Uzbin Parault

Lord Foul II's page

Organized Play Member. 7,103 posts (23,634 including aliases). No reviews. 1 list. 1 wishlist. 45 aliases.


Full Name

William Thomas David Meagher

Race

Vaguely humanoid

Classes/Levels

Ninja 3/Bard 1/Ranger 2/Scholar 1

Gender

Male.

Size

M, 6ft

Age

23

Special Abilities

Sheer awesomeness

Alignment

Bacon

Deity

Jesus

Location

Chattanooga

Languages

English, French, a smattering of German and Japanese

Occupation

Student, amazon warehouse associate

Strength 14
Dexterity 14
Constitution 16
Intelligence 17
Wisdom 6
Charisma 14

About Lord Foul II

collection of my homebrew/houserules:

now then, not all of this may be used in a given game, and others may also be used, anyway here we go

Any monk can pick up style feats (provided they meet all style feat prerequisites), improved maneuver feats, or the feats listed as monk bonus feats. At 6th level they can pick up greater maneuver feats.

Weapon Finesse: All rogues receive weapon finesse as a bonus feat at level 1.
-I don’t like feat taxes.

Weapon Focus: Weapon Focus and Improved Weapon Focus apply to entire fighter weapon groups, not single specific weapons. Note: Weapon Specialization still only applies to specific weapons.
-Makes the feat a little more versatile.

Agile Maneuvers: No longer a feat, everyone has this option.
-Feat tax.

total defense adds it's bonus to saves, and fighting defensively adds half of its bonus to saves

Arcane Armor Training/Arcane Armor Mastery/Arcane Strike: These feats do not require swift actions to activate. They're simply always in effect.

Combat Expertise: Change the prerequisites to: +1 BAB.
-Because why shouldn’t a 20th level fighter with 10 int be considered an expert in combat? This is begging people to spread themselves thin for something that’s already a borderline feat tax.

Combat Maneuvers: I am grouping combat maneuvers. Now if you decide to take improved [combat maneuver], you get multiple. They are Improved Agile Maneuvers (Trip, Disarm, Dirty Trick, Reposition, and Steal) and Improved Power Maneuvers (Bull Rush, Overrun, Drag, Grapple, and Sunder). Improved Agile Maneuvers requires Combat Expertise or Piranha Strike and Improved Power Maneuvers requires Power Attack or Combat Expertise. Note: Greater versions of these feats still require that you choose specific combat maneuvers.
-Most of these never get used and even the ones that do have limited use, so why not get more bang for your buck?

Improved Two-Weapon Fighting: Replace this feat and Greater Two-Weapon Fighting with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);

Improved Two-Weapon Fighting
Prerequisites: Two-Weapon Fighting, BAB +6, Dex 17
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. At 11th level, you get a third attack with your off-hand weapon, albeit at a –10 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
-Feat tax. This second feat invests you into TWF without requiring you to sell your soul again in 5 levels.

Dodge: Replace Dodge and Mobility with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);

Mobility
Prerequisites: Dex 13
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
-Talk about feat taxes. Dodge is weak on its own and mobility is mediocre at best. Together they’re a solid feat and give easier access to spring attack and whirlwind attack. Might also make shadowdancer and duelist more attractive.

Point-Blank Shot: Replace Point-Blank Shot and Precise Shot with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);

Precise Shot
Benefit: You no longer take the -4 penalty for shooting into melee. You also get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
-I hate feat taxes.

Careful Retreat [Fighter]
You can cross the battlefield without letting your guard down.
Prerequisites: Dex 13, Dodge
Benefit: You can take the withdraw action as a move action; in this case, you move up to your speed (rather than up to double your speed). If you take the withdraw action as a full-round action, you gain a +4 dodge bonus to AC against attacks of opportunity provoked by moving out of a threatened area during that movement.
Special: Careful Retreat can be used in place of the Mobility feat to qualify for a feat, prestige class, or other special ability.

