Background Traits

Common background traits are available regardless of starting region. Restricted background traits are available to some starting regions, but not all. Exclusive background traits are available only if you have a specific starting region.

Common Background Traits: acrobat, adventurous inheritance, arcane defiler, arcane inheritance, caravan guard, charlatan, confidence artist, divine inheritance, hearty, mage apprentice, martial inheritance, martial talent, mercenary training, nature mage, outdoorsman, primal soul, psionic talent, resilient, toughened, small game hunter, sorcerous gift, strong faith

Acrobat [Any]
You have trained as a professional acrobat. This has honed your reflexes and quickened your reactions.
Description: You gain a +1 bonus to Reflex defence and initiative checks.
Restrictions: You must be trained in Acrobatics to select this starting trait.

Adventurous Inheritance [Any]
One of your ancestors or a family friend was an adventurer. You have always admired their tales of adventure, and now they left you a modest inheritance.
Description: You gain a +1 bonus to Reflex defence. You begin play with an augmenting whetstone and either an amulet of protection +1 or a restfull bedroll.
Restrictions: You cannot select any other starting traits with the word ‘inheritance’ in them.

Arcane Collegiate [Khelpath]
The Arcane College of Altair is one of the most renowned and well known in all of Union. The curriculum focuses heavily on the practical application of ritual magic.
Description: You gain a +1 bonus on skill checks made to perform rituals. You add two 1st level rituals to your ritual books. You begin with 50 gp worth of reagents (of your choice).
Restrictions: You must have the Ritual Caster feat to select this starting trait.

Arcane Defiler [Any]
You have learned the ancient and reviled art of defiling. By drawing the energy from the land, you leave it dead and barren for generations to come, but your spells gain so much power from it. Once an arcanist begins to use defiling, it becomes increasingly hard to resist using it at every opportunity.
Description: You gain the arcane defiling power.

Arcane Defiling Arcane Defiler Utility
You draw upon the vitality of nearby life to fuel your magic, heedless of the harm you cause to the land and your allies.
At-Will ✦ Arcane, Necrotic

Free Action Personal
Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.

Arcane Inheritance [Any]
One of your ancestors or a family friend was a magic user. You chose to learn magic because of their example. Your childhood idol gifted you with a magical bauble to begin your career with.
Description: You gain a +1 bonus to Will defence. You begin play with a magic orb +1, magic rod +1, magic staff +1, magic tome +1, or magic wand +1.
Restrictions: You cannot select any other starting traits with the word ‘inheritance’ in them.

Big Game Hunter [Arche Peninsula, Dantii Plains, Karcak, Sendine Plain, Viridian Woods]
Hunting large game is a form of sport for some, but for many others it is the only way to feed their families. While a day spent hunting small game might feed a few, one successful hunt of a large enough beast can feed a small tribe or a village for a week or more.
Description: You gain a +1 bonus to damage rolls vs Large or larger natural beasts. At 11th level, this increases to +2 damage, and at 21st level this increases to +3 damage.

Black Arrow Training [Goblin Woods]
You have trained among the Black Arrow Society, a group of goblin archers. You have come away with clever tactics for close-range archery.
Description: When you spend an action point, until the end of your next turn ranged attacks you make do not provoke opportunity attacks.

Black Viper Apprentice [Ipashian Empire]
The Black Vipers are a group of assassins in the Ipashian Empire. They specialize in the use of non-violent death, such as poison, and arranging ‘accidents’ through sabotage. You have learned some of their techniques, but if you ever betray their trust, you will never be able to feel safe going about your daily routine.
Description: You add Stealth or Thievery to your class skill list. You gain resist 2 poison. At 11th level, this improves to resist 5 poison, and at 21st level, this improves to resist 7 poison. If you already have poison resistance, increase the value by this amount.

Caravan Guard [Any]
Years spent travelling with a caravan of merchants. You have learned enough of a few tongues to make yourself useful to employers from a variety of nations. You have also learned the importance of constant vigilance.
Description: You learn any two regional languages, and gain a +1 bonus on initiative checks.
Restriction: You must have proficiency in light shields and with martial melee weapons to select this background trait.

Catechism [Theocracy of Abria]
Children in the Theocracy are expected to attend religious classes, teaching them the tenants of their parent’s faith. Although not required, the classes are free and the children are offered a simple noontime meal, so most attend at least a few of them.
Description: You add Religion to your class skill list. You gain a +1 bonus on Religion checks. You gain 2 hit points.

