Regional / Heritage Traits

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.

Osirioni Regional

Relic Broker: You spent your childhood in the souk, running errands for merchants and bringing items and messages from collector to buyer and back again. You have a +1 trait bonus to Appraise checks and Appraise is always a class skill. The bonus is doubled to determine the value of goods of Osirion antiquity.

Tomb Rat: A childhood spent squirming your small body into ruins and collapsed areas to bring back ages-lost items for your tomb raider parents has left you with a +1 trait bonus to Climb and Escape Artist checks.

Tomb Raider: You have learned much of Osirioni trapmaking and you can make Search and Disable Device checks higher than DC 20, but only vs. the traps and hazards found in ancient Osirioni tombs and structures.

Ghul-Touched: You, or perhaps your mother, when she carried you, have felt the touch of the bodiless dead souls that haunt the crypts and desert sands. You have a +2 trait bonus to any saving throws you make versus ability drain from undead or to the check to avoid a negative level becoming permanant.

Pyramid Lore: Having studied the ancient writings of your ancestors, you know Ancient Osirioni as a bonus language, and gain a +1 trait bonus on any saving throws against the magical traps often found in Osirioni ruins.

Blade Binder: You have learned special tactics that allow you to entangle another's weapon within the curves of your own with great skill. You have a +2 trait bonus to checks to bind a blade (see the Pathfinder Chronicles Campaign Setting p 119 for rules on Blade Binding).

Secret of Cool Waters: You have learned a secret technique that allows you to survive the harsh desert heat better than most. These techniques cannot be shared with those not of desert blood, and some say that only the blessings of an Efreet can explain such a property! You have a +2 trait bonus to Fort saves vs. heat exposure and you suffer only a -2 penalty to this check from wearing armor or heavy clothing. On any day in which you wish to benefit from this bonus, you must consume twice your normal daily ration of water.

Sungazer Magician: You have spent many days staring at the sun, sometimes through special cloths, other times reflected in water or mica or special mirrors of brass, seeking to divine the secret mysteries of flame from the dancing spots in your eyes. In the light of the sun, any Fire spells you cast (not those activated from a scroll, wand or other device) have a secondary effect that Dazzles their targets for 1 round per level of the spell. Creatures sensitive to daylight suffer double the penalty.