Hammurak: Path of the Sun
Wow, this is a mess. Fix this later
Combat TraitsThis trait is available to all Hammuraki characters.-Hill Fighter: You are used to fighting in hilly environments (Pathfinder RPG Core Rulebook 427–428). You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling—but if you travel farther than this distance, the normal rules for steep slopes apply. -Jungle Fighter: You are sure-footed in jungle environments, and your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).-River Fighter: You are used to fighting while swimming. You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more. -Savanna Hunter: You have been trained to hunt and fight on the open plains since birth. You gain a +1 trait bonus on attacks of opportunity attack rolls made with a short spear, as well asa +1 racial bonus on Constitution checks to continue running and avoid nonlethal damage from a forced march.Magic TraitsThis trait is available to all Hammuraki characters.-Two-World Magic: You have bridged the gap between the natural magic of the Caerne peoples and the refined magic of the Mikaanese colonists. Select one 0-level spell from a class spell listother than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your classdoesn’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.-Devoted to the Earth: Your unending worship of the Gods of the Earth has served yourskills well, you may speak with animals once per day as the spell.Race TraitsThese traits can be taken by anyone of the listed ethnicity.-Adventurous Explorer (Halfling, elf, half-elf): You are one of the few to brave the world outside. When frightened or shaken, you only take a –1 penalty on your rolls instead of –2.-Godling (Elf or half-elf): whether by truth or delusion you see yourself to be the child
or half-child of the Gods. You may re-roll failed diplomacy, bluff and intimidate checks once per day against followers of the Hammuraki Gods.-Born to the Water (Barcoby): You were born on the shore, and you easily live on and under the water. You gain a +1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour.-Diviner of the Golden Hall (Barcobene Dwarves and Sunbloods): Your Gods speak to you directly and give you guidance in times of trouble, once per day you may cast an additional Level 1 divination spell once per moon cycle. At fifth level you may cast an additional Level 2 divination spell and so-on-Colonial Entitlement (Mikaan or occupied Caerne): You are a firm believer in the superiority of your Mikaanese heritage, and you cling to your racial and cultural pride. You gain a +2 trait bonus on Intimidate checks against Caernese and Barcobenes.-Colonial Sympathizer ( Caerne or Barcoby): Your behaviour is heavily influenced bythe Mikaanese colonials. You gain a +1 trait bonus on Bluff and Diplomacy checks involving Mikaanese colonials and others with this trait.-Assimilated Native (Caerne): You have adopted the ways of the colonials. As a result, you feel that other, “inferior” races—such as your Caernese brethren—should obey you as they do the colonials. You gain a +2 trait bonus on Intimidate checks to influence Caerneese natives, but you suffer a –2 on Diplomacy checks to influence them.-The Earth As My Witness (Oread): The strength and intractability of the earth is an indelible part of your being. Your ancestors watch over you and grant you strength in times of need. Once per day when standing on open earth, dirt, sand or stone you may call on your Terran heritage to add a +2 bonus to Fortitude saves for a number of rounds equal to your level.-Escapee (Goliath, Tallmen): You are an escapee from the slave camps of the God-Kings, you are on the run for your life. Your wits and stealth have led you thus far but will they be enough to lead you back to your homeland? Take +2 on stealth checks to avoid notice from humanoids and +2 to disguise checks to fool slavers-Eye In The Sky (Sylph): You are constantly gazing into the sky, longing for the freedom that your ancestors enjoy on their plane. Sometimes you are able to make the sky gaze back. Once per day you may use Eagle Eye as the spell.-Gaze Into The Fire (Ifrit): You were born of the endless inferno of the plane of fire and your strong connection to that place grants you foresight. Whenever in the presence of open flame you may use Augury as the spell by taking a full round action to stare directly into the fire and attune yourself to your home plane.-Marked For Glory (Mikaanese): You know that you re destined for greatness, born under an auspicious sign. The oracles have denoted you as a future warlord or mage of unrivalled might. Other Mikaanese recognize this power in you and treat you accordingly. Take +2 to diplomacy, intimidate and bluff rolls made against Mikaanese.-Nomadic (Half-orc, Tallmen, Goliath): You have lived among the Rho or the Ehtzandiand know the unforgiving lands well. You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.-Fight or Die (Goliath): When you were taken as a slave by the God-Kings they took note of your ferocity and fighting prowess and immediately marked you for a Pit Fighter. Fighting for
the amusement of the God-Kings gave you both a unrivalled martial training and a flair for the dramatic. Only the entertaining and skilled fighters live through the trials of the Pits. You may take a +1to your CMB when fighting with witnesses present.-Slaver (Elf, Half-elf): You may never have participated in a single slave raid, but members of other tribes recognize you as a slaver, and they fear and distrust you accordingly. You gain a +2 trait bonus on Intimidate checks to influence Moziq and Ehtzandi, but you suffer a –2 penalty on Bluff or Diplomacy checks to influence them.Regional TraitsThese traits can be taken by anyone who’ s spent significant time in the associated r egion.-Barcobene Philosopher (Barcoby) You studied under the philosophers of Barcoby, take +2 to influence other Barcobenes and a +2 to any one knowledge of your choosing.-Citizen of Nabhorshet: You live and work in Nabhorshet. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (nobility) checks regarding Nabhorshet.-Citizen of Akkanshet: You live and work in Akkanshet. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (history) checks regarding Akkanshet.-Citizen of Ramorshet: You live and work in Akkanshet. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (history) checks regarding Akkanshet.-Plainsman: You live and work on the Rho or Moziq Plains. You gain a +1 trait bonus on all Knowledge (geography) and Survival checks regarding the Rho or Moziq Plains.Religion TraitsThe following traits are open to anyone of the listed faith.-Faithful King Worshipper: You worship a living breathing god, and are skilled at making that sound reasonable. You gain a +1 trait bonus on Diplomacy checks; this bonus increases to +3 if you are dealing with a follower of the God-Kings.-Spirit Talker: You are a devotee of the shamanistic practices of the Rho and Caerne, having little use for the deities of the colonials. You gain a +1 racial bonus on Will saves against divine spells and spell-like effects employed against you by clerics or paladins of the God-Kings and the Lords of the Veil World—but you suffer a –1 penalty on Will saves against divine spells cast by devotees of Gods of the Earth.