Cave Dweller [Deepshadow Enclave, Goblin Woods, God’s Reach Mountains, Greypeak Mountains, Kobold Tribe, Naga Coven, Wilderness]
You spent a large portion of your life underground in a cave complex.
Description: You add Dungeoneering to your class skill list. You gain a +1 bonus to Dungeoneering checks. You learn Deep Speech as an additional language.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

Centaur Scout Training [Centaur Tribe]
Centaurs send patrols around their lands, watching outsiders from a distance unseen. Those who have a sharp eye are trusted with this duty, and taught techniques that allow them to escape enemy archers to warn their tribe.
Description: You gain a +1 bonus to Perception checks and Reflex defence.

Charlatan [Any]
You have a checkered past, selling ‘magical’ cures, and treating the sick with your ‘magical’ powers. Whether or not you have left behind this deceptive lifestyle, a lifetime of lying and magical fakery has its advantages.
Description: Add Bluff to your class skill list. You gain a +1 bonus to Arcana and Bluff checks.

Child of the Vale [Hidden Vale]
The Hidden Vale is a blessing to the dragonborn people, a safe place to raise their children away from the outside world. You grew up surrounded by your people, learning from them.
Description: You gain one healing surge, and can add any one skill to your class skill list.

City Dweller [Damroth, the Dragonsworn Empire, Elemesnedene, Ipashian Empire, Kassion, Kelapth, Theocracy of Abria]
Growing up in a large urban area has challenges of its own, you have had to deal with a large variety of people, many of which you may never have chosen to associate with. You have also had to learn to deal with many distractions and temptations.
Description: You add Bluff, Diplomacy, and Insight to your class skill list. You gain a +1 bonus to your Will defence.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

City of the Beast [Garuk Ch’aldath]
Growing up in the ruins of Garuk Ch’aldath was an interesting experience. You slept on a bed of grass and weeds with stars peeking down on you through the holes in the roof. You had to learn how to climb broken walls and jump from rooftop to tree shortly after you learned to walk. You are much hardier than soft city folks with their houses and beds.
Description: Add Acrobatics, Athletics, and Endurance to your class skill list. You gain one healing surge.

Citizen of Kelpath [Kelpath]
Kelpath has always been a nation that tries to settle things peacefully. You have learned to speak the language of some of your neighbours, and have learned to see things from others points of view.
Description: Add Diplomacy to your class skill list. You gain a +1 bonus to Diplomacy checks. You learn one additional regional or racial language of your choice.

Confidence Artist [Any]
You have made a living of lying and cheating others out of their money.
Description: Add Bluff and Streetwise to your class skill list. Once per day, you can reroll a single Bluff or Streetwise check.

Cosmopolitan [Kassion, Theocracy of Union]
You have lived in a diverse city, interacting with many races and cultures. You have picked up a few languages, and have been exposed to a diversity of talents and professions.
Description: You learn two additional languages. Add any one skill to your class skill list.

Coven Training [Naga Coven]
You have been trained as a guard by your Coven. You have learned how to wield a variety of blades and how to resist mental domination.
Description: You gain a +1 bonus to your Will defence. You gain proficiency with any three simple or military weapons from the light blade or heavy blade weapon groups.

Criminal Education [Aol, Damroth (City), Halfling (Strongheart City), Innersea Commonwealth, Ipashian Empire, Karcak, Kassion, Kelpath, Menii, Non-Treaty Dweller, Theocracy of Abria, Viridian Woods]
You spent years on the streets, living a life of crime. Stealing, begging, prostitution, maybe even murder, whatever it took to get by. You have left that life behind, but you never can forget what you learned during those years on the street.
Description: You add Stealth, Streetwise, and Thievery to your class skill list. You gain a +1 bonus to Stealth, Streetwise, or Thievery checks.

Crimson Arrows Training [Gnoll Pack]
The Crimson Arrows are elite snipers among the gnolls. You have learned a few of their techniques for attacking targets at extreme range.
Description: When you spend an action point to make a ranged basic attack or a ranged at-will attack power, you increase its range. If the power has a range of Ranged weapon, increase the short and long range each by 5. If the power has a fixed range (such as Ranged 10) increase the range by 5.

Darian Mountain Patrol [Damroth (City), Ipashian Empire]
You have patrolled the borders between Damroth and the Ipashian Empire. Your years spent fighting the undead that are so common there have taught you a few tricks to return the unliving to their graves.
Description: You gain a +1 bonus to damage rolls against creatures with the undead keyword. At 11th level, this increases to +2 damage, and at 21st level this increases to +3 damage.

Dawnblossom Graduate [Innersea Commonwealth]
Dawnblossom Academy is a select school dedicated to training adventurers. They teach a balanced curriculum, that focuses on combat readiness and practical applications.
Description: You gain a +1 bonus to Arcana or Endurance checks. You gain a +1 bonus to initiative. You gain 1 extra hit point.

