Scaling Traits

Awakened from Stasis - Alga, Belta, Tseza

Cost: 3/6/9

Ancient & long-lived races pay -1 less per tier. [2/4/6]

You recently awakened in a strange vault with no memory of how you got there, surrounded by sleeping creatures of every shape and size in smooth glass eggs, all watched over by uncommunicative crab-like automatons.

Benefit(s) 

As a side effect of your time in stasis, your metabolism has been altered, you gain all the benefits of 8 hours of sleep in only 6/4/2 hours.

Animal Friendship - Alga, Belta, Tseza

Cost: 3/6/9 Points Relevant Ability:Charisma

A character with this Attribute has an unusual, instinctive empathy towards animals.

On a successful Charisma check, the character can befriend an otherwise hostile or even ferocious animal. For example, this would allow a character to get past a police dog or guard dog. Utilizing this ability requires behaving in a calm and friendly manner; a friendship cannot be made if the character or his or her friends have already attacked the animal. An 'animal' is defined as a natural creature with Intelligence of 1-2 that lacks the ability to communicate via a structured language (that is, it cannot speak).The GM can apply difficulty penalties or bonuses to the Charisma check based on the character's actions and the situation. For example, the dice roll modifier could be -4 if the animal is especially fierce or very loyal to its current owner, or +4 if the characters just saved the animal from some nasty fate. When befriending a pack of animals, a dice roll penalty of -2 is assigned for two animals, -4 for 3-4 animals, -6 for 5-8 animals, -8 for 9-16 animals, and higher penalties for larger packs. If the attempt fails, the animal(s) may attack, threaten the character, or slink away, depending on its nature. A second attempt is usually not possible within a short period of time. If an animal is befriended, it will let the character and companions approach it, and will not attack or act aggressively unless it or the members of its pack or family are threatened. At the GM's option, it may be affectionate enough to want to follow behind the character or somehow assist him or her. An animal that has been befriended simply likes the character. Actual training of the animal takes time and requires the application of Handle Animal Skill. The character's Rank in this Attribute is added to his or her Handle Animal Skill.

Rank 1 An additional +1 modifier is applied to the Charisma check. +3 to the Handle Animal Skill.

Rank 2 An additional +3 modifier is applied to the Charisma check. +6 to the Handle Animal Skill.

Rank 3 An additional +5 modifier is applied to the Charisma check. +9 to the Handle Animal Skill.

Slippery - Alga, Belta, Tseza

Alga - Cost: 3

-1 per 10 levels to outgoing grapple checks

+1 per 10 levels against incoming grapple checks

Belta - Cost: 5

-1 per 10 levels to outgoing grapple checks

+2 per 10 levels against incoming grapple checks

Tseza - Cost 7

-1 per 10 levels to outgoing grapple checks

+3 Per 10 levels against incoming grapple checks

Wanderlust - Alga, Belta, Tseza

Your childhood was brightened by the new places you constantly saw as you traveled with your parents, who were merchants.

Still excited by travel, you gain great energy when traveling overland.

Cost: 3 - Alga

Benefit(s): Treat your base land speed as 15 feet higher when determining your overland speed

Cost: 5 - Belta

Benefit(s): Treat your base land speed as 30 feet higher when determining your overland speed

Cost: 5 - Tseza

Benefit(s): Treat your base land speed as 45 feet higher when determining your overland speed

Law Enforcement - Alga, Belta, Tseza

Alga - Cost 3

+2 to any roll to recognize a disguise or forgery, spot a hidden character, or notice a sleight of hand trick as it occurs within eyesight.

+1 Misc modifier to Sense motive checks.

Belta - Cost 5

+4 to any roll to recognize a disguise or forgery, spot a hidden character, or notice a sleight of hand trick as it occurs within eyesight.

+2 Misc modifier to Sense motive checks.

Tseza - Cost 7

+6 to any roll to recognize a disguise or forgery, spot a hidden character, or notice a sleight of hand trick as it occurs within eyesight.

+3 Misc modifier to Sense motive checks.

Nonchalant Thuggery - Alga, Belta, Tseza

You are adept at keeping witnesses from noticing that anything is wrong.

Alga - Cost 3

Benefit: You gain a +1 misc bonus [per 10 levels] on Bluff checks to keep others from noticing your aggressive actions.

