Table of Contents
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Optional Rule: Trait Talent Exchange [SoG]
Whenever a character would gain traits (either at level 1 or when they take the Additional Traits feat), they may exchange two of those traits for a single Utility talent of their choice.
Campaign (Wreckage to Deliverance)
Ammo Gatherer
You do your best to ensure that you and your companions maintain a full stock of ammunition. During any encounter where you are present, ammunition (magical and non-magical) that fails to hit its target have a 100% recovery rate (instead of 50%). In addition, crafting non-magical ammunition takes 50% less time.
Cryptwood Survivor
You are familiar with the hazards associated with a cryptwood of a particular region. Choose a type of terrain from the ranger’s list of favored terrain. You gain a +1 trait bonus to initiative checks, and a +2 trait bonus to saves made to resist environmental hazards in the chosen terrain. Possessing this trait counts as possessing the favored terrain class feature in the chosen terrain for the purpose of meeting feat prerequisites.
Kolean Researcher
You are well-studied in the lore of Kolean history and its culture. As long as you move no more than your base speed each round, you gain a free Knowledge check (of the appropriate type) to identify artifacts of the Kolean empire. You gain a +4 trait bonus on any Knowledge checks relating to the Kolean empire, and may attempt said skill checks untrained. (This trait will see little use in this particular adventure, but may be useful with supplementary content and expansions.)
Ration Scavenger
You never know when your next meal will come, and consequently, you hunt and gather while on the move. Once per day, you may attempt a DC 10 Survival check. Succeeding this skill check provides enough food and water for a Medium creature, +1 Medium creature for every 2 that you exceed the DC. You do not suffer penalties to this check in terrain such as deserts where food and especially water is sparse; however, in areas where food and water are effectively nonexistent, you will only find sufficient food and water for yourself (regardless of how high your skill check result is). In addition, you may attempt this check even when moving at speeds greater than half your overland speed.
Shifty
You are light on your feet and keep an eye out for traps or hazards. As long as you move no more than your base speed each round, you gain a free Perception check to notice traps and hazards the first time you are within 10 feet of them, be they mechanical (trip wires, dart throwers, etc.), magical (rune spells, sigils, etc.), or natural (quicksand, pit falls, etc.). If you would at any time already have a similar ability, such as with the See Hazards talent from the Divination sphere, or the Heightened Awareness talent from the Scout sphere, you instead gain a +4 trait bonus to the check. This trait by itself does not give you insight into disabling such traps or hazards.
Skeptic
You are not easily deceived and question everything, determined to find the truth yourself. As long as you move no more than your base speed each round, you gain a free Will save to disbelieve illusions the first time you are within 10 feet of them, be they natural (desert mirage, etc.) or magical (patterns, phantasms, pigments, etc.). In addition, anytime you end your turn within 10 feet of a dominated or enthralled creature, you gain a free Sense Motive check to determine if they are affected by an enchantment (charm) or enchantment (compulsion) effect. If you would at any time already have a similar ability, such as with the Heightened Awareness talent from the Scout sphere, you instead gain a +4 trait bonus to the check.
Skyport Cartographer
You are constantly making notes and sketches, mapping out the places you visit. Each day that you spend within a particular territory, you may attempt a single Craft (maps), Linguistics, or Profession (cartographer) check DC equal to the territory’s Exploration DC. Succeeding at the check a number of times equal to the territory CR results in crafting a map or gazetteer of the area, granting a +5 circumstance bonus on future exploration checks in that territory (bonuses from multiple maps or gazetteers do not stack). Documenting an area with this trait does not count against the number of character actions that you may perform. Gazetteers and maps created in this fashion may be sold for a number of gold pieces equal to 10 x the territory’s CR. In addition, anytime that you would fail a Knowledge (geography) or Survival check to avoid getting lost, you may reroll the check once and gain a +4 trait bonus.
Triggered
You are well acquainted with the grit of combat, which causes you to respond well to combat readiness at the start of an encounter. As a non-action at the start of a combat encounter you may draw or ready one item (such as a potion, shield, wand, or weapon) per hand or claw (normally 2). Creatures with telekinetic arms or prehensile tails may draw or ready additional items as if a hand or claw. You may utilize this trait even if caught flat-footed or during a surprise round.
Combat
Combat Healer
You have been trained in giving quick, efficient first aid, possibly as a field medic during war.
