Origin Traits are small bonuses that apply to you based on the place you call home. If you hail from a town considered to be under the rule of one of the listed regions, you may apply for that trait (at GM discretion). If you do not meet any of the specific traits, you may choose the general trait for your place of origin.
All Origin Traits include the following bonus:
You gain a +1 competency bonus on all Knowledge checks relevant to your place of origin, and may make such checks untrained.
Aegis City Native: You hail from the Guardian capitol of
Aegis City. You are used to the hustle and bustle of big city life, and are used to fraternizing with all sorts of people. You have been taught not to trust arcane magic, and gain a +1 competency bonus to Will saves against arcane magical effects. You begin with a masterwork item of your choice with a maximum base cost of 100g.
Oxburg Native: You hail from the Guardian city of
Oxburg, and have grown up amidst its smog and industry. You gain a +1 racial bonus to saves against poison and disease, and may gain a free skill rank in one of the following skills at 1st level: Profession (Sailor), Profession (Fisherman), Craft (Weapons), or Craft (Armor).
Zephyr Native: You hail from the Guardian city of
Zephyr, and are familiar with its unique ways and customs. You add
G'aarjyan (Ancient Guardian) to your list of languages known. You gain a +1 racial bonus to Survival checks made in desert terrain, and a +1 competency bonus on saves against fire and heat effects.
Qi Xiang Native: You hail from the monastery at
Qi-Xiang. You add
G'aarjyan (Ancient Guardian) to your list of languages known. You gain a +1 racial bonus to Constitution, though you may not raise your Constitution above 16 in this manner. If at any time you possess the Ki Pool class feature, you gain an additional 2 ki points per day. Knowledge (Religion) becomes a class skill for you, if it is not already.
Guardia Native (General): You hail from the Kingdom of Guardia, but not from any of the above regions. You add Halfling, Dwarven, and Orc to your list of available languages and remove Elven and Gnome. You gain a +2 competency bonus on Knowledge (Religion) checks and may make such checks untrained. Finally, you begin with an extra 200g at 1st level, and may begin with a free masterwork item of your choice with a maximum base cost of 100g.
Vesper City Native: You hail from the capital of
Vesper City. You add
Elven to your list of languages known. If you automatically gain Elven as a language from your race, you instead add
Gnome. You gain a +1 racial bonus to Survival checks made in forest terrain. Additionally, you gain a +1 competency bonus to Knowledge (nature) and Handle Animal checks, and may make such checks untrained.
Iron Falls Native: You hail from the Vesperin city of Iron Falls, and have grown up in close proximity to the military. You gain a +2 competency bonus on Ride checks, a free rank in Profession (Soldier) at 1st level, and gain an additional favored class bonus each time you gain a level.
Norlyn Native: You hail from the northern city of
Norlyn, and have grown up around fast-paced politics and academia, but are unprepared to deal with magic. You gain a +1 racial bonus to Intelligence, though you may not increase your Intelligence above 16 in this way. Additionally, you gain a +2 competency bonus on Diplomacy, Bluff, and Sense Motive checks, however you take a -1 penalty to all saves against spells and spell-like abilities until you reach 7th level.
Vesperin Native (General): You hail from
The Vesperin Empire, but not from any of the above regions. You add
Elven, Gnome, and
Sylvan to your list of available languages, and remove
Halfling and
Dwarven. You gain a +2 competency bonus on Knowledge (Arcana) checks and may make such checks untrained. Finally, you begin with an extra 300g and gain an additional 1st-level spell per day in your favored class.
Other
Raijin Expat: You hail from
The Raiji Shogunate, and are a foreigner in Draydar. Add
Raijin (Language) to your list of languages known. You gain a +1 racial bonus to Wisdom, though you may not raise your Wisdom above 16 in this manner. Additionally, if you have proficiency in Martial weapons, you gain proficiency with two weapons of your choice from the following: katana, wakizashi, fighting fan, bo staff, kusarigama, or shuriken.