Differences on Faith Traits
Birthmark: * **Birthmark:** This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Caretaker: * **Caretaker:** You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
* **Child of the Temple:** 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.
Defy Madness: * **Defy Madness:** You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.
* **Devotee of the Green:** 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: * **Ease of Faith:** You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
* **Exalted of the Society (Cleric, Society):** You may channel energy 1 additional time per day.
Faithful Feedback: * **Faithful Feedback:** Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.
History of Heresy: * **History of Heresy:** 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 against divine spells.
Indomitable Faith: * **Indomitable Faith:** You gain a +1 trait bonus on Will saves.
Necrotic Aura: * **Necrotic Aura:** You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage.
Sacred Conduit: * **Sacred Conduit:** Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Sacred Touch: * **Sacred Touch:** As a standard action, you may automatically stabilize a dying creature merely by touching it.
* **Scholar of the Great Beyond:** 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.
* **Stalwart of the Society (Paladin, Society):** Your aura of courage class ability grants an additional +1 trait bonus on saving throws against fear effects.
Unnatural Presence: * **Unnatural Presence:** You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.