Combat Flair [Fighter]
You love showing off in combat.
Prerequisite: Cha 13
Benefit: You may add your Charisma bonus to any attack or ability roll related to combat maneuvers (disarm, trip, and the like). Note that while this would apply to the touch attack required to start a grapple, it wouldn’t apply to subsequent grapple checks.
Special: Combat Flair can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Cha 13.”
Combat Instincts [Fighter]
You’re capable of giving into your instincts in combat, granting yourself better defense at the cost of self-control.
Prerequisite: Wis 13
Benefit: You may take a penalty of up to -5 to your Will saves and add the same number (+5 or less) your AC as a dodge bonus. This number may not exceed your base attack bonus or your base Will save.
Special: Combat Instincts can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Wis 13.”

Crack Shot [Fighter]
You can shoot through a melee and still hit your target
Prerequisites: Dex 13, BAB +1.
Benefit: You may ignore soft cover granted by your allies when using ranged attacks. If your BAB is at least +6, you may ignore all soft cover when making ranged attacks.
Special: Crack Shot can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.
Expert Throw [Fighter]
You can throw weapons with surgical precision.
Prerequisite: Dex 13
Benefit: You may add your Dexterity modifier to damage with thrown weapons instead of your Strength modifier.
Special: Expert Throw can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.

Martial Artist [Fighter]
You’re good with your hands.
Prerequisite: Combat Expertise
Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, if you have at least one hand free, your unarmed strike is counted as a one-handed weapon in situations where it would be advantageous to you. If you have at least two hands free, your unarmed strike is counted as a two-handed weapon in situations where it would be advantageous to you. If you’re two-weapon fighting with unarmed strikes, you are not considered to have two hands free.
Special: Martial Artist can be used in place of the Improved Unarmed Strike feat to qualify for a feat, prestige class, or other special ability.

A character with at least 5 ranks in Profession: Sailor, Profession: Soldier, or Profession: Jailer is treated as being proficient with the whip and cat o’ nine tails

a collection of my favorite traits:

Best/most interesting Traits
Tribal (Orc or Half-Orc): Within 60 feet of a tribal standard, you gain a +1 trait bonus on attack rolls and Will saves against fear effects, as if you were the recipient of a bless spell. I
Tusked (Orc or Half-Orc): Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus -5

Auspicious Tattoo (Human): You gain a +1 trait bonus on Will saving throws

Blood of Dragons (Human): gain a +1 trait bonus on Perception checks, low-light vision, a +2 trait bonus on saving throws against effects that cause sleep or paralysis

Bred for War (Human): You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall

Carefully Hidden (Human): You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. 

Enduring Spellcraft (Human, Azlanti): Treat your caster level as 1 higher for the purpose of determining duration only

Harrow Chosen (Human): You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom

Historian (Human): You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you

Infernal Influence (Human): You gain fire resistance 2 and a +1 trait bonus on Fortitude saves against poison

Latent Psion (Human): You gain a +2 trait bonus on saves against mind-affecting effects

Spirit Lodge Dreamer (Human): You gain a +1 trait bonus on saves against illusions, and reduce any miss chance you would take from concealment by 10%

Superstitious (Human): You gain a +1 trait bonus on saving throws against arcane spells

Varisian Tattoo (Human): You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives

Weapon Training (Human, Ulfen): You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer

Nine-Tailed Scion (Kitsune): You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class. You cannot exchange specific feats granted by a class or race for Magical Tail in this manner; for instance, a monk cannot exchange his Stunning Fist feat for Magical Tail

Elaborate Trapper (Kobold, Blue-Scaled): When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap's Disable Device DC increases by 2. 

Earthsense (Oread): As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th

Stoic Dignity (Oread): As long as you are conscious, you and all allies within 10 feet gain a +1 bonus on saving throws against mind-affecting effects you are not already suffering from. This is a trait bonus for you and a morale bonus for your allies

Curse in the Blood (Skinwalker): You gain a +1 trait bonus on saving throws against curses. You treat your caster level as 1 higher when casting spells and spell-like abilities with the curse descriptor.

Arms Master (Tiefling): You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.