Belta - Cost 6

Benefit: You gain a +2 misc bonus [per 10 levels] on Bluff checks to keep others from noticing your aggressive actions.

Tseza- Cost 9

Benefit: You gain a +3 misc bonus [per 10 levels] on Bluff checks to keep others from noticing your aggressive actions.

Vengeful - Alga, Belta, Tseza

Cost 4/8/12

During your childhood, you suffered occasional or frequent abuse from those too powerful for you to resist.

Now you thrill at the chance to get back at those who wronged you.

Benefit(s): Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +2/4/6 trait bonus on damage rolls against that creature.

Quick - Alga, Belta, Tseza

Alga Quick

Cost: 2 SP 

Benefit: +15 ft base speed
Secondary Cost: -2 to Reflex saves
[it's hard to adapt to situations when moving quickly]

Belta Quick

Cost: 4 SP 

Benefit: +30 ft base speed
Secondary Cost: -4 to Reflex saves
[it's hard to adapt to situations when moving quickly]

Tseza Quick

Cost: 6 SP 

Benefit: +45 ft base speed
Secondary Cost: -6 to Reflex saves
[it's hard to adapt to situations when moving quickly] 

Palman Lore Seeker - Alga, Belta, Tseza

The secrets of the ancient Palman civilization intrigue you, particularly the magical traditions of its highly technological culture. 

You've studied magic intensely, and hope to increase that knowledge by adding mechanical lore but you've found yourself struggling due to the line between magic and machine being blurred by the Palmans integration of both into their society. 

You've come to the region to study some of their functioning ruins first hand, and chose town as your base of operations due to it's proximity to functional facilities and individuals with an interest in studying them.

Cost: 3 | 6 | 9

Choose 1 | 2 | 3 Techniques

You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus, you do not need to designate the techniques when taken, but once filled cannot be changed.

Exile - Alga, Belta, Tseza

For whatever reason, you were forced to flee your homeland and into the Imperium seeking safety. Chance or fate has brought you to town, and it's here that your money ran out, leaving you stranded here. 

You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger since they could show up at any time.

Cost: 2 | 4 | 6

Gain +1 | +2 | +3 to Initiative checks

During 'random encounters' the enemy force may be part of the faction that chased you into the Imperium in the first place which may cause you to act irrationally for the rest of the combat. [Insert fear check before Initiative is rolled or once the identity of the group has been revealed.]

Earth Heritage [Basic,Improved]

You are descended from creatures native to the Elemental Plane of Earth. 

You share some of your ancestors’ natural stability and physical power.

Basic - Cost: 2

Benefit: 

Your stability grants you a +3 bonus on checks to avoid being bull rushed or tripped while standing on the ground. This bonus stacks with the benefits of similar effects, such as a dwarf’s stability.

You also gain a +1 bonus on weapon damage rolls if both you and your foe touch the ground.

Improved- Cost: 8 [ 5 if in possession of Earth Fury Template] 

Benefit - As per above but also add:

+1 to Fortitude, Reflex and Will saves

+2 Earth Resistance per 10 levels.

Light Heritage [Basic,Improved]

Light Heritage [Heritage]

You are descended from creatures native to the Plane of

Light. You share some of your ancestors’ natural Social skills,

Cost: 2

Prerequisite: Non-evil path.

Benefits: Gain a +1 Bonus to Bluff checks per 10 levels

 You also gain a +1  Damage Reduction Yin per 10 levels

Improved- Cost: 8 

Benefits: Gain a +1 Bonus to Bluff checks per 5 levels

 You also gain a +1  Damage Reduction Yin per 5 levels

+1 to Fortitude, Reflex and Will saves

Fire Heritage [Basic,Improved]

You are descended from creatures native to the Elemental Plane of Fire. 

You share some of your ancestors’ natural reaction speed, and your natural attacks are red-hot.

Basic - Cost: 2

Benefits: You gain a +1 bonus on initiative checks.

In addition, your unarmed attacks and natural weapons deal an extra 1 point of fire damage.

Improved- Cost: 8 [ 5 if in possession of Fire Fury Template] 

Benefit - As per above but also add:

+1 to Fortitude, Reflex and Will saves

+2 Fire Resistance per 10 levels.

Shadow Heritage [Basic,Improved]

Shadow Heritage [Heritage]

You are descended from creatures native to the Plane of

Shadow. You share some of your ancestors’ natural stealth.

