Character Creation

Custom Traits below:
Trait Description
Backgrounds:
Blooded They may link one skill not normally linked to Cha to Cha and for all purposes use their Cha mod for this skill a well as a +2 bonus to all Cha based skills (including the new one) as long as you keep up on your bloodline ritual duties (5-15 minutes at day). These individuals are known to live comfortable fully active lives into their 90s owing to their heritage.
Prime-Touched You were born is a situation of powerful magic or interacted with a Prime significantly, you see the world in a different way, gain low-light vision, and +4 to Spot Checks
Delusionist You have embraced the The Delusionist Heresy, and are an initiate. You gain a special version of the Ritual 1 feat that can only be used with magic related to water, but for all ritual checks you gain a +4 bonus, SPECIAL: you may take this Trait during play by losing one of your other Traits and becoming a Delusionist
Blessings (you may have no more than one)
Blessed of Umar provides a +1 bonus per follower (max +1/2 lvl) when leading an action
Characters must make a will save (DC intimidate results) or be/come shaken when successfully intimidated by this character
Blessed of Chor’a’Rai cannot drown in water (but still pass out when out of breath)
Provides a 1/scene healing surge equal to 1/4 of a characters HP.
Blessed of Kraton +lvl bonus to ride, +10 feet movement bonus on or off your horse.
Blessed of Thranor Have a sense for mortal danger, 1/scene reroll a failed Save or Initiative. +lvl to Inititive
Blessed of Tisha +lvl bonus to all crafting rolls, and an ability to craft magic items
Blessed of Heono +lvl bonus to Sense Motive, and lights you create/start/cause naturally pierce illusions.
Bloodlines (you may have no more than one of these) They all have a tell
Ghost-Touched / Blood of Old Gethenomie Those who have potent connections to their ancestors, a rare condition found and revered in Geth. These people are natural albinos. They can see (and interact with) ghosts who are not manifested. They also gain a +4 inherent bonus to all interactions with the dead, undead, or necromancy. If they take at least two Ritual Magic feats they gain Necromancy 1 for free. See Necromancy for tells
Old Maarish Blood You are a member of one of the few remaining pure blooded lines of warriors that sailed north with the first emperor. You gain a +2 bonus to attacks and damage as long as you weapon has fresh (spilled within an hour) blood on it (yours or someone else’s), If they take at least two Ritual Magic feats they also gain Blood Magic 1 for free. See Blood Magic for tells
True Heonease Blood You have the knack that all Heonease once had, but few have any claim to these days, you can hear truth and lies for what they are, all such utterances are clear to you you gain +20 to sense motive when detecting a lie split lobed ears
Wild Kratian Blood You have the wild draw to battle that ancient Kratian Berserkers had and your blood sings when you enter combat, you gain +10 to the first attack roll you make each combat, provided both sides have rolled initiative (this bonus counts as natural), and Heal/gain a number of HP equal to the damage that first attack does HP over your max counts as temporary all other Hp gained counts as normal eyes literally glow when your emotions flare
Blood of Ancient Aru Descendants of the survivors of the mage war that founded the Library and the first city of Aru, When they take at least two Ritual Magic feats they gain Ritual 3 for free and get +10 to all decipher script check to see magic Relics and magical items including temporary ones glow lightly in your presence
Blessed Blood of Thranor You come from a line of Thranish priests older than the empire, Your kind once ruled the City of Thrane before the Empire came. You may take ten on any saving throw, and take 20 on any fortitude saving throw to stabilize. You also may Touch anyone in their negative Hp to remove the pain of passing from this world, they bleed out at 10 HP a round and pass comfortably from this world, you may spend one reserve point to cause a dead body to dissipate into dust, undead make a Fortitude save DC 10+1/2 level +Cha mod Your nails grow black
Grey Blooded You gain the longevity of the the Blooded Trait above,(These individuals are known to live comfortable fully active lives into their 90s owing to their heritage.) but are accursed in the realm and take a -4 penalty to all charisma based rolls, against any who know your association. You bleed grey and gain +2 to your constitution. Your divine heritage is cursed as your line has mingled with a Demons and Polluted itself, You gain Darkvision 60ft and a +4 inherent bonus to all interactions with Demons and can see them in their dematerialized state Grey Blooded
Icewalker Blood You have the blood of the Northern Steppes in your veins and can walk bare-chested in a snowstorm, gain wilderness lore as a bonus skill group and DR +10 against cold, as well as 1d4 DR against any other source, Special this does not stack with armor but does stack with other bonuses to “natural” DR Silver-white hair

Character Creation

Water or Blood The_Stump