Benefit: You can use the first aid aspect of the Heal skill as a swift action instead of a standard action, and Heal is always a class skill for you.
Corpse Watcher [SoG]
You assisted an undertaker, death priest, or rescuer. You can tell whether a creature is breathing as a swift or move action if you are within 30 feet and it is not intentionally trying to fool you. You also get a +3 trait bonus on Heal checks to learn information (but not to apply a treatment).
Groundbreaker (Combat) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Choose a single dredge option granted by a (ground) talent from the Survivalism sphere (even if you do not possess the sphere). You can use the dredge Survivalism sphere ability to dredge using the chosen option once per day.
If you possess the chosen talent, you treat your associated ranks as being 1 higher for determining the dredge option’s effects.
Healthy Retainers [SoG]
You know how to keep your subordinates healthy, perhaps due to time spent as a monastic initiate, cook, or even military officer. When you requisition a Faction sphere retainer, their average hit points increases by 1 per Hit Die.
Iron-Plated Mind
You grew up with magic, and possibly annoying siblings who repeatedly tried to trip up your casting.
Benefit: Choose a sphere. You gain a +4 trait bonus on magic skill checks to cast defensively with that sphere.
Practiced Aim
You have battled with magic since a very young age.
Benefit: You gain a +1 trait bonus on attack rolls with your destructive blast.
Spatial Awareness [BaP]
While you may have trouble picturing how objects interact in space, you have always possessed an uncanny knack to put things right where they need to be. When using the Creation sphere to make an attack roll, such as with a falling object or the Created Momentum talent, you may choose to use your Dexterity or your casting ability modifier instead of your Intelligence when calculating your attack bonus. In addition, Knowledge (engineering) is always a class skill for you.
Strangely Resistant
You have been exposed to a certain style of magic repeatedly and have built up resistances.
Benefit: Choose a magical sphere. You gain a +2 trait bonus to all saving throws vs. the effects of that sphere.
Tinnitus
Blows to the head can sometimes have benefits.
Benefit: You have a slight but persistent ringing in your ears. You gain a +1 trait bonus to Will saves against sonic and language dependent effects using spoken languages. This bonus also applies to illusions with an auditory component.
Tough Work [SoG]
Choose a single Profession skill you possess. You may use your Strength modifier instead of your Wisdom modifier when determining your bonus with the chosen Profession skill.
Drawback
Drawbacks allow you to take an additional trait, as described in Chapter 1 of Pathfinder Roleplaying Game: Ultimate Campaign.
Abrasive [SoG]
You take a –5 penalty on Diplomacy checks to improve a creature’s attitude, entertain, or make an impressive display of skill, and you must always invoke a creature’s motivation to improve their attitude toward you. Creatures aware of your association with your allies also apply a –2 penalty to your allies’ checks to improve their attitude.
Citrus Anathema [Catgirl HB]
You were tormented by the elemontalists and driven from your home. You are sickened and anxious around their magical handiwork, and have difficulty being near or around the accursed fruit. Whenever you take acid damage, you are sickened for 1 round. If a creature with this drawback would ever gain immunity to acid damage, it instead becomes acid resistance 40. This sickened condition bypasses any immunity to the sickened condition the creature may possess.
Idle Theorist [SoG]
You have a badly inflated view of your own worldly knowledge and sometimes confuse things you imagined or hypothesized for fact. Any skill checks made to recall information (such as Appraise, Knowledge, Lore, Profession, etc.) or to aid another creature’s check to recall information are hidden checks for you. If you would fail such a check or roll a 1 on the die, you or the aided creature receive a believable but false piece of information instead. You cannot take 10 on checks to recall information or aid another on such a check.
Poor Impulse Control [SoG]
You take a -2 penalty on saving throws against mind-affecting effects and to the DC of skill checks to give you emotion conditions; this increases to -3 if the saving throw is against an anger condition.
Snobby [SoG]
You and your apparent allies inspire a starting attitude that is one step worse in creatures who have an Intelligence score that is below yours.
Equipment
Magic Wardrobe
You can use a hint of teleportation magic to instantly change clothes.
