|Basic Background Traits|
|Anatomist||—||You've studied anatomy.||+1 to confirm crits|
|Armor Expert||—||You've worn armor as long as you can remember.||Reduce armor check penalty by 1|
|Bullied||—||You were bullied as a child.||+1 on unarmed attacks of opportunity.|
|Courageous||—||Your childhood was brutal.||+2 on saves vs fear|
|Deft Dodger||—||You grew up in a rough neighborhood.||+1 on Reflex saves.|
|Dirty Figther||—||You learned to fight with an ally.||+1 damage when flakning|
|Fencer||—||You trained with blades extensivly.||+1 on attacks of opportunity with blades|
|Killer||—||You first killed at a young age.||Extra damage on a critical hit.|
|Reactionary||—||You were bullied as a child.||+2 to initiative|
|Resilient||—||You grew up poor or in the wild.||+1 to Fortitude saves|
|Faith Background Traits|
|Birthmark||—||You were born with a strange mark.||+2 on saves vs charm and compulsion.|
|Caretaker||—||You've had to assist the sick and wounded.||+1 to Heal|
|Child of the Temple||—||You have long served at a temple.||+1 to Knowledge (nobility) and (religion)|
|Devotee of the Green||—||You have faith in the natural world.||+1 to Knowledge (geography) and (nature)|
|Ease of Faith||—||You understood faith early.||+1 to Diplomacy|
|History of Heresy||—||You were raised with heretical views.||+1 on saves vs divine spells|
|Indomitable Faith||—||Your religion was not popular growing up.||+1 on Will saves|
|Sacred Conduit||—||Your birth was difficult.||+1 to DC of channeled energy|
|Sacred Touch||—||You were touched by positive energy.||Automatically stablize a dying creature with a touch.|
|Scholar of the Great Beyond||—||Your interests lie beyond.||+1 to Knowledge (history) and (planes)|
|Magic Background Traits|
|Classically Schooled||—||You learned the direct application of magic.||+1 to Spellcraft|
|Dangerously Curious||—||You have always been intrigues by magic.||+1 to Use Magic Device|
|Focused Mind||—||You can block out distractions.||+2 to concentration|
|Gifted Adept||—||You were exposed to magic early.||You cast one spell at +1 caster level.|
|Hedge Magician||—||You learned shortcuts in crafting magic.||Reduce the cost of crafting magic items by 5%|
|Magical Knack||—||You were raised by a magic-user.||You gain +2 caster level in one class|
|Magical Lineage||—||You're used to metamagic.||You're better able to metamagic one spell|
|Magical Talent||—||You have master a cantrip.||You cast one cantrip once per day|
|Mathematical Prodigy||—||Mathematics has always come easy for you.||+1 to Knowledge (arcana) and (engineering)|
|Skeptic||—||You realize that much of magic is deception.||+2 on saves vs illusion|
|Social Background Traits|
|Adopted||—||You were raised by a different race.||Select a race background trait for a different race|
|Bully||—||You grew up hard.||+1 to Intimidate|
|Canter||—||You grew up amongst theives.||+5 to Bluff and Sense Motive checks with regard to secret messages.|
|Charming||—||Others find you attractive.||+1 to some Bluff and Diplomacy checks|
|Child of the Streets||—||You grew up alone.||+1 to Sleight of Hand|
|Fast-Talker||—||You developed a silver tongue.||+1 to Bluff|
|Natural-Born Leader||—||You learned early you could lead.||+1 on Will saves vs mind-affecting effects.|
|Poverty-Stricken||—||You grew up poor.||+1 to Survival|
|Rich Parents||—||You grew up rich.||Extra starting gold.|
|Suspicious||—||You were lied to growing up.||+1 to Sense Motive|
|Campaign Background Traits|
|Favored Son/Daughter||—||Everyone knows you.||+1 to Knowledge (local) and get favors|
|Black Sheep||—||You were born and rasied in town.||+1 to Knowledge (local) and get favors|
|Outlander||—||You were born elsewhere.||varies|
|Race Background Traits|
|Animal Friend||gnome||You feel safer with animals nearby.||+1 on Will saves when near animals|
|Brute||half-orc||You've been an enforcer.||+1 on Intimidate|
|Elven Reflexes||half-elf||You inherited wild blood.||+2 to initiative|
|Failed Apprentice||half-elf||You have no magic talent, despite your parent's wishes.||+1 on saves vs arcane spells|
|Forlorn||elf||You grew up apart from other elves.||+1 on Fortitude saves|
|Freedom Fighter||halfling||You abhore slavery.||+1 on attacks and skill checks vs slavers|
