Weretiger-Kin [2]
- Skinwalker—Werewolf-Kin [2]
- Slag [1]
- Sodden Lands [2]
- Sorcerer [1]
- Stone [1]
- Storm [2]
- Strix [16]
- Suli [15]
- Svirfneblin [15]
- Swamp [1]
- Sylph [22]
- Syrinx [1]
- Taiga [3]
- Taldor [6]
- Temperate Highlands—Cloud [1]
- Tengu [15]
- Tengu native to the Shackles [1]
- Thamir Gixx [1]
- The Abyss [2]
- The Darklands [1]
- The Shackles [8]
- The Sodden Lands [2]
- The Steaming Sea [2]
- The Worldwound [2]
- Thornkeep or Echo Wood [1]
- Thuvia [9]
- Thuvia [Suli] [1]
- Tian Xia [2]
- Tian Xia Darklands [2]
- Tianjing [2]
- Tiefling [40]
- Tiefling—Beastbrood [2]
- Tiefling—Faultspawn [2]
- Tiefling—Foulspawn [2]
- Tiefling—Grimspawn [2]
- Tiefling—Hellspawn [2]
- Tiefling—Hungerseed [2]
- Tiefling—Pitborn [2]
- Tiefling—Shackleborn [2]
- Tiefling—Spitespawn [2]
- Tiefling—The Motherless [2]
- Torag [5]
- Triaxian [3]
- Triaxus [1]
- Trox [1]
- Trudd [4]
- Tundra [1]
- Tundra or Cold Regions [1]
- Tundra—Cloud [1]
- Tymon [1]
- Ulfen Guard [2]
- Underground [1]
- Undine [23]
- Urban [1]
- Urgathoa [4]
- Uringen [1]
- Ustalav [10]
- usually under cold mountains [1]
- usually under deserts [1]
- usually under marshlands [1]
- usually under rivers [1]
- usually under warm mountains [1]
- Valashmai Jungle [2]
- Vampire—Jiang-Shi [2]
- Vampire—Moroi [2]
- Vampire—Nosferatu [2]
- Vampire—Vetala [2]
- Vanara [11]
- Vanaran native to Katapesh [1]
- Varisia [9]
- Varisian [1]
- Varisian human [1]
- Varisian Wanderers [2]
- Varisia—Janderhoff [1]
- Varisia—Kaer Maga [1]
- Varisia—Korvosa [2]
- Varisia—Magnimar [2]
- Varisia—Riddleport [2]
- Venkelvore [1]
- Vildeis [3]
- Vishkanya [15]
- Wall of Heaven [1]
- Wall of Heavens [1]
- Wanshou [2]
- Warm Mountains—Cave [1]
- Wastelands [1]
- Wastelands—Ash [1]
- Wayang [12]
- Westcrown [1]
- Whisper Woods [1]
- Whispering Way [2]
- Witchmarket [1]
- Wizard [1]
- Wonderseekers [1]
- Wood [1]
- worshiper of Apep or Wadjet [1]
- Wyrwood [1]
- Wyvaran [1]
- Xa Hoi [2]
- Xidao [2]
- Yamasa [1]
- Ydersius [1]
- Yuelral [3]
- Zarongel [1]
- Zi Ha [2]
- Zogmugot [1]
- Zon-Kuthon [4]
- Zura [1]
- Zyphus [2]
Source
PFS legal (1478)
- Add column
- Advanced Class Origins [20]
- Advanced Player's Guide [3]
- Advanced Race Guide [578]
- Adventurer's Armory [13]
- Adventurer's Armory 2 [5]
- Agents of Evil [17]
- Andoran, Spirit of Liberty [10]
- Antihero's Handbook [21]
- Arcane Anthology [7]
- Armor Master's Handbook [9]
- Bastards of Golarion [30]
- Black Markets [7]
- Blood of Angels [20]
- Blood of Fiends [36]
- Blood of the Ancients [19]
- Blood of the Beast [7]
- Blood of the Coven [11]
- Blood of the Elements [25]
- Blood of the Moon [19]
- Blood of the Night [18]
- Carrion Crown Player's Guide [6]
- Champions of Balance [10]
- Champions of Corruption [15]
- Champions of Purity [13]