Desert Dweller [Eastern Continent, Eternal Desert, Menii, Wilderness]
Living in the desert allows you to become inured to heat and fire.
Description: You gain resist 2 fire. At 11th level, this improves to resist 5 fire, and at 21st level, this improves to resist 7 fire. If you already have fire resistance, increase the value by this amount.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

Divine Inheritance [Any]
One of your ancestors or a family friend was a devout religious figure. You drew faith from their example. You carry a holy symbol given to you by your mentor.
Description: You gain a +1 bonus to Will defence. You begin play with a magic holy symbol +1.
Restrictions: You cannot select any other starting traits with the word ‘inheritance’ in them.

Ecclesiatistic Schooling [Aol, Damroth (City), Elemesnedene, Halfling (Strongheart City), Ipashian Empire, Kassion, Kelpath, Monastic Orphanage, Theocracy of Abria]
You have spent considerable time copying texts for a scholarly, political, or religious group. Through this constant exposure to literature, you have learned a considerable amount about a few subjects, not to mention a great deal of mental fortitude and patience.
Description: You gain a +1 bonus to your Will defence. You gain a +1 bonus to checks with any one Int- or Wis-based skill (your choice).

Fanatical Teachings [Deepshadow Enclave, Gnoll, Ipashian Empire]
You have had the fanatical teachings of your people poured into your head from a young age. Although some people believe that such teachings have made you a bit mad, you draw strength from your beliefs. Even if you choose to question the beliefs you were taught, exposure to them makes you more resistant to further propaganda.
Description: You gain a +1 bonus to your Will defence. You gain a +1 bonus on saves to end any charm, daze, dominated, or stun effect.

Feywild Hunter [Elemensnedene, Feywild Enclave]
You have some experience fighting the beasts of the feywild. You have learned some basic tactics that assist you in combat against all forms of beasts of that realm.
Description: You gain a +1 bonus to damage rolls vs fey beasts. At 11th level, this increases to +2 damage, and at 21st level this increases to +3 damage.

Feywild Native [Feywild Enclave]
You grew up in the Feywild. In this wild and wondrous world, you needed to learn much about the nature of magic and the powers of nature in order to thrive.
Description: You gain a +1 bonus to Arcana and Nature checks.

First Tree Acolyte [Viridian Woods]
The Circle of the First Tree is an order of nature priests and followers of the primal path dedicated to the preservation of life and the conservation of nature. They teach their secrets to those who promise to do what they can to protect the natural world.
Description: You add Nature to your list of class skills. You gain a +1 bonus to Nature checks. When you spend an action point the next power you use with the healing keyword heals an additional number of hit points equal to your Wisdom modifier to one target. This benefit is lost if you do not use a power with the healing keyword before the end of your next turn.

Forest Dweller [Centaur Tribe, Elemesnedene, Gnome Clan, Gnoll Pack, Goblin Woods, Hidden Vale, Kelpath, Menii, Viridian Woods, Wilderness]
You grew up in a woodland area. You spent years playing, and later working in the forest. You feel at home in the woods.
Description: You add Athletics and Nature to your class skill list. You gain a +1 bonus to checks with one of these skills (your choice).

Giant Tactics [Giant Tribe]
The smaller races outnumber giants. Often a small group of giants, or an individual, must defeat a much larger group of smaller humanoids in order to survive. Millennia of such skirmishes have taught the giants to use their size to their advantage. No all giants learn to master these tactics, but some will always find them useful.
Description: You gain a +1 bonus to damage rolls vs Medium or smaller humanoids. At 11th level, this increases to +2 damage, and at 21st level this increases to +3 damage.

Glimpse of the Unknowable [Deepshadow Enclave]
You have seen something that your mind could not handle. Perhaps you went mad for a time, or perhaps you simply buried the memories. Whatever you saw, a part of it is still in the back of your mind. Your sanity is forever in question, but you are much more resistant to mental shock, and effects that hold you in place.
Description: You receive a +1 bonus to saving throws to end effects that daze, stun, immobilize, or restrain you.

Greenfang Gang [Goblin Woods, Karcak]
Famous in the goblin woods, the Greenfang gang is a successful network of bandits. Using surprise tactics, they take out serious threats before they have a chance to react. Typically, upon seeing the fate of their guards and leaders, the rest of the caravan offers no resistance.
Description: You gain a +1 bonus to initiative checks. When you make an attack on a surprise round, you deal an extra +1 damage. At 11th level, this increases to +2 damage, and at 21st level this increases to +3 damage.