God Scorn (Tiefling): You gain a +1 trait bonus on saving throws against divine spells

Fierce Flanker (Wyveran): You gain a +1 trait bonus on damage rolls against foes you flank. If you can guarantee regular flanking, this is solid. If not, it’s terrible.

Militia: You gain a +1 trait bonus on attacks made while flanking an opponent. 

Cunning Liar: You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks. 

Awakened from Stasis: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.

Mizu Ki Hikari Rebel: You gain a +1 trait bonus on damage rolls made with unarmed attacks

Glory of Old (Five Kings Mountains): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. 

Chillblight Emissary: You gain DR 1/cold iron but become sickened for 1 round if damaged by a cold iron weapons

Secret of the Impossible Kingdom: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, you do so at +1 caster level. 

Nightstall Urchin: You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls

Slave Taker (Okeno): Whenever you deal nonlethal damage in combat, that damage increases by +2

Spell Duel Prodigy (Erages): You gain a +2 trait bonus on Spellcraft checks to identify a spell as it is being cast and on dispel checks to counterspell a spell.

River Rat: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you

Wayang Spellhunter: Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. 

Mivoni Duelist: You gain a +1 trait bonus on damage rolls when you are the only one threatening your opponent.

Snake Bleeder: You gain a +2 trait bonus on Craft (alchemy) checks and checks made when brewing poisons, and Craft (alchemy) becomes a class skill for you.

Ancestral Weapon: Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.

Blighted Physiology: Horrific growths beneath your skin provide you a +1 natural armor bonus to AC, but your body does not work as a normal creature’s would. You become sickened for 1 round anytime you receive magical healing

Armun Kelisk Scholar: You gain a +1 trait bonus on Knowledge (planes) checks and checks made with one other Knowledge skill of your choice. This bonus increases to +3 when used to identify a creature with the air subtype. Knowledge (planes) becomes a class skill for you, and your bonus language options at 1st level include Auran. This choice is in addition to the bonus languages available to the character because of her race.

Thoughtful Wish-Maker: You gain a +2 trait bonus on Sense Motive checks. Furthermore, if you succeed at a DC 25 Sense Motive check prior to making any wish granted by an outsider, you become aware of your wish’s potential pitfalls. If you succeed at this check by 5 or more, you figure out how to word your wish in such a way that your words are not twisted

Chosen Child: Your starting money increases by 900 gp.

Quain Martial Artist: You gain a +1 trait bonus on damage rolls when using unarmed strikes

Community-Minded: Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds. 

Blackthorn Rancher (Lambreth): You gain a +1 trait bonus on Handle Animal checks and Handle Animal is a class skill for you. Your animal companion or bonded mount gains a permanent +3 trait bonus to its maximum hit point total (when using animal ally is good)

The Vessel Between (Daggermark): You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit. 

Sargavan Guard: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0. 

Precocious Spellcaster: Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.

Alchemical Prodigy: If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts. 

Regional Recluse (Ilsurian): You gain a +1 trait bonus on Survival checks and proficiency with light shields.

Demonbane Summoner: The attacks of creatures you summon are treated as cold iron for the purpose of overcoming damage reduction

Lessons of Chaldira: Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.

Starchild: You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks

Provider (Halfling): You gain a +1 trait bonus on any d20 roll to acquire food or water for others. Though this bonus most often applies to Survival checks, it could also apply to attacking monsters that are safe and nutritious to eat (mainly animals and plants). However, Erastil takes a dim view of waste and of those who scorn his favor, and if you abuse this gift (for example, by using the bonus to defeat a bear, then only eating one bite of it), he punishes you with a –2 penalty on attacks, checks, and saves for 24 hours.

Toilcrafter: Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1 armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes twice as long as normal. These items cannot be upgraded with new abilities.

Potent Concoctions: Choose any two poisons; when you attempt to inflict either of these poisons on an enemy, the DC to resist it increases by 1

Shield-Trained: Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you

Honeyed Words: 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

Wisdom in the Flesh: Select any Strength-, Constitution-, or Dexterity-based skill. You may 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.

