Normal Traits

Clever Wordplay

Cost 4 (cost 2 for Diplomats, Scientists and Mentats)

Your cunning and logic are more than a match for another's confidence and poise.

Benefit: 

Choose one non-psionic, non-magic Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Possessed

Cost 4  -(2 if Sorcerer)

You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge.

Benefit: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. 

If you can normally use that skill, you gain a +2 trait bonus on the check.

Memorable

Cost: 4 (-2 for races known for rapid reproduction and/or large family groups)

Growing up amid a large number of children, you learned quickly how to get others' attention and keep it.

Benefit(s): 

When you modify a character's attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. 

Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Charming

Cost: 4 (-2 for races with a Racial Charisma modifier of +2 or higher, including Kitsune)

Blessed with good looks, you've come to depend on the fact that others find you attractive.

Benefit: 

You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Ordinary

Cost: 4

Requires: Charisma of 11 or lower.

The only thing extraordinary about your appearance is its ordinariness.

You carry yourself in an understated way, and many people who see your face soon forget it.

Benefit: You gain a + 4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.

Cheap to Feed

Cost: 4 (-2 if possessing the Terrain feat: Militia Veteran or Vagabond child)

Life in a big city taught the consequences of pride. Now you have no qualms about pointing out how little of a burden your upkeep would prove to potential employers, captors, innkeepers, or anyone else able to provide you with the necessities of life.

Benefit: You gain a +3 trait bonus on Bluff checks made in order to gain food, water, or shelter.

Canter

Cost: 4 (-2 for Rogue, Corsair, Agent, Mentat Classes)

You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don't faze you in the slightest today as a result. 

Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Jury-Rigging

Cost 4 (must be Tech or Scavenger or Engineering Specialist)

Does not suffer a penalty for not having the right tools or equipment when making a check for demolitions or repair skills(only considered a temporary fix on repair)

Noble Savage

Cost: 4

Pre-Warp Societies only.

You hail from the fringes of galactic civilization or the bottommost strata of society, but something in your character makes that seem endearing.

Benefit: You gain a +1 trait bonus [per 10 levels] on Diplomacy and Entertain checks when dealing with people from advanced cultures

Veiled Disciple

Cost: 4

Trained in espionage, you're skilled at passing messages and staying on task.

Benefits:

You gain a +2 trait bonus on Bluff checks made to pass secret messages and a +2 trait bonus on saving throws against Manipulative Arts effects.

Friends in Low Places

Cost: 4 (-2 for Those possessing Outcast Trait, Corsair or Rogue Class)

Outcasts know their own, and that knowledge opens doors and loosens tongues.

Benefit(s):

Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours).

In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.

Life of Toil

Cost: 4

You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind.

Benefit: 

You gain a +1 trait bonus on Fortitude saves. Scaling +1 per 10 levels.

Friends in High Places

Cost: 4 [-2 cost for Patricians, Mentats, Diplomats

You have often seen lawbreakers go free when they demonstrate they have friends in high places, and so you put special effort into befriending powerful people yourself.

Benefit(s):

Whenever you are in an area in which you have used the Diplomacy skill to gather information, you gain a +1 trait bonus on Diplomacy and Intimidate checks.

This bonus increases to +2 when dealing with government officials.

Quick Reacter

Cost: 4

Benefit: 

You gain a +1 trait bonus on Reflex saves. Scaling +1 per 10 levels.

Friend in Every Town

Cost: 4 [-2 cost for Asari, Kitsune, Orions]

You have no problem making friends and learning information from them wherever you go.

Benefits:

You gain a +1 trait bonus on all Knowledge checks and Diplomacy checks. 

Indomitable Faith

Cost: 4

You were born in a region where the Palman Faith was not popular, but you still have never abandoned it.

Your constant struggle to maintain your own faith has bolstered your drive. Eventually driving you to relocate into the empire itself.

Benefit: 

You gain a +1 trait bonus on Will saves. Scaling +1 per 10 levels.

Mediator

Cost: 4 [-2 for Diplomat, Esper, Jedi]

You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community.

Benefit(s): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Grim Optimism

Cost 4

Growing up with no one to rely on but yourself, you learned to keep a realistic view of your situation and avoid falling into the trap of cynicism with a healthy dose of wit.

Benefit(s): As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +X morale bonus on saving throws for 1d4+X rounds. Where X is equal to the character's charisma modifier.

A character cannot benefit from this effect more than once in 24 hours. 

Intuitive Operator

Cost: 4 (-2 for Scientist, Tech, Scavenger, Agent, Mentat)

No penalties for Unknown systems or technologies when making skill checks

Unabashed Gall

Your total indifference to the law even as you're breaking it is such that those watching you are stunned.

Cost 4

Benefit(s): Whenever you commit an unexpected and outrageously unlawful act (such as knowingly destroying or stealing something) that would elicit a hostile response from another creature, you may attempt a Bluff check opposed by the opponent's Sense Motive check. If you're successful, you and any allies who were willfully expecting your unlawful deed may act in a surprise round. For each ally willfully expecting your unlawful deed, you take a cumulative –2 penalty on your Bluff check. If your Bluff check fails, there is no surprise round. Regardless of whether your Bluff check succeeds, you and any allies willfully taking advantage of your unlawful deed treat your initiative checks for the duration of combat as though you had each rolled a 1.

Savoir-Faire

Cost 4

You have a certain flair, dashing style, élan, or bravura that marks you as someone special that comes natural or is a learned behavior from observing another.

Requires: Intelligence or Charisma 16 or higher.

Benefit: 

Everything you do is done with style, whether it be entering a room and turning heads, carving your initials into a tapestry with your rapier, or even savoring a meal at a banquet to impress the hostess. You can intentionally attempt to impress others with your style in any task. 

You make any required checks normally, but if your result is five or more levels higher than the required DC to succeed at the task, you have performed the deed with stunning flair.

The GM is free to dictate any rules effects from this, but possible outcomes include: 

You gain an initiative bonus on successive actions or a bonus to Charisma-based skills to further impress those who witnessed your deed.

Additionally, it is very difficult to embarrass you, for you can turn even a pratfall into an elegant dance. 

Anytime you fail very badly at something, you can make a Bluff skill check as a free action to mitigate the failure and make it look intentional. 

The DC depends on the nature of what you’ve done wrong, but it’s usually 15 or 20. The higher your result, the better your reaction to failure appears.

As a free action, you may make a Diplomacy check to oppose anyone trying to embarrass you, even if you are unaware of what’s going on  (the GM can make the roll for you).

Hardly a Fool

Cost: 4 [-2 cost for Techer, Agent, Mentat, Scientist, Diplomat]

Benefit(s): You gain a +2 trait bonus on Sense Motive checks and a +2 trait bonus on saving throws against Manipulative Arts effects.

Harvester

Cost: 4

You were trained to harvest all parts of an animal with care and precision.

Benefits: You gain a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. 

Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.

Bruising Intellect

Your sharp intellect and rapier-like wit bruise egos.

Cost: 4 

Benefits:

You may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Planned Unpredictablity

Cost: 4

Your actions often seem random and chaotic to others, but there is a method to your madness.

You may use your Intelligence modifier when making Bluff checks instead of your Charisma modifier.