Grieving Guard [Grievenhome]
Those who spend time as part of the Grieving Guard learn always to be alert. The beatings the officers give when they find a guard not paying attention are only slightly less severe than that of the many foes that attack Greivenhome on a regular basis.
Description: Once per day you can reroll an initiative check. You must keep the result of the reroll, even if it is lower. You also gain 3 hit points.

Grey Orc Sentinel Training [Orc (Grey)]
The Sentinels of the grey orc tribes are among the most highly trained. They believe that remaining hidden from your enemies is as important as tracking their movements. Skilled Sentinels are able to shadow groups of trained troops for days without them ever being aware that they were being watched. It is only because of the Sentinels that the grey orc tribes are able to hide their villages in the Greyshadow Mountains.
Description: You gain a +1 bonus to Perception and Stealth checks.

Grey Hills Graduate [Khelpath]
The Grey Hills Academy specializes in necromantic magic. Although not everyone who studies there specializes in death magic, the powerful and dangerous energies that saturate the area in and around the Academy render its students resistant to such forces after a few years of exposure.
Description: You gain a +1 bonus to Arcana checks. You gain resist 2 necrotic. At 11th level, this improves to resist 5 necrotic, and at 21st level, this improves to resist 7 necrotic. If you already have necrotic resistance, increase the value by this amount.

Greypeak Bandit [Greypeak Mountains]
You have spent some time robbing travellers in the passes through the Greypeak Mountains. Although patrolled at frequent and random intervals, Rodon Pass can be very lucrative for a patient and daring bandit. For those who are risk-adverse, Greyshadow Pass is patrolled less often but travellers tend to carry less wealth through this dangerous pass.
Description: Add Intimidate and Stealth to your class skill list. You gain a +1 bonus to one of these skills. You also begin with an additional 100 gp in starting funds.

Greysword Training [Damroth (City)]
The Greysword Guild is one of the largest and best known in Damroth. They offer excellent training to those who sign a contract with the guild for five years. Those who don’t relish a being a sword-for-hire can still seek training, if they are willing to pay the steep prices the Greysword instructors charge.
Description: You gain 1 healing surge. You gain a +1 bonus to Endurance checks or initiative checks (your choice).

Guard Training [Aol, Damroth (City), Deepshadow Enclave, Elemesnedene, Halfling (Strongheart City), Innersea Commonwealth, Karcak, Kassion, Kelpath, Khaldain, Menii, Orc (Grey), Naga Coven, Theocracy of Abria, Viridian Woods]
You have trained as a member of the guard of a city or a major town. Although their tactics are fairly basic, they emphasize quick response to threats and offer weapon training.
Description: You gain a +1 bonus to initiative checks. You also gain proficiency with any simple or military weapon of your choice.

Guardian Spirit [Arche Peninsula, Damroth (Tribal), Giant Tribe, Orc (Common Tribe), Viridian Woods]
You are protected by a primal spirit. Perhaps it as an ancestor of yours, or a clan totem animal. It watches over you to the best of its limited abilities. When hard pressed, it can briefly ward you from harm.
Description: When you use the second wind ability, you gain resist 2 all until the end of your next turn. At 11th level, this improves to resist 5 all, and at 21st level this improves to resist 7 all.

Hearty [Any]
You are significantly tougher than average. Your body and mind can handle more punishment, and you recover from attacks more readily.
Description: You gain 1 healing surge. You gain 3 extra hit points.

Hunted [Outsider]
You have spent years hunted by agents of ‘civilization’. Although you would never wish being constantly hounded and never feeling safe on anyone, you have learned how to handle fear.
Description: Once per encounter, you can reroll a failed saving throw against a fear effect.

Incarnation Fragment [Multiple Incarnation]
Sometimes a deva has one particular past life that they remember quite a bit of. When a deva has one of these incarnation fragments, he or she can often remember some significant bit of skill or training from that past life.
Description: Choose one multiclass feat that you meet the prerequisite for. You gain that feat. In addition when selecting feats, you can gain multiclass feats from two different classes (the one you selected with this trait and one other).

Innersea Islander [Innersea Commonwealth]
Those who live on the islands of the Innersea, are expert climbers, divers, and swimmers. This active lifestyle and the mild climate make the islanders hardier.
Description: You gain training in Athletics. You gain a +1 bonus to all Athletics checks. You gain one healing surge.

Ipashian Imperial [Ipashian Empire]
Ipashians believe themselves to be far more civilized than any other nation. They point to their sophisticated use of language as proof of their civility. Outsiders see Ipashians as liars, and their bureaucracy as corrupt.
Description: You add Bluff, Diplomacy, Intimidate, and Streetwise to your class skill list. Once per day you can reroll a skill check with one of these skills, you must keep the result of the reroll even if it is worse.

