Traits
Anatomist
You have studied the workings of anatomy, either as a student of medicine or as a curious delver into the secrets of the body.
You gain a +1 trait bonus on all rolls made to confirm critical hits.
Armor Expert
When you were young, you put on a suit of your father's armor and learned how to move in it, lessons you haven't forgotten.
When you wear armor of any sort, reduce that armor's armor check penalty by 1, to a minimum of 0.
Calm Deflection
Your reflexes stay controlled under pressure, allowing you to twist away from sudden blasts and strikes.
You gain a +1 trait bonus on Reflex saving throws.
Courageous
Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head.
You gain a +2 trait bonus on saving throws against fear effects.
Crowd Dodger
You spent much of your youth on crowded streets, dodging quickly around and under others.
You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.
Defender of the Society
Your time spent fighting and studying the greatest warriors of the society has taught you new defensive skills while wearing armor.
You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Deft Dodger
You learned early to duck and weave when danger came your way, keeping your feet under you while others were caught flat-footed.
You gain a +1 trait bonus on Reflex saving throws.
Dirty Fighter (WIP)
You wouldn't have lived to make it out of childhood without learning a few tricks to gain an advantage over larger, stronger opponents.
When you deal damage to a foe you are flanking, you deal 1 additional point of damage. This additional damage is a trait bonus, and is not multiplied on a critical hit.
Dustrunner
Harsh travel and frequent skirmishes taught you to react instantly when a fight breaks out.
You gain a +1 trait bonus on initiative checks.
Fencer
You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or you learned in order to defend yourself.
You gain a +1 trait bonus on attack rolls made with daggers, swords, and similar light or one-handed blades when making an attack of opportunity.
Guardian of the Wild
Your mystic connection with the wilderness enhances your ability to react to threats.
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
Iron Lungs
Grueling drills and hard marches trained your body to resist shock, poison, and exhaustion better than most.
You gain a +1 trait bonus on Fortitude saving throws.
Iron Posture
You trained to keep your footing and breathing steady under strain, resisting sickness and shock.
You gain a +1 trait bonus on Fortitude saving throws.
Militia Veteran
Your first job was serving in a local militia in your home region. You learned the basics of combat tactics and how to work together with others.
Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (This implementation defaults to Survival.)
Quickstep Guard
You practiced evasive footwork in close quarters, reacting fast when blades and spells come your way.
You gain a +1 trait bonus on Reflex saving throws.
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.
Reckless
You have a tendency for rash behavior, and you have always been willing to risk injury to pull off impressive moves.
You gain a +1 trait bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Resilient
Growing up in a dangerous region has made you wary and quick to react to danger.
You gain a +1 trait bonus on Fortitude saving throws.
River Fighter
You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.
River Rat
You grew up working the docks, cleaning fish, or wading in the river shallows. You're comfortable in and around water, and you know how to make the most of a simple blade.
You gain a +1 trait bonus on damage rolls made with a dagger, and you can use Swim as a class skill. You also gain a +1 trait bonus on Swim checks.
Shield Bearer
You have survived many battles thanks to your skill with your shield. You were trained to use a shield from a young age, perhaps as a page or shield-bearer for a more experienced warrior, and you are adept at using your shield to protect yourself in combat.
When performing a shield bash, you deal 1 additional point of damage. When using a light shield or heavy shield to fight defensively, the AC bonus of your shield is 1 higher than normal.
Sprint (WIP)
You are blessed with a quick burst of speed.
If you do nothing but move in a turn (that is, if you run or use both of your actions in a round to move your speed) and you are in no armor or light armor, you may move an extra 5 feet.
Stoneblooded
Hard living and repeated injury taught you to absorb punishment and keep moving through pain.
You gain a +1 trait bonus on Fortitude saving throws.
Street Sentinel
Years of alley patrols and sudden ambushes sharpened your reactions in tight urban fights.
You gain a +1 trait bonus on Reflex saving throws.
Veteran of Battle
You have fought in several battles, and each time you almost expected to die. You have a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
+1 trait bonus on initiative checks; can draw a weapon as a free action in a surprise round.
Vigilant Nerves
Constant exposure to sudden danger trained your body to act quickly under pressure.
You gain a +1 trait bonus on initiative checks.
