Class Options


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

McFly: Being picked on as a kid you have have developed a bit of a temper, hate being called chicken, and will do almost anything on a dare. You take a -1 penalty to Will vs Enchantments and a -2 on Sense Motive checks. There is an upside though. Whenever someone dares, calls you chicken for not doing something, or otherwise goads you into doing something you gain a +1 to Attacks and a +2 to all Strenght and Dexterity biased skill checks. The penalties are permenent but the bonus’ last up to one minute per four levels (minimum 1).

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

Faith Traits These traits rely upon conviction of spirit, perception, and religion, but are not directly tied to the worship of a specific deity. You do not need a patron deity to gain a Faith Trait, as these traits can represent conviction in yourself or your philosophy just as easily as they can represent dedication to a deity.

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

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

Negative Ninny: Thats what the fey have learned to call you. With them you have developed a reputation of being generally high strung, prone to burst of anger, and/or are generally no fun to hang around with. Or at least fey think, either way it has its ups and downs. You suffer a -1 to diplomacy checks, -2 to diplomacy checks involving fey, but recieve a +1 to saving throws against mind affect abilities. These are circumstance bonus/penalties. Both penalty and bonus are negated while you are under the affect of a mind affecting ability.

Race traits are keyed to specific races or ethnicities. In order to select a race trait, your character must be of the trait’s race or ethnicity. If your race or ethnicity changes at some later point (as could be possible due to the result of polymorph magic or a reincarnation spell), the benefits gained by your racial trait persist— only if your mind and memories change as well do you lose the benefits of a race trait. Of course, in such an event, you’re also likely to lose skills, feats, and a whole lot more!

ELF Lapsed Faith: You still remember a few prayers from your past experience serving in a temple. Once per day you may cast cure minor wounds as a spell-like ability at caster level 1. The save DC is Wisdom-based.

ELF Treerazer’s Bane (Kyonin): Having fought in many battles against Treerazer and his minions, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

DWARF Glory of Old (Five Kings Mountains): In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

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

Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons. (note: this does not confer proficiency)



Ninja Tricks: The following new ninja tricks can be taken by any ninja who meets the prerequisites. Note that ninja tricks marked with an asterisk (*) in this list add effects to a ninja’s sneak attack. Only one of these tricsk can be applied to an individual attack, and the decision must be made before the attack roll is made.

Frightful Attack (Ex): A ninja with this trick appears in an instant striking fear into the hearts of their enemies.

To use this ability the ninja must make a sneak attack while invisible and expend a ki point. You must declare that you are using this trick before you make the attack. Using this trick against someone who is immune to sneak attack or a target ineligible to be sneak attacked wastes the ki point. Frightful Attack forces a foe damaged by your attack to make a Will saving throw or become frightened for one minute, then shaken for one minute. The save is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier.

All enemies within 30 ft, that see the ninja make the frightful attack must make the same save or become shaken for one minute. If the original target of the frightful attack dies as a result of the attack, the other enemies must instead save or become frightened for one minute, then shaken for one minute. Enemies with HD greater than the ninja are immune to this secondary effect.

At 10th level the ninja can make a frightful attack as part of a charge. The ninja first turns invisible, charges as normal, then makes the frightful attack at the end of the charge. This combination of vanishing trick and frightful attack only uses one ki point.

Any enemy that makes a successful save, is immune to that ninja’s frightful attack ability for 1 day (This does not apply to the secondary effect). This is considered a mind-affecting fear effect. The ninja must already have the vanishing trick ninja trick and sneak attack of +3d6 before selecting this ninja trick.

Class Options

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