Jungle Dweller [Eastern Continent, Galmaran Jungle, Menii, Wilderness]
Living in the jungle you have learned to survive in harsh conditions and to manoeuvre through the jungle with ease.
Description: You add Athletics and Endurance to your class skill list. You gain a +1 bonus to your Fortitude defence.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

Leap of Heaven [Eternal Desert]
Slaves of the Throneborn have only one escape, the leap of the heaven. The Throneborn do not attempt to stop slaves from jumping off the waterfall if they wish to escape. Although it would seem to be certain death to jump over 2,000 feet off a waterfall, there have always been legends of one or possibly more of the thousands who have attempted the leap of heaventhat have somehow survived. To many, even a relatively quick death would be better than the continued existence of a slave.
Description: You gain a +1 bonus Endurance checks and to Fortitude defence. When you fall, reduce the damage by one die.

Learned Through Repetition [Multiple Incarnations]
Some skills a deva learns over and over, through hundreds of lifetimes. Sometimes these skills are a new language, or a simple skill such as sewing. These skills are much easier for a deva to learn, as they simply have to ‘remember’ how to do them. A rare few deva have the miraculous knack of learning feats that should be beyond their meagre abilities, something they owe to having learned these feats many times before.
Description: Choose one ability score that is not your highest ability score. You can meet the prerequisites for feats as if that ability score was equal to your highest ability score.

Legacy of Aol [Aol]
Although the tragedy of Aol lost much of its lore, much is still left. Those who dedicate the time to studying the fragments of lost rituals can gain significant insight into the workings of great magic.
Description: You gain a +1 bonus to your Will defence. You know one additional 1st level ritual of your choice. You begin play with 50 gp worth of ritual components (of your choice). You gain a +1 bonus to Arcana or Religion checks (your choice).
Restrictions: You must have the Ritual Caster feat to select this starting trait.

Lightfoot Wanderer [Halfling (Lightfoot Clan)]
Lightfoot clans have travelled from village to village and town to town trying to eke out a living and stay away from conflict. They use their words to try to avoid fights. When words fail, the lightfoot keep ahead of their problems. Only when both their words and their feet fail them do they resort to bloodshed.
Description: You gain a +1 bonus to Diplomacy and Endurance checks.

Mage Apprentice [Any]
Being apprenticed to a mage offers a one on one approach to learning arcane lore. Unfortunately, many apprentice mages spend as much time doing chores for their masters as they do learning.
Description: You add Arcana to your list of class skills. You gain a +1 bonus to Arcana checks. Once per day you can reroll an Arcana check, you must keep the result of the reroll even if it is worse.

Martial Inheritance [Any]
You were inspired by a relative, friend or personal hero. Their tales of adventure kindled in you the desire to become a great warrior, and you start your adventures with a piece of enchanted armament used by your idol.
Description: You gain a +1 bonus to Fortitude defence. You begin play with a suit of magic armour +1 or a magic weapon +1.

Martial Talent [Any]
You have a natural talent for martial pursuits. You have learned to get the most out of your exploits when you need to.
Description: You gain a +1 bonus to Fortitude defence. When you spend an action point, you gain a +1 to damage rolls with any basic attack or with a martial exploit. This damage bonus increases to +2 at 11th level, and +3 at 21st level.

Mechanician [Loknar]
You have a natural aptitude, improved by years of practice, for mechanical devices. You have learned to get the most out of the tools you have at hand, and to create better ones.
Description: You add Dungeoneering and Thievery to your class skill list. When you use a set of masterwork tools or a kit to gain a bonus to a skill check, increase that bonus by 1.

Mercenary Training [Any]
You received some basic physical training and combat training from a mercenary company. This was done either for a large sum of coin, or for a promise of one or more years of service.
Description: You gain a +1 bonus to Reflex defence and initiative checks.

Merchant House Initiate [Damroth (City), Halfling (Strongheart City), Innersea Commonwealth, Ipashian Empire, Kassion, Kelpath, Khaldain, Menii]
You have joined a prominent merchant house. You have learned much about the art of the deal, how to work a contact, and you have been given the opportunity to learn the merchant’s secret code.
Description: You gain a +1 bonus to checks with any two of the following skills; Bluff, Diplomacy, Intuition, or Streetwise. You can select merchant hand code as a language.

Merchant Prince [Kassion]
You have been groomed to become a prominent member of a merchant house. You have become a master of language, especially body language.
Description: You add Insight to your class skill list. You gain a +1 bonus to Insight checks and learn an extra racial or regional language of your choice. You can select merchant hand code as a language.