Benefit: As a swift action, you can swap an outfit you are currently wearing for another outfit in your possession, as well as don or remove individual pieces of clothing or jewelry. If you choose to affect a magical piece of clothing (such as a hat or ring) you are limited to only affecting it, either swapping it with another magical item of the same slot, removing it, or donning it. You may not use this trait to don or remove armor, but you may draw things from an extradimensional storage from the Warp sphere. This trait is a supernatural ability.
Necrotic Tinkerer
You inherited a necrotic marionette, possibly from a parent or mentor.
Benefit: You begin play with a battered necrotic marionette with 1 Hit Die. Creatures other than you cannot reanimate it. It can only be sold for scrap (it is worth 1d10 gp when sold), but it can be upgraded normally, upon which everyone can reanimate it.
Rapid Preparation (requires Survivalism sphere (harvest) package) [SoG]
You learned at a young age never to trust that a hunt’s danger ends when the kill is made. When refining a harvested component, it only takes you 20 minutes, or 10 minutes if you have a survival kit.
Sky Dancer
You grew up alongside airships, possibly as a trader or a wealthy noble who enjoyed sailing the skies for pleasure.
Benefit: You begin play with a personal skyrider, which has bonus hit points equal to twice your ranks in Craft (airship). You can repair this vehicle by spending 4 hours and attempting a Craft (airship) check, restoring a number of hit points equal to the result. If it is destroyed, you may replace it by spending 20 gp and 8 hours. Any other creature attempting to pilot this craft takes a -8 penalty to their Fly check. You may also accelerate, decelerate, or turn a skyrider as a move action.
Specific Upgrades (Equipment) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Choose a single flourish granted by a (flourish) talent from the Artifice sphere (even if you do not possess the sphere). You can apply (and maintain) the chosen flourish to one object.
If you possess the chosen talent, you treat your associated ranks as being 1 higher for determining the effects of the chosen flourish.
Thrifty Tailoring [SoG]
When creating a disguise, you create it in the least time possible, reducing the normal 1d3 × 10 minutes of work to 10 minutes. This also applies to any other variable-based timing when creating a disguise. You reduce the Disguise penalty for applying a disguise faster by 4 (total).
Faith
Blood Cult Survivor
You have survived attempts to use your blood to fuel dark (or at least questionable) rituals.
Benefit: You gain a +1 trait bonus on saves against blood control and effects that cause bleed damage. Additionally, the first point of bleed damage you take each round is treated as nonlethal damage. This increases by 1 point per round at 5 Hit Dice and every 5 Hit Dice thereafter.
Conscious Cultist
Prerequisite: You must openly belong to a community of psychic influence, such as an agency or guild, and have experience with esoteric rituals and incantations.
Benefit: Gain a +1 trait bonus to caster level when using talents and abilities from the Divination, Mind and Telekinesis spheres. This increase in caster level may not raise your caster level over your Hit Dice.
Defender Of The Faith
Prerequisite: You must openly belong to a publicly known religious organization.
Benefit: You gain a +1 trait bonus to caster level when using talents and abilities from the Fate, Life and Protection spheres. This increase in caster level may not raise your caster level over your Hit Dice. In addition, you may participate in rituals or incantations associated with your religious organization.
Force Of Spirit
Your conviction gives weight to magic enacted for battle.
Benefit: When you create a totem and pay a spell point to make it continue without concentration, the duration of the totem increases by 2 rounds.
Grove Neophyte
Prerequisite: You must openly worship a spirit of nature, be it an element, ideal or actual spirit.
Benefit: You gain a +1 trait bonus to your caster level when using talents and abilities from the Alteration, Nature, and Weather spheres. This increase in caster level may not raise your caster level over your Hit Dice. In addition, you may attend, if not participate in, rituals and incantations performed inside hallowed druid stone circles.
Horrifying Omen [SoG]
You spent much of your youth reading disturbing religious literature or listening to grim mystics. You can attempt a Knowledge (religion) check instead of a Bluff check when attempting to make a troubling claim against a creature, as you speak of a terrible omen that may potentially befall the creature or their line of work; you do not need to use a creature’s motivations when attempting this check, but you take a -5 penalty if you do not.
Pilgrim
You are a mystic wanderer, initiated into the mysteries of the path.
Benefit: Your caster level is treated as 2 higher when determining the distance you can travel with teleport.
Sacred Preparation (Faith) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Choose a single (harvest) talent from the Survivalism sphere (even if you do not possess the sphere). You learn how to harvest and refine the component associated with the chosen (harvest) talent–this excludes any talisman or potency benefits the talent may normally grant.
