Religious Traits

Religion traits are tied to specific deities, as well as one for those raised under the Great Church. In order to take and benefit one of these traits, your character must be faithful to the chosen deity and follow the religious tenets of that faith.

Gods of the Great Church

The following religion traits reference the deities presented in Green Ronin’s Book of the Righteous:

The Great Church: Raised to follow the tenets of the Great Church, you believe that goodness and justice are sacred ideals. Your dedication to these precepts take one of two forms:

  • Minister of the Gods: Your joy for the church gives you cause to spread the the legends and worship of the gods – particularly to foreign or barbaric lands with different faiths. You gain a +1 trait bonus on Bluff and Diplomacy checks to influence non-believers, and you gain Diplomacy as a class skill.
  • Righteous Believer: You have a fervor for tirelessly opposing evil in all its many forms. You strive to do good in the world in the name of the Gods. When facing an opponent you believe to be evil (whether or not their alignment is evil), you gain a +1 trait bonus on weapon damage rolls.

Wisdom in the Flesh (Urian): Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.
Soother (Rontra): You have a gift for helping sustain life and the earth that supports it, the blessings of Rontra. You receive a +1 trait bonus on Heal and Knowledge (nature) checks. One of these skills (your choice) is a class skill for you.
Child of Humility (Shalimyr): As a follower of the Three Blessings (Humility, Sacrifice and Gratitude), you live life fully and are prepared for any challenge. You gain a +1 trait bonus to saves against fear.
Child of Nature (Eliwyn): You have been blessed by Eliwyn to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Disciple of Master Limmik Kunar (The Nameless One): The aesthetic path you have chosen leads you to follow the way of great Master Kunar in beleif that understanding Him (The Nameless One) is the key to understanding all of creation. Monk characters who have this trait gain a limited Ki Pool (Su) at first level. Until the character reaches her 4th monk level, she has access to a Ki Pool which equals her Wisdom Modifier. She may, however, only spend 1 point from her Ki Pool per encounter. This limited Ki Pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Once she reaches her 4th monk level, she may add two points to her normal Ki pool instead of her Wisdom Modifier (because she will then have a normal Ki Pool).
Peaceful (Morwyn): Believing that no harm should ever come to a redeemable person (one of the five mortal races), you know how to defend yourself against the unreasonable. Whenever you are attacked by a member of the five sacred races (Human, Elf, Dwarf, Halfling or Gnome), you gain a +1 trait bonus to your armor class. This bonus is raised to +3 if you do not attack your foe (such as when using the Full Defense Action).
Divine Warrior (Terak): From an early age, you were trained by a militaristic order of clerics, the Soldiers of Terak. You are devoted both to the teachings of Terak and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons.
Fortified Drinker (Zheenkeef): Zheenkeef’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.
Holy Scribe (Tinel): Raised in a Scriptorium of Tinel, you were taught at a young age to read and write, and write well. Linguistics is a class skill for you, and you gain a +1 trait bonus to all Linguistics Checks. Additionally, you have been taught one bonus language, to be chosen with the DM’s assistance.
Undead Slayer (Mormekar): Instructed at a young age in the tenets of the faith of Mormekar, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Justice Seeker (Maal): Having lived under the structure of the Justicars, you have seen your share of trials. You receive a +1 trait bonus on Sense Motive and Knowledge (local) checks. One of these skills (your choice) is a class skill for you.
Fiddle-footed (Darmon): Darmon sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Lover of Art and Music (Aymara): You spent countless hours of your youth in one of Aymara’s lyceums, listening to wonderful musicians and singers, watching performances of plays, and the construction of fine art. 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.
Guardian of the Forge (Korak): Korak’s sacred duties are to nurture the faithful, take lessons from the great craftsmen and strategists of the past, and protect the sacred and beautiful. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Sacred Servant (Anwyn): As one trained to serve others as Anwyn serves the gods, you draw strength from your faith from being around a hearth. Whenever you are at rest in any holy hearth (must be a consecrated shrine), you recover from wounds and ability score damage at double the normal rate.
Unified (The Triads of the Sisters): The rigorous doctrine of your faith encourages the spirit of cooperation. You gain a +1 trait bonus to any effect of a Teamwork feat you share with a comrade.
Page (Naryne): You were raised under a Seneshal of Naryne in a noble house, and you are likely of noble birth, one who is not fortunate to be in the line of inheritance. You gain a +1 trait bonus on Knowledge (nobility) and Linguistics checks. One of these skills (your choice) is a class skill for you.
Pure of Body (Canelle): Due to your daily rituals to improve your body, you are blessed with Canelle’s gift of prowess. You gain a +1 trait bonus to your Combat Maneuver Defense score.
Hunter (Thellyne): Raised to stalk and hunt game by sacred Woodwardens, you are a cunning and adept hunter. You gain a +1 trait bonus to Knowledge (nature) checks and a +2 trait bonus on Survival Checks to get along in the wild. One of these skills (your choice) is a class skill for you.
Avenger (Asmodeus): So ingrained is your sense of vengeance, that you gain a +1 trait bonus on weapon damage against anyone who you truly feel have wronged you. This bonus does not apply to foes the first time you encounter them, nor to those you have no quarrel with.
Bloodlust (Canarak): Canarak’s bloodlust surges through you, and your hunger for destruction is unparalleled. Whenever you injure a foe and imbibe their blood (which takes a standard action and provokes attacks of opportunity as you pause to savor the moment and fuel your fury), you gain a +1 trait bonus to all damage rolls against that foe for the rest of the combat. (If your victim is helpless, such as being bound or pinned by an ally, or if you attacked your victim by biting them, imbibing the blood is a move action, and may not provoke an AoO, depending on the circumstances).
Wicked Tongued (Thellos): Your upbringing in the halls of pleasure have given you an insight to gain that which you desire. You gain a +1 trait bonus on Bluff and Appraise checks. One of these skills (your choice) is a class skill for you.
Manipulator (Naran): Naran’s cunning serves you well. You gain a +1 trait bonus when making Intimidate checks to force an opponent to act friendly to you, and a +2 trait bonus on Diplomacy checks to persuade others to reveal secrets. Furthermore, if you have the Leadership feat, you gain a +1 trait bonus to offset any negative Reputation modifiers.

Other Religions

TBA

House Rules

Religious Traits

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