Military Education [Damroth (City), Halfling (Strongheart City), Ipashian Empire, Kelpath, Khaldain]
You have studied the history of war. By combining this knowledge with hours of practising and reenacting pivotal battles and ambushes, you have learned to anticipate combat and are always at the ready.
Description: You add Endurance and History to your class skill list. You gain a +2 bonus to initiative checks.

Ministry of Air [Shyr]
You have been trained by, and worked for, the Ministry of Air. This branch of the government deals with transportation, communication, and espionage. You have also learned some of their more esoteric skills.
Description: You gain a +1 bonus to Diplomacy skill checks and to your Reflex defence. When you use your second wind, you gain a +2 power bonus to your speed until the end of your next turn.
Restriction: You cannot select any other starting traits with the word ‘ministry’ in them.

Ministry of Earth [Shyr]
You have been trained by, and worked for, the Ministry of Earth. This branch of the government deals with defences of settlements and the production of food and harvesting of resources. You have also learned some of their more esoteric skills.
Description: You gain a +1 bonus to Endurance skill checks and to your Fortitude defence. You increase your healing surge value by 2.
Restriction: You cannot select any other starting traits with the word ‘ministry’ in them.

Ministry of Fire [Shyr]
You have been trained by, and worked for, the Ministry of Fire. This branch of the government locates and tries criminals and other undesirables, they are also responsible for any military manoeuvres outside of city limits. You have also learned some of their more esoteric skills.
Description: You gain a +1 bonus to Intimidate skill checks. When you score a critical hit, the attack deals +1d8 extra fire damage.
Restriction: You cannot select any other starting traits with the word ‘ministry’ in them.

Ministry of Water [Shyr]
You have been trained by, and worked for, the Ministry of Water. This branch of the government ministers to the sick and injured, mediating disputes, and transportation and distribution over water. You have also learned some of their more esoteric skills.
Description: You gain a +1 bonus to Heal skill checks and to your Will defence. When a non-minion enemy scores a critical hit on you, you can shift 2 squares after resolving the attack.
Restriction: You cannot select any other starting traits with the word ‘ministry’ in them.

Monastic Training [Monastic Orphanage]
You have trained in martial arts at a monastery.
Description: You add Acrobatics, Athletics, Heal, Perception, and Religion to your class skill list.

Mountain Dweller [Eastern Continent, God’s Reach Mountains, Greypeak Mountains, Khaldain, Wilderness]
Description: You add Acrobatics, Athletics and Endurance to your class skill list. You gain a +1 bonus to Endurance skill checks.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

Nature Mage [Any]
Description: You add Nature to your class skill list. You gain a +1 bonus on Nature skills. You learn Primordial as an additional language.

Never Still [The Travelling City]
You have taken the philosophies of the Travelling City to heart. You are restless and edgy when forced to stand still for even one second. Only when you move swiftly and unceasing are you truly comfortable. Mercy to those who are forced to wait somewhere with you.
Description: When you use a standard action to take a move action, you gain a +1 bonus to attack rolls and to all defences until the start of your next turn.

Noble Tutelage [Aol, Elemesnedene, Kelpath, Khaldain]
Nobles are trained in the art of speechcraft and how to handle a weapon for self-defence and for honour duels. The children of nobles are trained along with a select few others.
Description: You gain a +1 bonus to Diplomacy checks. You also gain proficiency with a simple or military weapon of your choice. You begin play with an extra 50 gp.

Officer Training [Damroth (City), Elemesnedene, Halfling (Strongheart City), Ipashian Empire, Kelpath, Khaldain]
You have trained in the history of war. You have also practised combat drills to improve your reactions.
Description: You add History to your class skill list. You gain a +1 bonus to History checks and initiative checks.

Open Hand Apprentice [Kassion]
You are, or were, an apprentice of the Guild of the Open Hand. The guild is a legal and public guild of pick-pockets and beggars. You have learned the secrets of both the beggars and the pick-pockets.
Description: You gain a +1 bonus to Reflex defence. You gain a +1 bonus to Thievery or Streetwise checks (your choice).

Order of the Closed Eye [God’s Reach Mountains]
The Order of the Closed Eye is an esoteric monastic order. They believe that by depriving themselves of sight for days at a time, they can learn to see with more than they eyes, but also to become unseen for a brief time.
Description: You gain a +1 bonus to Insight and Stealth checks. When you use your second wind, you gain concealment against ranged attacks until the end of your next turn.

Outdoorsman [Any]
Description: You add Nature and Perception to your class skill list. You gain a +1 bonus with checks with one of these skills (your choice).