If you possess the chosen talent, you treat your associated ranks as being 1 higher for determining the effect of the chosen (harvest) talent (excluding any talisman benefits).
Skeptical
You are hard to convince and extremely critical.
Benefit: You gain a +1 trait bonus to Sense Motive checks and a +1 trait bonus to Will saves vs. illusions, enchantments, and Mind sphere effects.
Zealous Conviction [SoG]
You gain a +1 trait bonus to saving throws against effects that would impede your movement or actions (such as being entangled, grappled, paralyzed, staggered, effects that reduce your movement, etc). If you are under the effects of an anger effect, this trait bonus increases to +3.
Magic
Additional Medium
Prerequisite: Limited Warp (Warp) drawback
Benefit: You may select a second condition that you may teleport to or from. So long as both your starting position and your destination meet one of your two conditions, you may teleport.
Assisted Playing [SoG]
You can play a two-handed instrument with just one hand as long as you spend a swift action each round to maintain the magic effect.
Blood Manipulator [BaP]
You are gifted at manipulating your blood to achieve feats of physics. You may use the Blood sphere to qualify for protokinesis feats as though you possessed the Telekinesis sphere. You may use your Blood sphere caster level in place of your character level or Telekinesis sphere caster level when determining the effects of protokinesis feats you possess (if beneficial to you).
Chronosense
You have an acute innate sense time.
Benefit: You always know the date and time of day. You can automatically sense auras (see the Divination sphere’s divine base ability) left by Time sphere effects (and similar magic, as the GM rules appropriate) within 20 feet.
Daysense
You can sense the positions of the celestial bodies, even when you are underground or they are out of sight.
Benefit: This allows you to always know the precise time and the direction of true north. In addition, you gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (of your choice) becomes a class skill.
Destructive Adept
Prerequisite: Creation sphere.
Benefit: The damage dealt by alter (Destroy) increases to 1d8 + 1/2 your caster level. If you possess Potent Alteration, the damage is increased to 1d10 + your caster level.
Destructive Reservoir
Prerequisite: Destruction sphere.
Benefit: Once per day you may cause yourself to become fatigued as a free action. You immediately gain 2 temporary spell points. These points persist until the start of your next turn and can only be spent on a destructive blast. If you are already fatigued, you instead become exhausted. If you are exhausted or immune to fatigue or exhaustion you may not use this trait.
Destructive Talent
Prerequisite: Destruction sphere.
Benefit: Your destructive blasts gain a +1 trait bonus to damage. This bonus increases by 1 for every 10 character levels. This bonus damage is of the same type as the destructive blast. If the blast deals more than one damage type, as with the Admixture talent, you may choose which type this bonus applies to.
Differing Worldview
You were raised among members of entirely different species, and relate to them just as well as to those of your own ancestry.
Prerequisite: Mind sphere.
Benefit: Pick a creature type that can usually be affected by mind-affecting effects other than your own. Your Mind sphere charms affect this type of creature in addition to your own. If you gain the Expanded Charm talent or any other ability which allows you to target the chosen creature type, you may either choose another applicable creature type or, if none are left uncovered, you may immediately replace this trait another with another Magic trait at your GM’s discretion.
Dramatic Teleportation
Prerequisite: Warp sphere.
Benefit: When you teleport you can create a minor sensory effect so long as it is related to a Perform skill you have at least one rank in (such as a leaving behind echoing laughter with (comedy) or using (wind instruments) to herald your arrival with a flute’s flourish). Perform is always a class skill for you. If it is already a class skill for you, or you later gain it as a class skill from another source, you instead gain a +1 trait bonus to a Perform skill of your choice.
Dual Creation
Whatever prevents you from following conventional teachings and Creation processes has not deterred your spirit. Through great effort, you have mastered a second material and are equally able to work with two now.
Prerequisite: Limited Material (Creation) drawback
Benefit: You may select an additional material that you can create or alter with Creation.
Dual Limit
Prerequisite: Limited Telekinesis (Telekinesis) drawback
Benefit: You may select an additional material that you can manipulate with telekinesis.
Fairy Magic
You are particularly proficient in fey magic.
Benefit: You gain a +1 trait bonus to your caster level for the Fallen Fey, Illusion, and Mind spheres. This bonus cannot cause your caster level to exceed your Hit Dice.
