Hey everyone here are the traits I worked up I tried to balance them with existing traits let me know what you think if you use um. I posted them in the community created stuff but thought I would toss them ouit here so if anyone was looking for traits. I did amend the Big Game Hunter after Gigglestick brought up his point.
Big Game Hunter: You are an experienced hunter of the large creatures that stalk the Varisian wilds. Benefit: You gain a +1 to attack rolls and a +1 bonus on weapon damage against Large or bigger Magical Beasts, Animals, and Vermin.
City Born: You grew up in Magnimar, Korvosa, or Riddleport, one of the Varisia city-states. You are educated and well informed on the news and needs of your home and hold tight to the knowledge that your city-state is unquestionably greater than the others.
Benefit: Magnimar gain +1 to diplomacy and it is always a class skill for you.
Korvosa gain +1 to intimidate and it is always a class skill for you.
Riddleport gain +1 to bluff and it is always a class skill for you.
Country Born: You come from a rural area of Varisia it could be you are from the Hinterlands, or you may be from one of a number of small communities sprinkled across Varisia. The hard work needed to live a rustic life has given you a strong will to perceiver.
Benefit: gain a +1 bonus on all wills saves.
Extra: You have often gotten bit parts in Cyrdak’s various productions.
Benefit: You gain +1 to perform (Sing) and (Oratory) one of these is always a class skill for you.
Local: You were born and raised right here in Sandpoint as a result you have excellent insight into the community.
Benefit: You gain a +1 to diplomacy and +1 to sense motive when dealing with Sandpoint and Hinterland folk. One of these is always a class skill for you.
Lone Wolf: Although you may have grown up in a city. You have lived a long and lonely and were forced to fend for yourself.
Benefit: Your vigorous health grants you a +1 fort bonus.
Teller of Tales: You spend much of your time spinning yarns at the Hagfish. You can tell doozies with the best of um.
Benefit: You gain a +1 to bluff and it is always a class skill for you.
Totem Spirit: You are closely and mystically tied to your tribe’s totem. You must be a member of the Shoanti tribe to take this trait.
Benefit: Lyrune-Quah (Moon Clan) You gain a +1 to will Saves.
Shadde-Quah (Axe Clan) You gain an extra round of rage if you have that ability, or +1 to intimidate and it is always a class skill for you.
Shriikirri-Quah (Hawk Clan) You gain a +1 to your initiative.
Shundar-Quah (Spire Clan) You gain a +1 on fort saves.
Sklar-Quah (Sun Clan) You gain a +1 on reflex saves.
Skoan-Quah (Skull Clan) You gain +2 damage against all undead.
Tamiir-Quah (Wind Clan) Your base speed is increased by 5’.
Varisian Tattoo: These tattoos mark you as a worker of the ancient traditions of Varisian magic.
You gain +1 to the DC’s of one school of magic that you cast. You also get a +1 bonus to your spellcraft checks.