Mother’s Rage: You receive a +1 trait bonus on Survival checks, and you treat your caster level as +1 higher when summoning creatures.

Mother’s Teeth:  You can make a bite attack for 1d4 points of damage as a secondary attack.

 Agent of Chance: Once per day, you can allow an adjacent ally to reroll a skill check as an immediate action before the result is revealed. The ally must take the second roll, even if it is worse.

Poisonous Slayer: You gain a +1 trait bonus on attack rolls when you are wielding a weapon treated with poison

Secret Knowledge: At any point after taking this trait, you may choose one Knowledge skill. You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed.

Blade of Mercy: 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.

Strength of the Sun: During the day, you gain a +1 trait bonus on all Charisma-based checks.

Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Clever Wordplay: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Memorable: When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds. This is fantastic on an Intimidate build.

Savant: You gain a +2 trait bonus on all Perform checks

Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat)

Wicked Leader: You gain a +1 trait bonus on Charisma checks against evil creatures. If you select the Leadership feat or the Vile Leadership feat (see page 14) at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil

Magical Knack (Magic): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice

Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Aldori Caution: You learned defensive moves from Aldori trainers. You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action. 

Armour Expert:  When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Axe to Grind: You gain a +1 trait bonus on damage against foes who are threatened by only you. 

Berserker of the Society (Barbarian, Society): You may use your rage ability for 3 additional rounds per day. 

Black Powder Bravado: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse

Blade of the Society (Rogue, Society): You gain a +1 trait bonus to damage rolls from sneak attacks

Defender of the Society (Fighter, Society): You gain a +1 trait bonus to Armor Class

Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Honored Fist of the Society (Monk, Society): You increase your ki pool by 1 point

Absolute Loyalty:  You gain the one-time ability to immediately cast atonement upon yourself as a spell-like ability upon performing an act or being subjected to an effect that spell affects. This ability can only be used while you are acting in the service of your liege (an individual of higher social standing chosen when you take this trait).

Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Larger Than Life: When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size. 

Lastwall Defender: You gain a +1 trait bonus on attack and damage rolls against undead creatures that you have personally identified using the Knowledge (religion) skill.

Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die

Steel Skin: You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.

xtremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Heirloom Weapon: When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Old version

(Pay non-masterwork price for any masterwork weapon, including exotic, and gain proficiency with it as well as a +1 to attack with it. Only works with that one specific weapon).

Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison, disease and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol

Power of Suggestion: You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.

Rough and Ready: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons

Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. 

Called: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Chosen Of Iomedae: You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled. 

Pact Servant: You may treat Asmodeus as if he were a lawful neutral deity for the purposes of determining your own alignment as a cleric, inquisitor, or other divine spellcaster. You may not select the evil domain unless your own alignment also contains an evil aspect.

Fashionable: So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you. 

Arcane Revitalization: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can't exceed your maximum number of arcane pool points.

Beast of the Society (Druid, Society): Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level

Bladed Magic: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1. 

Eldritch Smith (Dwarf): Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears

Gifted Adept: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. 

Greater Adept of the Society (Wizard, Society): You gain one additional 0-level spell slot.

House of the Green Mother’s Pupil: You gain a +1 trait bonus on Handle Animal checks. You may substitute this trait for Iron Will as the prerequisite for the Familiar Bond feat.

Stabbing Spells: Aroden wrote much about ways to use weapons to enhance magic’s effectiveness, and you have taken to heart the insights gleaned from his words. Whenever you strike a foe with a weapon, you gain a +2 trait bonus on caster level checks to overcome that foe’s spell resistance until the end of your next turn. 

Twinned Presence: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

Two-World Magic: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known

Unscathed: Each type of energy resistance you have (if any) increases by 2 points

Undead Slayer (Dhampir): You gain a +1 trait bonus on attack and damage rolls against undead creatures

Grounded (Dwarf): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves

Shadow Stalker (Fetchling): Increase the miss chance gained from your shadow blending ability by 5%.

Animal Friend (Gnome): You gain a +1 trait bonus on Will saving throws and handle animal checks as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you. 

Helpful (Halfling): Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.