Favored Curse
You have transformed meddlers enough to gain a favored form.
Benefit: Choose one (transformation) talent. When using this talent while applying your shapeshift to an unwilling target, you gain a +1 trait bonus to the effect’s DC.
Favorite Shape
You grew up among other creatures and constantly used your magic to become one of them.
Benefit: Choose one (transformation) talent. Twice per day as a swift action when using shapeshift to apply this (transformation) to yourself, you may extend the shapeshift’s duration without spending a spell point.
Friendly Fortune Teller
You have worked as a professional diviner, and have mastered techniques for performing many divinations in a day.
Benefit: Two times per day, while touching a creature or an object, you may as a free action decrease the spell point cost to divine by 1. You only divine information about the touched creature or object when using this trait.
Gift for Magic
Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal.
Benefit: Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
Healing Reserve
You have learned to use your own blood to fuel your magic.
Benefit: Once per day, you may spend a free action to gain a temporary spell point, but you lose one hit point. This cost can not be reduced in any way and can not be a temporary hit point. The spell point persists until the start of your next turn, and must be spent on talents and effects related to the Life sphere.
Kinetic Drain
You know how to harness the power of motion and use it for spellcasting.
Benefit: Once per day, you may spend a move action to gain a temporary spell point. This point persists until the start of your next turn, and must be spent on talents and effects related to the Telekinesis sphere.
Lightbringer
You have learned to overcome darkness with light.
Benefit: You gain a +2 trait bonus to the magic skill bonus and magic skill defence of your Light sphere effects when determining their interaction with Dark sphere effects.
Nightbringer
You have learned to overcome light with darkness.
Benefit: You gain a +2 trait bonus to the magic skill bonus and magic skill defence of your Dark sphere effects when determining their interaction with Light sphere effects.
Omen Reader
You understand the workings of magic like a second language.
Benefit: You may cast read magic as a spell-like ability which you may use at-will as a standard action. For the purpose of this spell-like ability, your effective caster level is equal to 1/2 your Hit Dice (minimum 1).
Photosynthetic Magic
The light of the sun is powerful, and you can harness it for your own magic.
Benefit: After spending at least one hour in true sunlight over the course of a day, you gain an additional spell point that can only be spent on talents and effects related to the Light sphere. Time spent in the sun does not need to be consecutive. You cannot gain more than one spell point a day this way.
Pocket Space
You have slight talent or training in the magical art of bending space.
Benefit: You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent.
Potential Energy
You learn to conserve but ready your energy, poising it on the edge but holding it back until you need it most.
Benefit: You gain a second spell point pool that can hold two spell points. This spell pool never refreshes, but you may fill it by shifting points from your primary spell point pool as a full-round action. These spell points may only be spent on talents and effects related to the Telekinesis sphere.
Practiced Surge [WM]
Your intense study has granted you some measure of control over your wild magic events.
Benefit: Once per day, when you make a wild magic event roll, you may choose to add or subtract 1d6 from the roll after the result of the roll has been revealed. You must choose whether to add or subtract before rolling the 1d6. You gain an additional daily use of this ability at 5 Hit Dice and every 5 Hit Dice thereafter.
Predetermined Caster
You have been visited by beings from another dimension, who prepared you for your destiny.
Benefit: You gain a +1 trait bonus to caster level when using talents or abilities from the Fate, Time, and Warp spheres. This bonus cannot cause your caster level to exceed your Hit Dice. In addition, 1 per day you may cast the cantrip guidance as a spell-like ability.
Restorative Adept
Prerequisite: Creation sphere.
Benefit: The damage you heal with alter (Repair) increases to 1d8 + 1/2 your caster level. If you possess Potent Alteration, the amount is increased to 1d10 + your caster level.
Smoke And Mirrors
You learned your magic from learning mundane illusionist tricks and adapting that knowledge for use with magic.
Benefit: Gain a +1 trait bonus to caster level with the Dark, Illusion and Light spheres and a +2 trait bonus to Perform checks when you augment a performance with magic. This bonus cannot cause your caster level to exceed your Hit Dice.
Transcendent Intuition
You learn as much from experience as from books.
Benefit: Choose a Knowledge skill. You may use your Wisdom modifier or Charisma modifier (whichever is higher) instead of your Intelligence modifier when attempting checks with this skill.
