These would be traits that represent characters having graduated from one of 15 universities. I also made a reddit post here (https://www.reddit.com/r/Pathfinder_RPG/comments/1cpsbir/help_with_some_cu stom_regional_traits/?utm_source=share&utm_medium=web3x&utm_name=we b3xcss&utm_term=1&utm_content=share_button).
Here's a copy-paste of what I wrote there:
I'm trying to assign regional traits to my homebrewed world. As some background, these would be a set of fifteen regional traits for 15 universities in a metropolis dedicated to the pursuit of knowledge. The idea is that each trait is for a graduate. I've revamped some existing traits. Here's my current list.
I'd love some input into whether some of these traits are wildly imbalanced or on any suggestions on what to do. Mind you, I'm not going for a perfectly balanced system. Just some flavorful elements which don't make one player OP compared to the rest.
Five schools (the Corpus Externum) are dedicated to the fundamental forces which tie the world together:
- Ars Arcanum (arcane arts) is Quantium University graduate
- Ars Divina (divine arts) is Kwansai Believer
- Ars Prima (primal arts): Once per day, you can cast Suppress Primal Magic or Influence Primal Magic (only one of them). The effects last for three rounds.
- Ars Occulta (occult arts) is the same as quantium or kwansai, but for psychic spells
- Ars Vis (understanding how all the forces interact with each other): You can make a DC 15 concentration check to add another type of energy damage to a spell they cast that would deal damage
Five schools (the Corpus Vivum) are dedicated to studying the living and the civlizations of my homebrewed world:
- Ars Temporum (studying history): whenever you look into anything that would ask for a knowledge (history) check, you can spend three hours browsing everything at hand to reduce the DC of the check by 5
- Ars Vivens (studying all living things): choose offense or defense. If offense, you get a +1 trait bonus to confirm critical hit (against living creatures). If defense, you get a +1 trait bonus to AC only when ennemies are confirming a critical hit against you (the logic being you understand how your and other's bodies work better than most)
- Ars Creatrix (studying all art forms): you get a +2 trait bonus to perform (choose a category) and craft (choose category) checks. You may choose one to always be a class skill.
- Ars Geographicam (studying cartography and the planet itself): whenever you look into anything that would ask for a knowledge (geography) check, you can spend three hours browsing everything at hand to reduce the DC of the check by 5.
- Ars Systemata (studying how all the previous elements influence culture and social groups): Once per day, when making a diplomacy, bluff, or intimidate check against a crowd, you can choose to take a +5 trait bonus (must be chosen before rolling).
Five schools (the Corpus Faciens) are dedicated to the applied sciences :
- Ars Medicae (healing): when making a heal check for first aid, in addition to stabilizing them, you also grant them one temporary hit point for each round you spend with them (within 5 ft and spend at least 1 standard action with them).
- Ars Factorum (engineering): choose building, construct, or craft. If building, you reduce the amount of time it takes to build a room or building by half if you double the cost. If construct, you can choose craft (construct) as a feat without meeting its prerequisites. If craft (choose category), you get a +3 trait bonus to those checks.
- Ars Crescente (agriculture and other forms of plant cultures): I honestly have no idea
- Ars Potionum (potions and other such concoctions): Diminish the amount of time it would take to prepare a potion, poison, mutagen (and variants), balm or elixir by half
- Ars Artificis (studying ancient crafting and construction methods and attempting to replicate them): you can make a DC 20 knowledge (engineering) check for an item or construct (once per day for a specific item). This takes you an hour. If you succeed, you can attempt a craft check to replicate or repair the item as if you had 3 skill points in the matching crafting category.