Rise of the Runelords
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 you gain a +1 trait bonus to Concentration.
BLADE OF MERCY
Prerequisite: Must worship Sarenrae.
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Some divine agent watches over you and heeds your call. Once per day as a swift action, you gain a +1 trait bonus on all saving throws for 1 round.
CALM, REASON AND ORDER
Prerequisite: Must worship Abadar.
Your tact soothes bristling tempers and cools heated blood. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions or a suggestion to lay down arms. Against creatures of a lawful alignment, the DC bonus increases to +2.
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.
Prerequisite: Must worship Pharasma.
You have dedicated yourself to the destruction of undead. You receive a +1 trait bonus on all attacks made against undead and a +1 to saving throws against the supernatural and spell-like abilities of undead.
DEVOTEE OF THE GREEN
Prerequisite: Must worship Gozreh or belong to the Green Faith.
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.
Prerequisite: Must worship Erastil.
You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
EYE OF THE FATHER
Prerequisite: Must worship Torag.
You have an innate sense of what is right and wrong in the works you craft, based on your years studying with the church fathers at their forges. You gain +1 trait bonus to a Craft skill of your choice, and Perception 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. If you take levels in a divine spellcasting class, you may add one 0th, one 1st and one 2nd level spell from the Sorcerer/Wizard general list to your spell list. This benefit only applies to the first divine spellcasting class you take levels in.
You were born in a region where your faith was not popular, yet 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.
Prerequisite: Must worship Shelyn.
Your devotion to Shelyn grants you bursts of inspiration. Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.
A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
MAGIC IS LIFE
Prerequisite: Must worship Nethys.
Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. You gain a +2 trait bonus on saving throws against death effects and you use the highest of your Constitution or Intelligence to determine your total negative hit points. 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.
You have made a solemn oath, and you pursue that oath with headstrong determination. Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
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. When using the Channel Energy (positive) or Lay on Hands class feature, you add +1 to the result per die.
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.
You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Prerequisite: Must worship Desna.
You can automatically determine where true north is. You can automatically determine where true north is and you gain a +4 trait bonus on Survival checks to avoid becoming lost.
Prerequisite: Must worship Cayden Cailean.
Your fervent desire to choose your own path strengthens your will. You receive a +2 trait bonus on saving throws against charm, compulsion, and fear effects.
VETERAN OF BATTLE
Prerequisite: Must worship Gorum.
You have fought in several battles, and each time felt the presence of your god guiding your 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.
Prerequisite: You must match the alignment of your chosen deity exactly.
You aren’t just faithful to the worship of your patron deity — you are obsessively loyal to all of the faith’s tenets and guidelines. You gain a +1 trait bonus on Knowledge (religion) checks, and that skill is a class skill for you.