War-Touched
You grew up or lived through a time of great upheaval and warfare. This left you cold in the face of emotional turmoil and skilled at keeping your head.
You gain a +1 trait bonus on saving throws against emotion effects.
Watchful Step
You move with measured caution and a constant awareness of your surroundings, acting before danger closes in.
You gain a +1 trait bonus on initiative checks.
Anxiety
You are prone to debilitating anxiety and indecision in social situations, and you rarely act without overthinking things.
You take a –2 penalty on Diplomacy and Bluff checks.
Cowardly
You are easily frightened and struggle to maintain your composure when faced with danger or threatening creatures.
You take a –2 penalty on saving throws against fear effects.
Meek
You are naturally submissive and avoid confrontation. You rarely assert yourself, even when it would be to your benefit.
You take a –2 penalty on Intimidate checks and a –1 penalty on melee attack rolls.
Paranoid
You suspect everyone of ulterior motives and find it nearly impossible to trust others, even your closest allies.
You cannot benefit from or grant the Aid Another action. You take a –1 penalty on all skill checks made as part of cooperative tasks.
Vain (WIP)
You are obsessed with your appearance and reputation. Any public embarrassment or insult to your dignity consumes your focus.
Whenever you fail a Charisma-based skill check, you take a –2 penalty on all d20 rolls until the end of your next turn.
Bastion Soul
Your resolve is anchored by a deeply held creed that steadies you when enchantment and terror press in.
You gain a +1 trait bonus on Will saving throws.
Battlefield Healer
You learned to keep allies alive when every second mattered and battle still raged around you.
You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Birthmark
You were born with a strange birthmark that looks very similar to the holy symbol of the god you worship. This birthmark can serve as a divine focus for spellcasting.
You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Devotee of the Green
Your faith in the natural world or in a nature deity has grounded you and inspired your sense of wonder at the natural world.
You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and one of these skills (your choice) is always a class skill for you.
Ease of Faith
Your mentor, the person who invested the most in your religious education, took steps to ensure you understood that the heart of faith is about the spirit of the law, not the letter.
You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Fate's Favored (WIP)
The fates smile upon you. You were born under a lucky star, or some divine being has taken an interest in your survival.
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Focused Disciple
Your faith gives you clarity of mind and keeps your thoughts from scattering.
You gain a +2 trait bonus on saving throws against confusion and insanity effects.
Healing Hands
You receive divine guidance when you heal others. Perhaps you are related to a long line of healers and the gift has passed to you.
You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Honest
A religious mentor instilled in you a sense of uncompromising integrity. You often speak your mind in defiance of any fear or hatred it might earn you, a habit that inspires others to trust you.
You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when the Diplomacy check is made to influence those who are already friendly or helpful toward you.
Indomitable (WIP)
Your faith makes you difficult to sway from your convictions.
Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the result of the second roll.
Indomitable Faith
You were born in a region where your faith was not popular, but you have never let that stop you from practicing your beliefs openly.
You gain a +1 trait bonus on Will saving throws.
Marked by the Gods
A deity has marked you. That mark can be on your body or more subtle, a slight difference in your eyes or hair. You were born under a lucky star, or perhaps fate has always seemed to smile upon you in difficult times.
You gain a +1 trait bonus on one type of saving throw (choose one: Fortitude, Reflex, or Will). (This implementation defaults to Will.)
Omen
You are the harbinger of some future event. Whether this omen is for good or ill, you exude an aura that makes people uneasy.
You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Sacred Conduit
Your birth was particularly auspicious, and you've always felt the flow of divine energy through your body. You've learned to harness this talent to bolster the effects of your channeled energy.
Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Sacred Touch (WIP)
As a child, you witnessed the blessing of a dying man, and the act moved you deeply. You took up the study of the Lifegiver's teachings and found that, through faith, you could ease the passage between life and death.
As a standard action, you can automatically stabilize a dying creature merely by touching it.
Sanctuary Heart
Long service in consecrated places strengthened your spirit against coercion and dread.
You gain a +1 trait bonus on Will saving throws.
Scholar of the Great Beyond
Your greatest interests as a child did not lie with the activities of other children or with common fields of study, but rather with the mysteries of the Great Beyond — the planar cosmology.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks. One of these skills (your choice) is always a class skill for you.
