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Novus Utum uses the rules for Traits as specified in the Advanced Players Guide. Some of these are modified, as listed below:

  • Combat Traits:
    • No changes
  • Faith Traits:
    • Child of the Temple: Eccles Only
    • Devotee of the Green: Spirits of Nature Only
    • Student of the Pantheon [NEW TRAIT]: Vorus Only
    • Indomitable Faith: Culture and Religion must mismatch
  • Magic Traits:
    • Hedge Magician is removed
    • Kin Bond [NEW TRAIT]
  • Social Traits:
    • Naturally Born Leader is removed
    • Rich Parents is removed (see Nobility traits)
  • Campaign Traits:
    • All Campaign Traits have been removed
  • Racial Traits:
    • Aventi: Water Spell Power [NEW TRAIT]
    • Aventi: Enchantment Resistance [NEW TRAIT]
  • Region Traits:
    • Desert Child requires an approved character history
  • Religion Traits:
    • All Religion traits are changed, see below

Additionally, Nobility is now handled by means of traits. See Nobility

Religion Traits

Religion Traits are restricted by religion.

Child of Nature [Spirits of Nature Only]

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 [Pantheon of Vorus Only]

Raised in the temple (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.

Devil Hunter [Eccles Only]

Raised in the church (whether or not you are currently a follower), you've focused your indoctrinated fervor primarily on the elimination of devils. You gain a +3 trait bonus on Knowledge (Planes) checks about devils and a +2 trait bonus on Will saves against mind-affecting spells and effects from devils.

Divine Counselor [Pantheon of Vorus Only]

You worked in one of your deity's temples as a sacred counselor, and you know how to flatter, please question, guide, 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 [Eccles Only]

From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of God's faith and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affects weapons.

Ear for Music [Eccles Only]

You spent countless hours of your youth in the cathedral or local church, 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 [Eccles or Pantheon of Vorus Only]

Your religious training involved serving in the city watch of a large city Church Guard or Voran Watch, 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.

Fortified Drinker [Pantheon of Vorus, Spirits of Nature Only]

Your deity's holy brews or sacrificial wine invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage your Deity, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.

Guardian of the Forge [Pantheon of Vorus Only]

Your deity'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 [Eccles, Pantheon of Vorus Only]

Your faith in magic allows you to reflexively use the energy of any divine spell effect on you to save you from death. As long as you are under the effects of any divine 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 divine spell, you automatically confirm stabilization checks to stop bleeding.

Patient Optimist [Eccles Only]

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 [Spirits of Nature Only]

The spirits sensed your love of travel and you felt the promise 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 [Eccles, Spirits of Nature Only]

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 [Eccles Only]

You have fought in several battles, and each time felt the presence of 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 [Eccles, Pantheon of Vorus Only]

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

New Traits

Student of the Pantheon [Faith Trait]

You grew up working in different temples of the Voran Pantheon. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Kin Bond [Magic Trait]

The bond between you and a close sibling is nearly mystical. Choose a single sibling with whom you share this bond (this has to be another PC). Once per day, when you are required to make a saving throw while your sibling is within 30 feet, you may choose to use your sibling's saving throw modifier for a saving throw. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 Trait bonus on the saving throw in addition. Your sibling must be willing to grant you their modifier.

Water Spell Power [Aventi Racial Trait]

The magical ties that connect the Aventi to the sea persist, untold ages since the sea god saved the Aventi from extinction (as the legend tells). Your effective caster level is +1 for spells with the Water descriptor.

Enchantment Resistance [Aventi Racial Trait]

You gain a +2 racial saving throw bonus against non-Sahuagin enchantment spells and effects, but take a -2 penalty on such saving throws against Sahuagin sources.