Unorthodox Casting
Perhaps you are a druid trained in nature magic by a fey such as a nymph or satyr; maybe you grew up in a great library where you studied the magic of nature and geography; or perhaps you learned magic from an academic who combined study and meditation in equal measures. Either way, you embrace unorthodox techniques that change your approach to magic.
Benefit: Choose any one mental ability score. You use that score as your casting ability score instead of the one granted by your casting tradition.
Unrealized Telekinetic
You possess under-developed telekinetic potential.
Benefit: You may use the mage hand cantrip as an at-will spell-like ability with a caster level equal to your character level. In addition, you can qualify for Protokinesis feats without possessing the Telekinesis sphere. For the purposes of these feats you are treated as having a caster level equal to half your character level and may choose one mental ability as your casting ability score, if you do not possess a casting tradition already.
Special: If you later gain access to the Telekinesis sphere, you may immediately replace this trait with the Kinetic Drain or Potential Energy trait.
Waking Dreamer
You are more connected to dreams than others.
Benefit: Twice per day as a full-round action you may grant yourself a temporary spell point. This spell point may only be used on Illusion or Divination sphere effects and dissipates after a number of rounds equal to your Hit Dice.
Weird Virtuoso [DRS]
Source: Diamond Spheres: Harmony & Discord
You can use Perform (dance) to subtly provide somatic components (as per the Sleight of Hand skill use) and Perform (oratory or sing) to whisper verbal components (as per the Spellcraft skill use). You gain a +1 trait bonus to Perform checks to subtly provide somatic components or to whisper verbal components.
Race
Fey-blood
You have traces of fey blood in your veins, granting you an affinity for fey magic.
Benefit: Twice per day, you may spend a standard action to activate a fey-blessing, reducing the spell point cost by 1.
Special: A member of any race may select this trait.
Inured to Chaos [WM]
Resistance to chaotic magic runs in your blood.
Benefit: You may roll twice and take the best result on any save against a wild magic event.
Minor Bioluminescence
Your skin (or a patterned portion of it) shines with a strange luminescence that many find to be mesmerizing.
Benefit: You shed light as a candle, increasing the light level by one step 5 feet around you, and may turn this light on or off as a free action. So long as the light is on, you gain a +1 bonus on Bluff checks. In addition, Bluff is a class skill for you.
Special: A member of any race may select this trait, representing distant ancestry to celestial or other light-based creatures, or an atypical mutation of some kind.
Region
Colloquial Terms [SoG]
You know how to say things so only locals understand your meaning. The DC for a creature to understand a secret message you pass is increased by 5 unless they are from your home region. You get a +4 trait bonus on Linguistics checks to communicate with a creature without sharing a language. While you share a Communication sphere rapport (yours or someone else’s), these benefits apply to all creatures sharing the rapport.
Focused Hearing (Temperate Forest)
Benefit: As a full-round action you may grant yourself blindsense 10 feet for one round.
Guide (Region) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Choose a single acclimation benefit from the Navigation sphere (even if you do not possess the sphere). You can use the acclimate Navigation sphere ability to grant the chosen acclimation benefit to yourself and 1 creature of your choice.
If you possess the chosen talent, you treat your associated ranks as being 1 higher for determining the effect of the chosen acclimation benefits.
Ink in the Blood (Shadow Plane)
Benefit: Gain a shadow point and a shadow pool. You are treated as having the create reality class feature for the purposes of meeting prerequisites for surreal feats.
Tetrachromacy (Jungle)
Benefit: You experience a broader spectrum of color. Gain a +2 circumstance bonus to Perception against creatures and objects receiving a circumstance bonus to Stealth and a +2 circumstance bonus to Will saves against visual figments that do not include the Complex Illusions talent.
Religion
Aura
Benefit: You shed light as a torch, illuminating a 10-foot radius with normal light and increasing light by one step (to a maximum of normal) 10 feet beyond that. This light is a supernatural ability, and you may turn this light on or off as a standard action. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you.
Born Healer
Benefit: Your cure ability heals an additional 1d8 hit points.
Doom Cultist
Benefit: You gain a +1 trait bonus to caster level for the Blood, Death, and Destruction spheres. This bonus cannot cause your caster level to exceed your Hit Dice.