Shrine Archivist
You cataloged temple records, burial rites, and saintly lineages, developing a practical memory for doctrine and sacred custom.
You gain a +1 trait bonus on Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you.
Starchild
Desna visited you in a dream and showed you the constellations that light the way in the darkest night. You feel the call of the heavens and the open road.
You can always tell which direction is north. You gain a +4 trait bonus on Survival checks to avoid getting lost, and Survival is always a class skill for you.
Steadfast Mind
Through discipline and conviction, you learned to hold your focus even when fear and magic try to bend your resolve.
You gain a +1 trait bonus on Will saving throws.
Student Of History
You gain a +1 trait bonus on Knowledge (history) checks, and Knowledge (history) is a class skill for you.
Temple Warden
Guarding sacred halls against intrusion taught you to steel your spirit against fear, charm, and coercion.
You gain a +1 trait bonus on Will saving throws.
Unshaken Oath
An oath you refuse to betray reinforces your mind when hostile magic and fear try to break it.
You gain a +1 trait bonus on Will saving throws.
Ward Against Darkness
Your upbringing in a faith that stands against the forces of darkness has left you more resilient against their corruption.
You gain a +2 trait bonus on saving throws against spells with the evil or shadow descriptor.
Arcane Archivist
You spent long hours in scriptoria and dusty repositories, learning how to cross-reference occult lore faster than most formal scholars.
You gain a +1 trait bonus on Knowledge (Arcana) checks, and Knowledge (Arcana) is always a class skill for you.
Arcane Surveyor
You learned to read magical residue in old sites and battlefields, quickly identifying unstable energies before they become dangerous.
You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Arcane Temper
You have a quick temper and limited patience for people who don't follow your orders or respect your opinions.
You gain a +1 trait bonus on concentration checks and initiative checks.
Classically Schooled
Your apprenticeship or early education was particularly focused on the direct application of magic and its underlying theory.
You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Dangerously Curious
You have always been intrigued by magical devices and strange arcane effects, even when prudence suggested leaving them alone.
You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Desperate Focus
You've spent many hours studying the basics of spellcasting, and are capable of focusing your mind on the task of casting spells even in the most distracting situations.
You gain a +2 trait bonus on concentration checks.
Failed Apprentice
As a child, your parents sent you to a mage's tower to serve as an apprentice, but you had little talent for magic. The experience still left you with some knowledge about how to defend against spells.
You gain a +1 trait bonus on saving throws against arcane spells.
Focused Mind
Your childhood was bullied and chaotic, and you had to focus profoundly to hold onto simple thoughts. That clarity of mind has since sharpened into quick focus.
You gain a +2 trait bonus on concentration checks.
Fortunate (WIP)
You are blessed by fate.
Once per day when you use a spell or magic item with a randomized effect (such as confusion, mirror image, prismatic spray, or a bag of tricks), before you roll to determine the result, you may choose to roll twice and pick either result.
Gifted Adept (WIP)
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic fashion, and you have focused your studies on recreating that effect.
Pick one spell when you choose this trait. Your caster level is treated as being 1 higher whenever you cast that spell.
Hedge Witch
You have long been exposed to the mystical arts, and your practical healing knowledge has been guided by such force.
You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries part of your life.
Choose one of your spellcasting classes. Your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Magical Lineage
One of your parents was a gifted spellcaster who could manipulate magic in subtle ways. Somehow, that gift has passed to you, and you treat spells differently than most.
Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Mutant Eye
One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life.
You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.
Planar Bookworm
You devoured obscure commentaries on outsiders and extraplanar realms, memorizing their signs, courts, and hazards.
You gain a +1 trait bonus on Knowledge (Planes) checks, and Knowledge (Planes) is always a class skill for you.
Pragmatic Activator
While some figure out how to use magical devices through a combination of magic and memory, you have an efficient, practical method for activating magic items.
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Relic Attuner
You have a knack for coaxing old talismans and half-understood devices to life without triggering their worst failures.
You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Skeptic
The world is full of con artists and magicians working tricks of the light. You've learned to trust what you see and feel over whatever illusions a clever wizard may try to weave.
You gain a +2 trait bonus on saving throws against illusion spells and spell-like abilities.
Spirit Sense
Your meditations have opened your eyes to the spirits of the world. You sense the presence of the dead and lingering spiritual energy more keenly than most.