Outsider [Outsider]
Description: You gain a +1 bonus to Endurance checks and Will defence.

Paranoia [Goblin Woods]
Those who spend any amount of time in the Goblin Woods learn never to relax. Anyone who is a sound sleeper or who becomes lost in though ends up dead. You have learned to always be in a position where you can defend yourself, or take out any threat in a hurry.
Description: Once per day, when you roll initiative you can move 3 squares.

Pirate [Aol, Innersea Commonwealth]
Description: You add Acrobatics, Athletics, Endurance, Perception, and Thievery to your list of class skills. You also begin with an additional 150 gp in starting funds.

Pride of the Horde [Orc (Common Tribe)]
Description: You gain a +1 bonus to saving throws until you fail a saving throw. You then lose the bonus until you take a short or an extended rest.

Prism Graduate [Aol]
Description: You gain resist 2 to a type of damage of your choice from the following list: acid, cold, fire, lightning, radiant, or thunder. If you already have that type of damage resistance, increase it by 2 instead. When you spend an action point to make a close attack, you gain a +1 bonus to all defences until the end of your next turn.

Plains Dweller [Arche Peninsula, Centaur Tribe, Dantii Plains, Eastern Continent, Giant Tribe, Kelpath, Sendine Plain, Wilderness]
Description: You add Perception to your class skill list. You gain a +1 bonus on Perception and Intimidate checks.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

Primal Soul [Any]
You have a natural talent for primal forces. You have learned to get the most out of your evocations when you need to.
Description: You gain 1 healing surge. When you spend an action point, you gain a +1 to damage rolls with any basic attack or with a primal evocation. This damage bonus increases to +2 at 11th level, and +3 at 21st level.

Private Education [Aol, Damroth (City), Elemesnedene, Halfling (Strongheart City), Ipashian Empire, Kassion, Kelpath, Theocracy of Union]
Description: You gain training in one skill from your class skill list.

Psionic Talent [Any]
Description: You gain resist 2 psychic. At 11th level, this improves to resist 5 psychic, and at 21st level, this improves to resist 7 psychic. If you already have psychic resistance, increase the value by this amount.

Public Education [Elemesnedene, Gnome Clan, Halfling (Strongheart City), Innersea Commonwealth, Kelpath]
Description: You gain a +1 bonus with any one skill you are trained in. You learn an additional language of your choice.

Resilient [Any]
Description: You gain a +1 bonus on saves against ongoing damage. Your healing surge value increases by 1.

Ruin Explorer [Aol]
Description: You gain a +1 bonus to Perception and initiative checks. You also begin play with a single level 1 common magic item of your choice.

Sandcaster Graduate [Ipashian Empire
Description: You add Arcana and Bluff to your class skill list. You gain a +1 bonus to your Will defence. You gain a +1 bonus to Arcana or Bluff checks (your choice).

Scavenger [Non-Treaty Dweller]
Description: You gain a +1 bonus to Endurance checks and Fortitude defence.

Secret of the Firebrands [Loknar]
You have trained in how to maintain and use firebrands. In your competent hands, a firebrand truly is a deadly and accurate weapon.
Description: You gain proficiency with the dart, lion, and wasp. When you use a firebrand to make an attack against a target with cover (but not improved cover), you ignore that cover. When determining starting equipment, you can purchase a firebrand at half the regular price.

Shadow of the Dragons [Shyr]
Description: Once per day, you can reroll a failed saving throw. You must take the result of the reroll.

Shadows of Glory [Empire of Shade]
Every treasure hunter in the ruins of the Empire of Shade dreams of finding an item of value or power. You have found just such an item. You have since learned to be careful what you wish for, for the power of your find has come with a steep price.
Description: Choose Fortitude, Reflex or Will. You gain a +1 bonus to the chosen defence. In addition you begin play with one of the following items. You have already triggered the curse of the item in question.
1) +1 cursed weapon
2) Level 1-4 common or uncommon armour of vulnerability
3) Level 1-4 common or uncommon berserker’s weapon
4) Level 1-4 common or uncommon boots of uncontrollable dancing
5) Level 1-4 common or uncommon blood-crazed weapon
6) Level 1-4 common or uncommon scarab of death
7) Level 1-4 common or uncommon shield of attraction

Shadowfell Native [Shadowfell Enclave]
Description: You gain a +1 bonus to Arcana and Dungeoneering.

Shadow Stalker [Shadowfell Enclave]
You have trained in how to combat natives of the plane of shadows. These tactics serve you well whenever, you are called upon to face them.
Description: You gain a +1 bonus to damage rolls vs creatures with the shadow origin. At 11th level, this increases to +2 damage, and at 21st level this increases to +3 damage.