Basic- Cost: 2

Prerequisite: Non-good path. 

Benefits: You gain a +1 bonus on Stealth checks per 10 levels

You also gain a +1 Damage Reduction Yang per 10 levels

Improved- Cost: 8 

Benefits: Gain a +1 Bonus to Stealth checks per 5 levels

You also gain a +1  Damage Reduction Yang per 5 levels

+1 to Fortitude, Reflex and Will saves

Water Heritage [Basic,Improved]

Water Heritage [Heritage]

You are descended from creatures native to the Elemental Plane of Water.

 You share some of your ancestors’ natural aquatic talents.

Cost: 2

Benefits: You gain a swim speed of 20 feet, or your existing swim speed increases by 20 feet.

Also, you gain a +3 bonus on Constitution checks made to hold your breath.

Special: A creature with a swim speed also gains a +8 racial bonus on Swim checks made to perform some special action or avoid a hazard, and can take 10 on a Swim check even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Improved- Cost: 8 [ 5 if in possession of Water Fury Template] 

Benefit - As per above but also add:

+1 to Fortitude, Reflex and Will saves

+2 Water Resistance per 10 levels.

Order Heritage [Basic,Improved]

Order Heritage [Heritage]

You are descended from creatures native to the planes of law. 

You share some of your ancestors’ natural resistance to charms, and you are resistant to the magic of chaotic foes.

Prerequisite: Non-chaotic path

Benefits: Gain a +1 Bonus to on Will saving throws against enchantment (charm) spells and effects per 10 levels

You also gain a +1 Damage Reduction Yin per 10 levels

Improved- Cost: 8 

Benefits: Gain a +1 Bonus to on Will saving throws against enchantment (charm) spells and effects per 5 levels

 You also gain a +1  Damage Reduction Yin per 5 levels

+1 to Fortitude, Reflex and Will saves

Thunder Heritage [Basic,Improved]

You are descended from creatures native to the Elemental Plane of Lightning. 

You share some of your ancestors’ natural Movement talents.

Cost: 2

Benefits: Increase base land speed by 10 feet, if you possess Yellow flash, it also benefits from this bonus.

Also, you gain a +3 bonus on fortitude checks to resist being stunned by electric discharge.

Improved- Cost: 8 [ 5 if in possession of Lightning Fury Template] 

Benefit - As per above but also add:

+1 to Fortitude, Reflex and Will saves

+2 Lightning Resistance per 10 levels.

Chaos Heritage [Basic,Improved]

Chaos Heritage [Heritage]

You are descended from creatures native to the planes of chaos. 

You share some of your ancestors’ natural resistance to effects that would reshape your form, and you are resistant to the magic of lawful foes.

Prerequisite: Non-lawful path.

Benefits: Gain a +1 Bonus on saving throws against polymorph or petrification effects per 10 levels

You also gain a +1 Damage Reduction Yang per 10 levels

Improved- Cost: 8 

Benefits: Gain a +1 Bonus on saving throws against polymorph or petrification effects per 5 levels.

 You also gain a +1 Damage Reduction Yang per 5 levels

+1 to Fortitude, Reflex and Will saves

Air Heritage [Basic,Improved]

Air Heritage [Heritage]

You are descended from creatures native to the Elemental Plane of Air. You share some of your ancestors’ natural agility and grace.

Cost: 2

Benefit: You gain a +2 bonus on Balance and Jump checks when carrying a light load or no load and wearing light armor or no armor.Your fly speed increases by 30 feet (up to a maximum increase equal to your normal fly speed). If you don’t have a fly speed as a ability, this benefit has no effect.

Improved- Cost: 8 [ 5 if in possession of Wind Fury Template] 

Benefit - As per above but also add:

+1 to Fortitude, Reflex and Will saves

+2 Wind Resistance per 10 levels.

Guardian Heritage [Restricted]

"We the guardian three, created by the great light to maintain the seal. By divine right the multiverse is ours to do what we wish."

Prerequisite: Palman, Motavian, Dezolian 

Naming format of Trait [Race name] Guardian [Tier]

Alga - Cost: 2

Belta - Cost: 7 

As above but add:

Tseza - Cost 12

As abovex2 but add:

Gain 1 Party ability Point for an existing party ability.