You gain a +1 trait bonus on Perception checks against incorporeal creatures and undead.
Fast Learner
You possess extra versatility.
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Marid’s Fury
Your marid ancestry is particularly strong, and magic runs thick through your veins.
When you use your hydraulic push spell-like ability, it can extinguish magical fires as well as non-magical fires as long as you succeed at an opposed caster level check (the DC is equal to 11 + the magical fire’s caster level).
Camp Quartermaster
You managed camp ledgers, supply chains, and daily logistics for caravans and militias under tight pressure.
You gain a +1 trait bonus on Profession checks, and Profession is always a class skill for you.
City Annalist
You kept civic records and public notices, giving you a practical command of local factions, customs, and power networks.
You gain a +1 trait bonus on Knowledge (Local) checks, and Knowledge (Local) is always a class skill for you.
Cliff Scrambler
You grew up traversing cliff paths and broken ruins where a single slip meant a deadly fall.
You gain a +1 trait bonus on Climb checks, and Climb is always a class skill for you.
Guild Artisan
You trained in a structured workshop under guild supervision, where precision and repeatability mattered more than speed.
You gain a +1 trait bonus on Craft checks, and Craft is always a class skill for you.
Keen Lookout
Long watches on walls and caravan routes trained you to notice subtle movement, unusual sounds, and the smallest signs of danger.
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Kennel-Raised
You grew up among working hounds and stable beasts, learning early how to calm, direct, and train difficult animals.
You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you.
Pathfinder Cartographer
You have mapped roads, coastlines, and borderlands with obsessive precision, learning to read terrain at a glance.
You gain a +1 trait bonus on Knowledge (Geography) checks, and Knowledge (Geography) is always a class skill for you.
Quick Fingers
Years of stage tricks and street hustle taught you how to palm objects and work with precise hand movements under pressure.
You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Rooftop Stalker
You moved unseen across tiled roofs and narrow alleys, learning how to vanish in urban shadows before anyone could track you.
You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Saddle Scout
You served as a mounted scout along dangerous roads, learning to control a nervous mount in chaotic terrain.
You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you.
Scholar of Ruins
You studied fallen empires, buried halls, and subterranean relic sites, learning to spot patterns in old stone and forgotten craft.
You gain a +1 trait bonus on Knowledge (Dungeoneering) checks, and Knowledge (Dungeoneering) is always a class skill for you.
Shoreline Runner
You learned to navigate tidal flats and rocky coasts at speed, building confidence in strong currents and shifting footing.
You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Siege Savant
You spent years around fortifications, engines, and improvised defenses, learning how structures fail and how to make them hold.
You gain a +1 trait bonus on Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you.
Sky Watch
You spent long shifts on towers and cliff outposts, tracking weather fronts and aerial threats before they reached camp.
You gain a +1 trait bonus on Fly checks, and Fly is always a class skill for you.
Slipbound Escapee
You survived captivity by mastering knots, cuffs, and improvised restraints, learning how to get free when others could not.
You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is always a class skill for you.
Trail Courier
You made a living carrying messages through wilderness routes and borderlands, developing a sharp eye for tracks and safe passages.
You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Trailblazer
You are used to moving through hostile terrain and finding safe routes where others see only dead ends.
You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Trap Tinkerer
You spent countless hours opening old locks and disarming spring-loaded surprises in workshops, ruins, and abandoned estates.
You gain a +1 trait bonus on Disable Device checks, and Disable Device is always a class skill for you.
Trapsmith
Even as a child, you had a knack for fiddling with mechanical devices.
You gain a +1 trait bonus on Disable Device checks, and Disable Device is always a class skill for you.
Treasure Assayer
You spent years evaluating trinkets, coins, and curios under poor light and worse conditions, learning to identify hidden value quickly.
You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you.
Wild Lorekeeper
You gathered field notes on beasts, growth cycles, and natural omens during long seasons beyond settled roads.
You gain a +1 trait bonus on Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.
Acrobat
Having trained from a young age, you’re capable of amazing feats of daring.
You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal – 5 penalty when using the Climb skill to attempt an accelerated climb.
Adopted
You were adopted and raised by a race or culture different from your own.
You gain one standard racial trait of your adopted parents' race, chosen at character creation. This racial trait cannot modify your ability scores.
