Eldorian Relgion Traits

Religion Traits

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Description:

ELDORIAN RELIGION TRAITS

These can be taken by anyone who follows the indicated religion as one of the two at start traits. You do not have to be a cleric to take a religion trait – you just have to nominate your patron deity.

Note the Domains of the Gods are also listed. Pathfinder allows a cleric to specialise in two domains of their God and receive those bonuses and granted powers.

ORMOCEA

Law/Protection/Nobility/Glory/Good/Knowledge

Lover of the Law. You have a strong belief in the righteousness of law and justice. Benefit: You receive a +1 trait bonus on saves vs. charm and compulsion spells, and may make a new save with an additional +1 bonus (for a total of +2) if directed to act against the law.

ESMIA

Healing/Restoration/Resurrection/Community/Good

Dawn Renewal. Your morning prayers often send a welcome spark of divine vitality into your most recent patients. Benefit: When you use the Heal skill to provide long-term care, your patients heal an extra 2 hit points at sunrise.

SIRITAR

Glory/Heroism/Honour/Repose/Souls

Blade of Mercy. .You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. Benefit: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

THEYDORI

Knowledge/Memory/Construct/Artifice/Rune

Underlying Principals. You’ve spent a large amount of time around magical items, and understand the similarities between many of them. Benefit: You gain a +1 trait bonus on Use Magic Device checks, and it becomes a class skill for you.

GAIEN

Knowledge/Charm/Trickery/Thought/Nobility

Holy Schemer. You are well versed in the arts of misdirection, plotting, and intrigue, and you know how to recognize them when used against you. Benefit: You earn a +1 trait bonus on Sense Motive, and it becomes a class skill for you.

PRIATH

Knowledge/Memory/Repose/Ancestors/Magic

Good Dreams. Your dreams often give you a hint of possible dangers you might face during your day—such as a fall, a blast of fire, or a poisonous snake— and this hint sometimes makes all the difference. Benefit: Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day. If you have the Halfling Jinx trait, you cannot select this trait, and vice versa

AHRIDAAR

Travel/Exploration/Trade/Luck/Knowledge

Ear for Music. You spent countless hours of your youth in one of Ahridaar’s temples, listening to wonderful musicians and singers. Benefit: You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.

FAAR

Weather/Seasons/Plant/Good/Community

Feel it In the Bones. You have a keen sight for signs in nature that indicate a change in the weather. By the end of a day you know what tomorrow’s weather will be. You get a +1 trait bonus to Knowledge (Nature) which is a class skill for you.

RHIORIA

Charm/Love/Good/Liberation/Freedom

Alluring. You have the art of turning a passing glance into love. Benefit: You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster Level equal to your character level.

TARIMTH

Law/Darkness/Night/Luck/Fate

Starchild. You have knowledge of the position of the stars in the night sky. Benefit: You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.

PHELLTAR

Community/Family/Knowledge/Protection/Liberation/Revolution

Patient Optimist. You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. Benefit: You gain a

+2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

PHARIDOR

Sun/Light/Law/Strength/Knowledge

Power of the Sun. While the light of Pharys shines, you are instilled with courage and confidence.. Benefit: During the day, you gain a +3 trait bonus on all saving throws against fear-based attacks, At night, you incur a -1 saving throw penalty against all fear based attacks.

ULLIAH

Plant/Growth/Decay/Strength/Protection

Child of Nature. The wild places are your home, and provide everything you need to be happy. Benefit: You gain a +1 trait bonus on all Survival checks, and it becomes a class skill for you.

YHANCIA

Earth/Caves/Metal/Travel/Exploration

Wanderlust. You have a strong desire to visit the distant homelands of the Dwarves and are used to travelling great distances and delving into ancient ruins. Benefit: you gain a +1 trait bonus to Knowledge (Dungeoneering) and Knowledge (Geography). You may pick one of these as a class trait.

