Elf
Patient Aim: Your inhumanly patient instructors taught you special meditative
techniques that enhance your accuracy when you let go of urgency, and await
the most auspicious moment to fire. You gain an additional +1 to hit with a
single ranged attack if at least one full round is spent aiming.
Patient Spellcraft: You have learned to spend extra time gathering energies from the land around you, and from deep within yourself, to enhance the efficacy of your spells, unlike the frenzied and inefficient spellcasting of the shorter lived races. By taking a full-round action to cast a spell that normally takes 1 standard action, the spell is cast at +1 caster level. By taking 1 minute to cast a spell that normally takes 1 full-round action, the spell is cast at +1 caster level.
Inhuman Patience: You have learned that time is your ally, not your enemy, and that any task worth performing, is worth performing with excellence. Any time you would be capable of 'Taking 10,' you can take even longer (twice as long as necessary to take 10) to 'Take 12.'
Anticipatory Strike: By pausing and measuring the precise advantageous moment in which to strike, you lend both grace and power to your blows. Any time you take a Delay action to ready an attack, you gain a +1 to attack and damage with the delayed attack.
Dance of Blades: You have learned to take the fantastically intricate sword training of your earlier years and shape it into a dazzling display of martial artistry. You can take Perform (blade-dance) as a class skill, and use it to Perform, using a longsword, short sword, rapier or any special elven sword. When you spend a standard action making an Intimidate check by performing an inhumanly graceful display of swordsmanship, you can make additional Intimidate checks as a free action each round to maintain the effect, so long as you remain within combat and within view of the target. If the effect ends (through a failed check, losing line of sight to the target or a cessation in hostilities) you will have to use another standard action to re-initiate it.
Racial (Elf), Azlanti or Qadiran heritage
Wave-Kissed: Whether due to the blessings of a Marid, elemental ancestry
or a connection to the Aquatic Elves or Seaborn Azlanti, you were born in the
sight of water, and it is there that you feel your best. You can take 10 on
Swim checks (even in dangerous conditions), take the run action when swimming
in a straight line, and have a +2 trait bonus to all Swim checks. You can also
run on top of water as a double move or run action, but cannot end your action
on the water's surface without falling in.
Dwarf
Alehouse Stamina: Your upbringing toughened you against a life of working
(or fighting) hard and celebrating harder. You have a +2 trait bonus to Fortitude
saving throws vs. the effects of intoxication and to resist the effects of a
Forced March or other strenuous exertion.
Gustatory Adventurer: As a child, it seemed that anything that could fit in your mouth went into your belly, and as an adult, you have a reputation for being willing to sample anything, just once. You gain a +2 trait bonus to Fortitude saves vs. ingested poisons and drugs, or any diseases that are contracted from tainted or corrupted food or drink.
Impressive Beard: You always admired the magnificent beards of the heroes of dwarven legend, and strove at an early age to someday match their appearance, if not necessarily their deeds... You gain a +2 trait bonus to Diplomacy attempts against other Dwarves and a +2 trait bonus to Sleight of Hand checks to conceal one size Tiny item within your magnificently coiffed beard.
Gnome
Alchemical Specialist: Your alchemical training included such a strict
focus on a single concoction, that sometimes you feel like it's all you really
know how to do. You gain a +3 trait bonus to Craft (alchemy) checks when crafting
one particular alchemical preparation (alchemist's fire, or antitoxin, for instance).
Animal Fancier: You have always had a particular fascination with one type of animal, and lucked into an apprenticehip working with an animal handler of exactly that sort of beast. Sometimes you feel as if your chosen animal type understands you better than your own kinfolk. You gain a +2 trait bonus to Handle Animal (or Wild Empathy) checks with one particular type of animal, such as dogs, bears, horses, great cats or birds of prey.
The Nose Knows: You were blessed with a prodigious schnozz, and, all the better, it's actually quite sensitive. You gain a +2 trait bonus to Survival checks to track or forage, so long as your sense of smell could be a factor (in identifying edible foodstuffs / potable water, or following tracks).
Halfling
Quick Slip: A childhood of pranksterism (or perhaps guerilla warfare?)
has left you with an uncanny knack for harrying your quarry while remaining
unseen. As a full-round action, you can make a single missile attack, and then
make a 5 ft. step while attempting a Stealth check at a -10 penalty. If successful,
the target of the attack will not be able to tell which 5 ft. square you stepped
into.
Big Courage: You talk tough, for such a little fellow, and have the goods to back up what your selling! One round after succumbing to any fear effect, you can make another save to downgrade it one level. (Panicked to Frightened to Shaken to unaffected)
Small Talk: Below the gaze of the larger races, much information passes, as they glide overhead, oblivious. You have learned to tap into the naturally gossipy nature of some of your kin to garner useful information. You have a +3 trait bonus to Diplomacy checks made to gather information in any town that has an established Halfling population.
Gnoll (or Urgathoan Faith Trait)
Carrion Queen/King: You've always had a strange connection with scavenging
creatures, and you've leaned to cultivate this connection to influence their
behaviors. You have +2 trait bonus to Handle Animal (or Wild Empathy) checks
against carrion-eaters such as hyenas and vultures.