Requires an additional choice during character creation.
Ambitious
You exude confidence in the presence of those more powerful than you—sometimes unreasonably so.
You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.
Bruising Intellect
Your sharp intellect and rapier wit bruise egos. Sheer cleverness rather than force of personality is your weapon when intimidating others.
Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Bully
You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.
You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Charming
Blessed with good looks, you've learned to leverage your appearance to help get what you want.
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or targets.
Child of the Streets
You grew up on the streets of a large city, and you quickly learned that you had to be quick on your feet and clever with your hands just to survive each day.
You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Clever Wordplay
Your cunning and logic are more than a match for another's confidence and charm.
Choose one Charisma-based skill. You can use your Intelligence modifier in place of your Charisma modifier on checks with that skill. (This implementation defaults to Bluff, and Bluff is a class skill for you.)
Court Scribe
You copied proclamations, contracts, and coded correspondence for local officials, becoming adept at language and written nuance.
You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.
Eyes and Ears of the City
You grew up among alleys, courtyards, and crowded streets, where noticing trouble a heartbeat early often meant the difference between safety and disaster.
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Fast Talker
You have a knack for telling convincing lies, and you're always able to come up with a plausible excuse on the spot.
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Friend in Every Town
You have a knack for making friends wherever you go, and can easily pick up local gossip.
You gain a +1 trait bonus on Knowledge (Local) checks and Diplomacy checks, and Knowledge (Local) is always a class skill for you.
Honeyed Lies
You learned to smooth over suspicion with calm words and believable detail, even when your story changed from one room to the next.
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Iron Gaze
You learned to project authority without raising your voice, freezing arguments before they could become threats.
You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Maskroom Apprentice
You spent time backstage with actors and infiltrators, learning how posture, costume, and voice can become a second face.
You gain a +1 trait bonus on Disguise checks, and Disguise is always a class skill for you.
Merchant
You worked as a merchant or merchant's assistant for long enough to develop a good head for numbers and an eye for the value of goods.
You gain a +1 trait bonus on Appraise checks and Sense Motive checks, and Appraise is always a class skill for you.
Noble Etiquette
You were trained to read heraldry, protocol, and noble custom, and you can navigate high society without stumbling.
You gain a +1 trait bonus on Knowledge (Nobility) checks, and Knowledge (Nobility) is always a class skill for you.
Outcast
You were pushed out of your home or livelihood for reasons beyond your control, and you've had to learn to survive on little.
You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Poverty-Stricken
Your childhood was one of sorrow and misery, and you had to learn to make do with less. You survived through guile and begging.
You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Seeker
You are always on the lookout for reward and danger.
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Silver Diplomat
You learned early how to keep tensions low, navigate authority, and turn conflict into cooperation.
You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Silvertongued
You were brought up as part of the bureaucracy learning extensive education and tact.
You gain a +1 trait bonus on Knowledge (nobility) and Diplomacy checks.
Stage Busker
You entertained crowds in taverns and market squares, learning to hold attention through timing, rhythm, and nerve.
You gain a +1 trait bonus on Perform checks, and Perform is always a class skill for you.
Streetwise
You grew up navigating neighborhoods where information was currency and knowing the right name at the right time meant survival.
You gain a +1 trait bonus on Knowledge (Local) checks, and Knowledge (Local) is always a class skill for you.
Student of Philosophy
You were trained in a academy or by a scholar in the fundamental sciences and philosophies. You can use your Intelligence modifier in place of your Charisma modifier when attempting Diplomacy checks to persuade others and when attempting Bluff checks to convince others that a lie is true. (This does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
You may use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade. Diplomacy and Bluff are always class skills for you.
Suspicious
You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others.
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Urban Tracker
You are practiced at following signs of movement and intent through alleys, markets, and crowded streets.
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Vagabond Child
You grew up among the outcasts and outlaws of your society, learning to blend in and make do with whatever tools were at hand.
Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (This implementation defaults to Escape Artist.)
Well-Informed
You make it a point to know everyone and to be connected to everything around you.
You gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.
World Traveler
Your family has taken you all over the place as a child, and you've grown used to picking up customs, languages, and tidbits of information quickly.
Select one of the following skills: Diplomacy, Knowledge (Local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (This implementation defaults to Knowledge (Local).)