- Cheliax, Empire of Devils [17]
- Chronicle of Legends [5]
- Cohorts & Companions [7]
- Council of Thieves Player's Guide [7]
- Curse of the Crimson Throne (PFRPG) [6]
- Demon Hunter's Handbook [9]
- Dirty Tactics Toolbox [9]
- Disciple's Doctrine [7]
- Distant Shores [7]
- Divine Anthology [37]
- Dragon Empires Primer [56]
- Dragonslayer's Handbook [6]
- Dungeoneer's Handbook [4]
- Dwarves of Golarion [20]
- Elemental Master's Handbook [4]
- Elves of Golarion [10]
- Faction Guide [18]
- Faiths of Corruption [2]
- Faiths & Philosophies [16]
- Giant Hunter's Handbook [7]
- Giantslayer Player's Guide [10]
- Gnomes of Golarion [12]
- Goblins of Golarion [20]
- Halflings of Golarion [22]
- Haunted Heroes Handbook [3]
- Healer's Handbook [21]
- Hell's Rebels Player's Guide [10]
- Hell's Vengeance Player's Guide [11]
- Heroes from the Fringe [9]
- Heroes of the Darklands [13]
- Heroes of the High Court [7]
- Heroes of the Streets [15]
- Heroes of the Wild [12]
- Humans of Golarion [22]
- Inner Sea Gods [115]
- Inner Sea Primer [75]
- Inner Sea Races [87]
- Ironfang Invasion Player's Guide [9]
- Iron Gods Player's Guide [6]
- Jade Regent Player's Guide [9]
- Kingmaker Player's Guide [7]
- Knights of the Inner Sea [25]
- Kobolds of Golarion [31]
- Legacy of Dragons [12]
- Legacy of Fire Player's Guide [23]
- Legacy of the First World [5]
- Merchant's Manifest [6]
- Monster Hunter's Handbook [4]
- Monster Summoner's Handbook [11]
- Mummy's Mask Player's Guide [10]
- Occult Mysteries [13]
- Orcs of Golarion [19]
- Pathfinder #104: Wrath of Thrune [1]
- Pathfinder Society Primer [6]
- Path of the Hellknight [3]
- People of the North [19]
- People of the River [22]
- People of the Sands [22]
- People of the Stars [27]
- People of the Wastes [25]
- PFS Guide to Organized Play 6.0 [35]
- Pirates of the Inner Sea [26]
- Plane-Hopper's Handbook [4]
- Potions and Poisons [10]
- Qadira, Gateway to the East [6]
- Qadira, Jewel of the East [6]
- Quests and Campaigns [62]
- Reign of Winter Player's Guide [7]
- Return of the Runelords Players Guide [7]
- Rise of the Runelords Anniversary Edition Player's Guide [10]
- Ruins of Azlant Player's Guide [12]
- Sargava, the Lost Colony [18]
- Second Darkness Player's Guide [6]
- Serpent's Skull Player's Guide [10]
- Shattered Star Player's Guide [11]
- Skull & Shackles Player's Guide [10]
- Spymaster's Handbook [25]
- Strange Aeons Player's Guide [10]
- Taldor, Echoes of Glory [10]
- Tyrant's Grasp Player's Guide [8]
- Ultimate Campaign [236]
- Undead Slayer's Handbook [8]
- Varisia, Birthplace of Legends [33]
- War for the Crown Player's Guide [7]
- Weapon Master's Handbook [11]
- We Be Goblins! [1]
- Wilderness Origins [13]
- Wrath of the Righteous Player's Guide [6]
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 |
