A Light in Darkness
Wisdom of the Night (Barovian Native): You grew up listening to fireside tales of the horrors of Barovian nights. You gain a +1 trait bonus on all knowledge checks related to creatures of the night.
Rugged Traveler (Barovian Native): Barovia’s harsh and rugged landscape has trained you well, you receive a +1 bonus to Fortitude saves and Survival checks related to travel in mountains regions.
Subserviant (Gundarakite): You’ve spent much of your life learning how to flatter, lie to and deal with the dominant Barovian authorities. You receive a +1 trait bonus to Bluff and Diplomacy checks when dealing with authority figures.
Lost Arts (Gundarakite): Despite the prohibitions of law you’ve learned the ancestral trade of your people. You receive a +1 bonus on Craft Weaponsmithing and Craft Weaponsmithing is always a class skill for you.
Gods and Men: In Borca two things influence society, the ever changing feudal society and the church of Ezra. 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.
Toxic Upbringing: Natives of Borca are constantly exposed to the weak but inescapable poisons that infect their food and environment. You gain a +1 trait bonus on fortitude saving throws.
Genteel Breeding: You know your way around the highest levels of society. You gain a +1 trait bonus to Knowledge (nobility and royalty) and Diplomacy checks.
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.
Numb to Horror: Being from Falkovnia you can’t help but bear witness to scenes of atrocity that few outsiders can conceive of. You receive a +2 trait bonus to horror saves when confronted with scenes of torture, violence and wanton death.
Beneath Notice: In Falkovnia the best way to survive is often to simply stay out of the way and take care of yourself. You’ve become so accustom to this you gain a +1 trait bonus to Stealth and Survival checks.
Student of the Arcane: You attended or are currently attending Hazlan’s famed magic school. You gain a +1 trait bonus on Knowledge (arcana) checks and Spellcraft checks.
Indomitable Worker (Rashemi): The Rashemi are the backbone of the Hazlan culture, the warriors and the workers. You receive a +1 trait bonus on all Fortitude Saves or Constitution checks related to endurance (forced march, holding your breath, etc.) and a +1 trait bonus on all strength checks.
Natural-Born Leader (Mulan): You’ve always found yourself in positions where others look up to you as a leader. 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.
Hated Foe: You were taught from a young age to hate a particular group. Select a single creature type (animal, dragon, fey, magical beast, etc.) or a single ethnic / political group (half-Vistani, Barovian, Tepestani, etc.) as your Hated Foe. You may not select an entire humanoid species (elf, human, etc.). You receive a +1 trait bonus on attack roles and a +1 trait bonus on Survival and Knowledge checks related to these creatures.
Short Temper: As a native Invidian your passion can border on the frightening. You receive a +1 trait bonus on Intimidate checks and a +1 trait bonus on Initiative checks, Intimidate is always a class skill for you.
Meistersinger’s Apprentice: You’ve spent your youth learning the mora of your people. 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.
Feeshkas and Stories: A thousand lies told in good humor have taught you about the nature of truth. You gain a +1 trait bonus to Bluff and Sense Motive checks.
Worthy Craftsmen: Long Lamordian winters spent trapped in doors with nothing but your tools has taught you the value of craftsmanship. You receive a +1 trait bonus on the Craft skill of your choice. What’s more, you receive a +1 trait bonus on all Appraise checks related to this same type of item. For example, if you select Craft (weaponsmithing) you receive a +1 when appraising weapons.
Harsh Winters: The frigid cold of Lamoridan winters has hardened you to difficult conditions. You receive a +1 trait bonus to Survival checks and a +2 trait bonus on Fortitude saves related to non-magical cold.
Tales from Beyond: Stories of ghosts and other incorporeal beings were a staple of your youth and accepted as being real as mutton. You receive a +2 bonus on Fear saves and Knowledge checks involving such creatures.
Evasive: Mordentish verbal evasion is legendary. You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
Antilife Survivor (any): You have survived The Requiem and, by doing so, you have become resistant to some of the negative energy that washes over your land. You gain a +2 trait bonus to Fortitude saves against negative energy.
Marsh Walker (Boglands): You were raised in the endless swamps of the boglands and have adapted well to them. You get a +2 trait bonus to Survival checks made in swamps.
A Home in the Woods (Forest of Shadows): You are particularly adept at making your way through the tall dark trees of your home. You receive a +1 trait bonus to Climb checks and Stealth checks.
Sailor on the Frozen Sea (Jagged Coast): You spent your youth on the heaving deck of a sailing ship braving the deadly Jagged Coast. You receive a +1 trait bonus on Profession (sailor) checks and Acrobatics checks made to keep your footing.
Piercing Gaze (Mistlands): Hunting and navigating your fog shrouded homelands has taught you to discern fine details in poor conditions. You receive a +2 trait bonus to Perception checks when weather reduces visibility and the miss chance for attacking in fog is reduced to 15%.
Master Delver (Mountains of Misery): From the day you could swing a pick you’ve spent more time underground than above. You receive a +1 trait bonus on checks related to noticing unusual stonework as well as a +1 bonus on all Knowledge (engineering) checks.
Trader with out Trade (The Vale of Tears): Once your land was a center of prosperity in Necropolis, but no longer. Though the caravans are gone, the skills are not. You receive a +1 trait bonus on the Profession skill of your choice and a +1 trait bonus on Appraise checks.
Savanna Child: You were born and raised among rolling plains of Nova Vaasa’s eastern lands. 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.
Explorer of the Ruins: Nova Vaasa’s northern cliffs are full of ancient ruins from lost civilizations and you have never been able to resist a mystery. Your years spent exploring grant you a +1 trait bonus to Knowledge (history) checks and that skill is always a class skill for you.
Simple Weapons: Like every child in Richemulot you are trained to keep a weapon, however humble, on you at all times. Select a simple light weapon, with that weapon type you always receive a +1 trait bonus on attack and damage rolls.
Knowledge Lost: Strange and unexplained items can be found in the endless empty cities of Richemulot, and you’ve learned to unlock the secrets of a few. You receive a +2 trait bonus on use Magic Device checks when attempting to activate blindly.
Lost Gods: The gods of long-lost Krynn are remembered by some few Sithican natives, your parents taught you their stories so you could teach your own children. You receive a +1 trait bonus on Knowledge (religion) checks and it is always a class skill for you.
Elven Superiority (elf only): You know in your heart that elves inherently superior to all other races. You receive a +1 trait bonus to Intimidate or Diplomacy checks when trying to convince others to do what you ask.
Know Your Own: You and your fellow Tepestani may not be the most broad minded people in the Core, but you do know your own. You receive a +1 trait bonus on Knowledge (local) checks and it is always a class skill for you.
Strong Willed: Some called you stubborn, said you refused to hear reason. The way you look at it, you just make up your mind. You receive a +1 trait bonus to Will saves.
Resistant to Disease: Though they frequently suffer from White Fever, natives of Valachan such as yourself are remarkably resistant to other types of diseases. You receive a +2 trait bonus on Fortitude saves to resist disease.
Log Roller: 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.