HIRATH

Animal/Fur/Strength/Ferocity/Travel

Eyes of the Hunter. You have learned how to make yourself unseen and unheard by animals. Benefit: You gain a +2 trait bonus to Stealth Checks against animals only. You gain a +1 trait bonus to Handle Animal checks. You can select one of these as a class skill. Animals are classified as normal earth-based animals and not monstrous creatures.

GURTHOR

Water/Oceans/Travel/Animal/Fin*

Deck Fighter. You are accustomed to compensating for the pitch and yaw of ocean-going ships. Benefit: You gain a +1 trait bonus on attacks of opportunity when fighting aboard a ship.

LIRAAN

Water/Protection/Liberation/Knowledge/Travel

River Freedom. While touching flowing water you are more resistant to effects that affect your movement. Benefit: You gain a +1 trait bonus on all saves against effects that would hamper your movement.

SE

Weather/Storms/Air/Cloud/Wind

Bird Lore. The church maintains aviaries in honour of the Goddess and you have great familiarity with avian creatures. Benefit: you gain a +2 trait bonus to the Handle Animal (Avian Creature) skill and a +2 trait bonus to Knoweldge (Avian Creature) and can take one of these as a class skill. Note “Avian Creatures” are normal birds or flying mammals and not monstrous avian creatures.

TREZKILLIAN

War/Blood/Tactics/Destruction/Rage

Battle Veteran. You have fought in several battles, and each time felt the presence of Trezkillian guiding your sword-arm, making you ready to act at a moment’s notice. Benefit: You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

DAUGRON

Fire/Ash/Smoke/Law/Destruction

Adept of the Flame. Fire plays a great part in the ceremonies of Daugron and you have come to have great knowledge and great respect for fire. Benefit: You receive a +2 trait bonus to all saving throws from fire-based damage. Given access to tinder you are always able to start a fire within 1d3 rounds (subject to GM’s discretion).

IMAAR

Magic/Arcane/Divine/Knowledge/Rune

Arcane Depth. You have studied the great masters of spellcraft, and your knowledge is exceptional. Benefit: You gain a bonus of either +1 on Spellcraft checks or +2 on Knowledge (arcana) checks. Which bonus you receive is chosen when you take the trait and may not be changed.

XULLIA

Darkness/Night/Madness/Insanity/Nightmare

Resistant Mind. You are used to dealing with illusionary forces. Benefit: You gain a +2 trait bonus on saves against Illusions and fear effects.

SIRRITH

Death/Undead/Repose/Ancestors/Darkness

Friend of the Undead. You are familiar with dealing with the undead and know ancient rituals that allow you to negotiate with them. Benefit: You gain a + 2 Diplomacy bonus (when dealing with intelligent Undead). You gain +1 Knowledge (Undead). You may take one of these skills as a class trait.

TIEA

Trickery/Thievery/Luck/Curse/Fate

Backstabber. Pledging your faith to Tiea gives you the skill to make a brutal attack against an opponent who cannot fully fend you off. Benefit: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

SADIR

Chaos/Destruction/Death/Madness/Evil

Vandal. You can easily identify the weak points in objects. Benefit: When you make a Sunder roll in combat treat the target item’s hit points as having half the indicated amount. When trying to break an item with force, using a strength check, the DC is reduced by a -2 trait bonus

YAARNEYA

Charm/Lust/Chaos/Liberation/Revolution

The Art of Seduction. You know how to bend individuals to your will through the arts of seduction. Benefit: you can use your sexual allure to gain a +4 trait bonus on Diplomacy Checks. Anyone who is considered friendly to you as a result of a successful Diplomacy acts as though they were under the effect of a Charm Spell. This trait is usually only effective against the opposite sex unless the GM indicates otherwise.

KHARIC-OHRM

Evil/Devil/Death/Magic/Chaos

Oblivious to Pain. Cult initiation rites have given you a high tolerance for pain. Benefit: All non-lethal damage inflicted on you by each attack is reduced by 1. You are staggered but not unconscious when you go below 0 hit points. You may still function as normal for a number of rounds equal to half your Constitution (rounded up). You still are dying and lose 1 hit point per round.

Bio:

Eldorian Relgion Traits

Cow Herd Angelac