Religious Orator (Religion for a publicly known religious organization) [SoG]
You can use Wisdom in place of Charisma for Perform (oratory) checks and you gain a +2 trait bonus to Perform (oratory) checks made as an impressive display of skill or to entertain. The bonus increases to 4 against followers of your religion.
Sun Worship
By dedicating yourself to the sun, you have become inured to its effects and attuned to its nature.
Benefit: You are immune to the dazzled condition. In addition, you may qualify for the Photosynthesis and Sense Light feats as if you possessed the Light sphere.
Untethered
You follow a spiritual path of freedom, distancing yourself from the world in order to achieve enlightenment.
Benefit: You may choose to count yourself as either one size smaller or one size larger when you would be affected by telekinesis due to your ability to detach yourself from worldly bonds.
Social
Author [SoG]
Choose one Artistry skill. Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10.
Compassion
Benefit: You may use Charisma in place of Wisdom when you use your Heal skill, and Heal is always a class skill for you.
Empathetic [SoG]
You may add your Charisma modifier instead of your Wisdom modifier when determining your Sense Motive bonus.
Guardian Of The Real
Benefit: You gain a +2 trait bonus to Knowledge (planes) to identify monsters. The Knowledge (planes) skill is always a class skill for you.
Hard to Impress [SoG]
You gain a +2 trait bonus on saving throws against the fascinated and impressed conditions or any anger condition as well as charm effects. Increase the DC of skill checks to give you any of those conditions by 2.
Impersonator
Benefit: You gain a +2 trait bonus to Bluff checks to impersonate another creature and Bluff is always a class skill for you.
Learned Readiness [BaP]
You grew up in an area of chaotic turmoil, whether ravaged by war or facing persecution, and know how to see danger on the horizon and prepare. Perception is always a class skill for you. In addition, if a casting tradition you possess includes the Prepared Casting general drawback, when you assign your spell points, you may choose to leave up to two spell points unassigned. Until the next time you rest and regain spell points, you may spend 15 minutes to assign one or both unassigned spell points. Unassigned spell points cannot be spent on sphere abilities until assigned.
Meditative
Benefit: Two times per day when casting Divination (sense) abilities, you may increase the casting time to 10 minutes to reduce the spell point cost by 1. You may not apply any metamagic feats to any sense modified by this trait.
Military Historian
Benefit: You gain a +4 trait bonus to Knowledge (history) checks and Knowledge (local) checks when dealing with military history, important military leaders, famous soldiers, or historic battlefields. One of these skills (your choice) is a class skill for you.
Paranoid
Benefit: You gain a +2 trait bonus to Sense Motive checks and Will saves vs. illusions, enchantments, and Mind sphere effects. This bonus does not apply to fear effects and is instead a -1 penalty.
Planar Dealing
Benefit: You gain a +2 trait bonus on Charisma-based checks against outsiders. If you have an ability to substitute another ability score when attempting such checks, this bonus still applies. Additionally, you receive a 10% discount whenever bargaining for the services of a called outsider.
Reliable Leverage [SoG]
You have always had a knack for getting into trouble and quickly finding a way out again. When using the change tactics skill leverage use, a roll of a 1 on the die is instead treated as a 2.
Scaredy Cat [Catgirl HB]
Being afraid isn’t always a bad thing, sometimes it means insurmountable courage. Other times it means dashing away to hide under the covers.
The first time the source of a non-instantaneous fear effect would cause you to become shaken or frightened (but not panicked), you are not affected until the end of your next turn. During your next turn, if you leave the fear effect’s area of effect or would no longer be a valid target for the effect (such as by breaking line of sight), you are unaffected by that fear effect.
This trait only works once per day for each source of a fear effect. For the purposes of this trait, a non-instantaneous fear effect is one which affects an area for a length of time, such as an aura, spell effect with a duration, or other similar source.
Example: You fail a saving throw against a dragon’s frightful presence ability. You are not immediately shaken, and may act normally during your next turn. If you do not leave the aura’s area of effect, you are affected by the fear effect normally. The dragon is treated as a single source of a fear effect, even if it could produce fear effects with multiple abilities (such as using Intimidate, through magic, etc.).
Social Butterfly (requires Communication sphere) [SoG]
You may maintain a rapport with an additional creature, as long as they are at least friendly towards you. If their attitude toward you becomes indifferent or worse, their rapport immediately ends.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book