Regional Traits
Regional traits are tied to particular regions, often specific nations, territories, or cities in a campaign. The following regional traits represent several generic regions that can be use in most campaign settings.
You were born and raised in rocky deserts, and are accustomed to high temperatures. You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
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
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.
Your first job was serving in a civilian militia in your hometown. The skills you 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 checks with that skill, and it is always a class skill for you.
You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
You were born and raised on the rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the region's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Sea-Souled
You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
You were born and raised in a subterranean home with little or no bright light. Your miss chance for concealment or total concealment due to either mundane or magical darkness decreases by 10%. You are dazzled for 1 round when you are suddenly exposed to bright light.
You were born and raised in the cold wastes of the far north or far south, and are accustomed to low temperatures. You gain a +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.
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 checks with that skill, and it is always a class skill for you.