Small Game Hunter [Any]
You have trained in hunting smaller animals. You use tactics that maximize the benefits of your size, and put your foe at a disadvantage. Hunters of small game are very common in Kelpath, the Viridian Woods, the Goblinwoods, the God’s Reach Mountains, and virtually all halfling communities.
Description: You gain a +1 bonus to damage rolls vs Small or smaller beasts. At 11th level, this increases to +2 damage, and at 21st level this increases to +3 damage.

Society of Shadows Brother/Sister [Karcak]
The society of shadows is a tight collective of thieves, assassins, and assorted criminals. The society is headed by those who have mastered shadow magic, but the lower ranks are primarily thugs, cut-purses, and con-artists. Those who specialize in stealth are called Walkers in Shadow, while those who specialize in trickery are called Whisperers in Shadow.
Description: You gain a +1 bonus to Reflex defence. You gain a +1 bonus to Bluff or Stealth checks (your choice).

Sorcerous Gift [Any
You have a natural talent for arcane pursuits. You have learned to get the most out of your spells when you need to.
Description: You gain a +1 bonus to Will defence. When you spend an action point, you gain a +1 to damage rolls with any arcane spell. This damage bonus increases to +2 at 11th level, and +3 at 21st level.

Storyteller’s Child [Eternal Desert]
Description: You can reroll any monster knowledge check you make, but must use the second result even if it’s worse than the first.

Strong Faith [Any]
You have a natural talent for divine magic. You have learned to get the most out of your prayers when you need to.
Description: You gain a +1 bonus to Will defence. When you spend an action point, you gain a +1 to damage rolls with any divine prayer. This damage bonus increases to +2 at 11th level, and +3 at 21st level.

Sunless Skies [Khaldain]
You have lived your whole life underground, never seeing the sky, the sun, or the stars. Now you have seen the surface, but you are never wholly comfortable with the vast emptiness above you.
Description: You gain a +4 bonus to initiative checks while underground. In addition, Dungeoneering is a class skill for you.

Swamp Dweller [Menii, Wilderness]
Description: You gain resist 2 acid. At 11th level, this improves to resist 5 acid, and at 21st level, this improves to resist 7 acid. If you already have acid resistance, increase the value by this amount.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

Theocratic Guard [Theocracy of Abria]
Description: You add Religion to your class skill list. You also gain a +1 bonus to Religion and initiative checks.

Throneborn Noble [Eternal Desert]
Description: You gain a +1 bonus to Intimidate checks and Will defence. You gain a +1 bonus to attack rolls against humanoid minions.
Restrictions: You must be human.

Toughened [Any]
Description: You gain a +1 bonus to Fortitude defence and 3 hit points.

Tradesman [Aol, Damroth (City), Ipashian Empire, Kassion, Menii, Viridian Woods]
Description: Select one skill that is not on your class skill list. You are trained in that skill.

Tribal Upbringing [Arche Peninsula, Damroth (Tribal), Dantii Plains, Giant Tribe, Orc (Common Tribe), Sendine Plain]
Description: You add Intimidate to your class skill list. You gain a +1 bonus on Intimidate and initiative checks.

Truedark Apprentice [Gloomwrought]
Description: You gain a +1 bonus to Will defence. You gain a +1 bonus to Arcana checks. You gain resist 2 radiant. If you already have radiant resistance, increase it by 2 instead.

Tundra Dweller [Damroth (City), Damroth (Tribal), Wilderness]
Description: You gain resist 2 cold. At 11th level, this improves to resist 5 cold, and at 21st level, this improves to resist 7 cold. If you already have cold resistance, increase the value by this amount.
Restriction: You cannot select any other starting traits with the word ‘dweller’ in them.

Wandering Mercenary [Wanderer]
Description: It takes four failed death saves to kill you.

White Halls Graduate [Damroth (City), Damroth (Tribal)]
Description: You gain a +1 bonus to Will defence. You gain resist 2 cold. If you already have cold resistance, increase it by 2 instead. When you spend an action point, your cold powers deal +1 extra cold damage on a successful hit until the end of your next turn. At 11th level, this increases to +2 cold damage, and at 21st level, it increases to +3 cold damage.

Worldly [Wanderer]
You have travelled the world and seen much of what there is to see. You have a broad array of experience to draw on, and are rarely caught entirely unaware.
Description: You add Insight, Nature, and Perception to your class skill list. You gain a +1 bonus to initiative checks and 1 extra hit point.

Background Traits

Abria SJPaladin