These are like campaign traits for the game except they are in a new Trait category altogether; Super. Note: Some of these fit into a particular archetype but feel free to go crazy with it. Someone with the “Magician” trait doesn’t necessarily have to be a caster, for example. They just have to have something magical be the source of their power.
Mutant
When you were born, it was always clear that there was something different about you and people were never going to let you forget that you’re different. Even before your powers began manifesting themselves, you grew wary of the intentions of others. You receive a +2 trait bonus to all Sense Motive and Intimidate rolls and one is always considered a class skill for you.
Experiment
Your power is the result of an experiment carried out by an evil organization, a well-meaning guild hoping to find the cure to some magical disease, or perhaps a nation looking for a way to make super soldiers. Whatever the case, you have been to hell and back and lived to tell the tale. You receive a +1 trait bonus on all Fortitude saves as well as Will saves against Fear effects. If you ever become immune to Fear, you instead gain a +2 trait bonus on Intimidate checks.
Magician
Some way or another, whether through great study or circumstantial happenings, your power stems from the great mysteries that surround the supernatural. Because of this, you understand some things about the universe that would shake the very foundation of a normal person’s psyche. You receive a +1 trait bonus to Will saves as well as a +2 to any one Knowledge skill, Spellcraft, or Use Magic Device. The skill you selected is always a class skill for you.
Divine Power
Whether a demi-god or blessed with the favor of a god, you attained your power from a divine source. Whether you know it or not, there is a grander purpose for you. As a result, you’ve always seemed to have an almost 6th sense for danger. You receive a +2 luck bonus to initiative as well as a +2 luck bonus on all Perception checks specifically to notice danger.
Alien
Prerequisite: An alien race.
You may or may not look like one of the races common to the world but one thing is for certain; you’re from somewhere else. Whether you realize it or not, this has fundamentally changed how you see the universe. You receive a +2 trait bonus on all rolls involving alien technology and may make any such rolls untrained. You also gain a +2 trait on all Craft checks and Spellcraft checks used to create a magic item when taking a 10.
Accident
Your powers are the result of some sort of accident or circumstance that you were exposed to that had unexpected results. Even though it worked out for you that time, you have since been more aware of the unexpected. You receive a +1 trait bonus on all Reflex saves as well as a +2 trait bonus to all Perception checks.
Wealthy
Whether you were born into money or are a self-made person (or perhaps you were wealthy before and have since lost some of what you once had), you know how to handle money and use it to get what you want in ways others wouldn’t understand. You may use your Wealth modifier in place of normal modifiers when making Bluff and Diplomacy checks by flaunting your affluence. You also gain a +2 trait bonus on any check made to identify or determine the value of items and on Gather Information rolls to determine the whereabouts of an item.