|Goldsniffer||dwarf||You have a keen sense for treasure.||+2 to some Perception checks|
|Outcast||half-orc||You've become adept at living apart.||+1 to Survival|
|Rapscallion||gnome||You take pride in your run-ins with the law.||+1 to Escape Artist checks and +1 on initiative|
|Scholar of Ruins||human||Ancient civilizations fascinate you.||+1 to Knowledge (geography) and (dungeoneering)|
|Tunnel Fighter||dwarf||You're at home underground.||+2 to initiative and +1 damage on crits|
|Warrior of Old||elf||You spent long days training in your youth.||+2 to initiative|
|Well-Informed||halfling||You know everyone.||+1 to Diplomacy and Knowledge (local)|
|World Traveler||human||You've been all over.||+1 to Diplomacy, Knowledge (local), or Sense Motive|
|Regional Background Traits|
|Desert Child||desert||You come from the desert.||+4 on saves vs hot conditions, +1 on saves vs fire|
|Highlander||hills or mountains||You come from the highlands.||+1 to Stealth|
|Log Roller||forest||You spent time floating logs.||+1 to Acrobatics and +1 CMB vs trip|
|Militia Veteran||any town or village||Your first job was militia.||+1 to Profession (sailor), Ride, or Survival|
|River Rat||marsh or river||You learned to swim early.||+1 to damage with a dagger and +1 to Swim|
|Savanna Child||plains||You come from the grasslands.||+1 to Handle Animal, Knowledge (nature), or Ride|
|Vagabond||urban||You grew up among outcasts.||+1 to Disable Device, Escape Artist, or Sleight of Hand|
|Religion Background Traits|
|Child of Nature||Neutral||You are at home in nature.||+2 to Survival and +1 to Knowledge (nature)|
|Demon Hunter||Lawful Evil||You hunt demons.||+3 to Knowledge (planes) and +2 on Will saves vs demons|
|Divine Courtesan||Chaotic Neutral||You know how to flatter and please.||+1 on Sense Motive and Diplomacy checks|
|Divine Warrior||Lawful Good||You have religious military training.||+1 damage with enchanted weapons|
|Ear for Music||Neutral Good||You appreciate music.||+1 to one Perform and +2 on Knowledge (local)|
|Eyes and Ears of the City||Lawful Neutral||You served as a sentinal||+1 to Perception|
|Flames of the Dawnflower||Neutral Good||You are a blade in service.||+2 fire damage on crits with scimitar|
|Fortified Drinker||Chaotic Good||You can drink.||+2 on savs vs mind-affecting after drinking|
|Guardian of the Forge||Lawful Good||You are to protect, learn, and guard.||+1 to Knowledge (engineering) and (history)|
|Magic is Life||Neutral||Magic is your faith.||+2 on saves vs death when you are enchanted|
|Patient Optimist||Lawful Good||All things pass, in time.||+2 to Diplomacy, plus a retry.|
|Starchild||Chaotic Good||You love travel.||+4 to Survival vs becoming lost|
|Undead Slayer||Neutral||You hunt undead.||+1 damage vs undead|
|Veteran of Battle||Chaotic Neutral||You have fought in several battles.||+1 to initiative|
|Wisdom in the Flesh||Lawful Neutral||Focused meditation empowers you.||Use WIS instead of one STR, CON, or DEX check.|
Basic Background Traits
Basic background traits are broken down into four categories. Combat background traits focus on martial and physical aspects of your character's background. Faith background traits focus on his religious and philosophical leanings. Magic background traits focus on any magical events or training he may have had in his past. And Social background traits focus on your character's social class or upbringing.
Combat Background Traits
These background traits are associated with combat, battle, and physical prowess; they give characters minor bonuses in battle and represent conflicts and physical struggles in the character's backstory.
Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you must have a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn't prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.
Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Faith background traits
These background traits rely upon conviction of spirit, perception, and religion, but are not directly tied to the worship of a specific deity. You do not need a patron deity to gain a Faith Trait, as these background traits can represent conviction in yourself or your philosophy just as easily as they can represent dedication to a deity.
Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Child of the Temple: You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
History of Heresy: You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Scholar of the Great Beyond: Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Magic background traits
These background traits are associated with magic and focus on spellcasting and manipulating magic. You need not be a spellcaster to take a Magic Trait (although several of these background traits aren't as useful to non-spellcasters). Magic background traits can represent a character's early exposure to magical effects or childhood studies of magic.
Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Hedge Magician: You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math" in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.
Social background traits are a sort of catch-all category—these background traits reflect the social upbringing of your character, your background in high society or lack thereof, and your history with parents, siblings, friends, competitors, and enemies.
Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Canter: 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.
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. 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.
Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Natural-Born Leader: You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Campaign Background Traits
Campaign background traits are specifically designed to tie your character into a campaign's storyline, and often give you a built-in reason to begin the first adventure. For this reason, GMs usually create their own campaign background traits for their PCs. If your GM uses campaign background traits, one of your starting background traits must be a campaign trait. Your other trait can be chosen from one of the other types of background traits.
Favored Son/Daughter: You were born and raised in or near town. You know many of the region's secrets, and the locals already know who you are. You are well liked in town, and you'll have lots of friends in the region, but the town's tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen from below as an ally; depending on the person you pick, you'll get different benefits.
Tavern Owner: One of the town’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you're guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Sherrif: The no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
Black Sheep: You were born and raised in town. You know many of the region's secrets and the locals already know who you are. You aren't quite hated in town, but folk seem to think you're a troublemaker and a bastard and not to be trusted. The town's tougher folk respect you, but the law-abiding citizens don't. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you'll get different benefits.
Apothecary: Everyone suspects the sweaty, shifty-eyed apothecary sells poisons from his cluttered, acrid smelling wreck of a shop. You're one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and the apothecary will continue to sell you poison as long as you don't spread the word.
Bitter Nobleman: A local unscrupulous family was hit hard recently, revealing criminal ties that damaged its reputation as well. One noble is eager to rebuild his presence in town, and you're one of the ones he's selected as an agent. Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for the family gives you a +1 trait bonus on that skill, and it is always a class skill for you.
Outlander: You are not from town; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area.
Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. 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.
Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to twon, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you're not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. 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.
Race Background Traits
Background traits are tied to specific races or ethnicities. In order to select a race trait, your character must be of the specified race or ethnicity. Background traits are different from racial traits.
Dwarf Background Traits
Only dwarves may select one of these background traits.
Goldsniffer: Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Elf Background Traits
Only elves may select one of these background traits.
Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Gnome Background Traits
Only gnomes may select one of these background traits.
Animal Friend: You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Rapscallion: You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.
Half-Elf Background Traits
Only half-elves may select one of these background traits.
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Failed Apprentice: As a child, your parents sent you to a distant wizard's tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells.
Half-Orc Background Traits
Only half-orcs may select one of these background traits.
Brute: You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Outcast: Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
Halfling Background Traits
Only halflings may select one of these background traits.
Freedom Fighter: Your parents allowed escaping slaves to hide in your home, and the stories you've heard from them instilled into you a deep loathing of slavery. You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.
Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.
Human Background Traits
Only humans may select one of these background traits.
Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Regional background Traits
Regional background traits are tied to particular regions, often specific nations, territories, or cities in a campaign. The following regional background traits present several "generic" regions that can be used in most campaign settings.
Desert Child (desert): You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Highlander (hills or mountains): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Log Roller (forest): The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.
Militia Veteran (any town or village): Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Savanna Child (plains): You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Vagabond Child (urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Religion background Traits
Religion background traits are tied to specific deities.
Child of Nature (N) You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Demon Hunter (LE): Raised in the church (whether or not you are currently a follower), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Divine Courtesan (CN): You worked in one of your goddess’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Divine Warrior (LG): From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of your goddess and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons.
Ear for Music (NG): You spent countless hours of your youth in one of your goddess’s temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.
Eyes and Ears of the City (LN): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Flame of the Dawnflower (NG): You have been raised to view yourself as a blade in your goddess’s service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.
Fortified Drinker (CG): Your god’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.
Guardian of the Forge (LG): Your god’s sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Magic is Life (N): Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
Patient Optimist (LG): You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Starchild (CG): Your goddess sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Undead Slayer (N): Instructed at a young age in the tenets of your faith, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Veteran of Battle (CN): You have fought in several battles, and each time felt the presence of your god guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
Wisdom in the Flesh (LN): Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.