CAMPAIGN TRAITS:
You're The Boss:You are the leader of the local Mercs4Hyre franchise. You are known for your fair treatment of those under your employ, as well as for getting the job (whatever it may be) done right. You gain +2 to all Diplomacy checks, and Diplomacy is always a class skill for you. You are the leader of the group. Additionally, you can appeal to the Home Office for certain objects or other expenses that will help you get the job done (within reason). ONLY ONE PERSON MAY TAKE THIS TRAIT.
On The Run:You secretly committed a crime, and are being hunted for it. Good thing you know how to disappear! You've got a good gig pretending to be a mercenary with Mercs4Hyre for now. You gain a +1 on Bluff, Stealth, Escape Artist, and Disguise checks, and one of those is always a class skill for you. You also have an emergency escape plan (to be discussed with the DM) that can be used only once.
Church Money:As a well-known and respected higher member of your faith's church, they've assisted you monetarily while you're out working with Mercs4Hyre to promote your religion. You start play with 3000 additional gold pieces, and those of your faith always assist you for little to no compensation. You also gain a +2 to Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you. YOU MUST BELONG TO A RELIGION TO TAKE THIS TRAIT. If you change faiths, you must repay the 3000gp, and those of your lost faith will no longer assist you for free.You keep the Knowledge bonus.
Magical Intern:You've been allied with the group as part of the local Arcane academy's partnership with Mercs4Hyre, giving you a difficult-to-get intern position. If you do well here, you might have a full job lined up upon graduation! The group only gives you 1/4th as much as everyone else of the spoils of battle, but you gain half as much more experience! Additionally, you get +1 to Spellcraft Checks, and Spellcraft is always a Class Skill for you.
Accidental Arsonist:You didn't mean to burn it down, you swear! Nevertheless, the judge ordered you to work with Mercs4Hyre until you've worked off your sentence.
You gain +2 to any Fire damage, and can start small fires with your fingers... providing you don't get caught.
Scary and Grumbling:Gods, you hate working with people. They get in the way, and they always look to you when things get rough. Too bad you need the money. You'll lend your strong arm to Mercs4Hyre for a bit to build up your reserves, but the moment you're set, it's back to drinking alone in the pub. You gain a +2 to Intimidate checks, and Intimidate is always a class skill for you. Additionally, once a day, you can break something important to someone in order to automatically succeed on an Intimidate check against them.
Up-and-Coming Author:You're determined to become famous for your stories. You're great with words, but so far your stories aren't terribly interesting. Hopefully some time with Mercs4Hyre will fix that!
Whenever you use a verbal Perform check, you gain a +2 bonus. In addition, any Bardic Performance bonuses you create are increased by 1 if you add in a witty line, a funny joke, or a piece of inspirational wisdom.
Nature's HR Department:Some people have criticized Mercs4Hyre for being insensitive towards nature, so you were assigned to make sure they behave! You gain +1 to Handle Animal, Knowledge (Nature), and Survival Checks, and one of them is always a Class skill for you. In addition, any Nature-related spells you cast are at +1 Caster Level.
Mercs4Hyre Veteran:You've been with M4H for ages. Your weapon has felled many a foe, and your coin purse has been lined with almost as much blood as it has with gold. Clearly, you know what you're doing. You gain +1 to all attack rolls, as well as a +1 Insight Bonus to Survival checks.
Expert4Hyre:Sometimes you need someone that knows more than anyone else on a topic. That person is you. You're acting as a consultant for a bit, due to your +2 to a Knowledge skill of your choice. After all, it's always a class skill for you. In addition, you can make untrained Knowledge checks in any Knowledge, providing the DC is 10 or lower.
Man to Warrior: The monastery told you that you had learned all you could from them, and that the last step to becoming a warrior was to head into the world, and return with new-found enlightenment. You're not sure what that is, but until then, killing things with your training will have to do. You gain a +2 to all Acrobatic checks, and it is always a class skill. Additionally, once per day you can focus your energy for 1 Full Round. Providing you are undisturbed in this state, you can double your actions for 2 rounds afterwards!
Holy Protector/Purveyor:If someone has taken the Church Money Trait, you may choose to be sworn as their protector. Otherwise, you are out to spread word of your faith- even if it means using force to do so. You can use Smite Evil an additional time each day. Additionally, if you are attacking to protect your charge, you double your Charisma bonus to Smite. If you chose to spread your faith instead, you can make an Intimidate check to Daze all enemies as you spew forth religious text.
Alchemical Hypeman:Everyone is seeing this newfangled Alchemy as something to be afraid of, and you're out to change that. By allying with the popular Mercs4Hyre, you hope that the world gains a new perspective towards masters of your craft. You gain +1 on all Craft (alchemy) checks, and you are treated as if you had taken the Infusion discovery.
Filling the Ranks:Your specialization in summoning has made you a major boon to Mercs4Hyre. Cast a spell or two and suddenly an army is at your side! You've gotten good at it, too- Once a day, you can cast 2 Summon spells in 1 round. Also, if you have an Eidolon, it gains an additional Evolution point at each level.
Hired Hexer: Sometimes the enemy has a huge advantage. That's when Mercs4Hyre call you in. With your talent for making luck change against your foes, you're a great match! You begin play knowing 1 extra Hex. When you gain access to Grand Hexes, you gain 1 extra Grad Hex as well.
DRAWBACKS:
One of these may be taken, OR one from the bottom of the Traits list, in order to give you an extra Trait.
Who Am I?: You don't remember your past. You're sure it was important, but until you remember, this seems as good a job as any! This makes it easy to control your mind, and you take a -2 to Will Saves. Your traits still work, but you either don't know how you know/have/can do these things, or they've occurred since you lost your memory.
Petsitter: It howls at night, it gets mud on your clothes, it steals food from your plate, and it always seems to get in trouble. Why do you keep this dumb dog? You promised a friend you'd watch it, and you're going to stay true to that promise, godsdammit! You take -1 to Charisma-based skill checks, as this dog seems hellbent on ruining your reputation. It also runs into battle a lot.
Cursed Item: You should never have picked it up. Too late now, you can't get rid of it! This item (and its negatives) will be randomly determined by the DM.
Pincushion: Oh no, not another archer! For some reason you have the worst luck when under fire. A hail of arrows falls, the dust clears, and everyone is fine- except you. They thought it was a joke at first, but your healer knows better. All ranged attacks gain a +1 to hit you.
2 strikes: You've gotten in trouble a few times with Mercs4Hyre's management. As a matter of fact, you're already only 1 strike away from termination! To ensure you behave, you agreed to have a small compulsion spell applied, and now you find yourself following the boss's orders quite well... whether you like it or not!
Clumsy: Whoops! Sorry! Woah! Ouch! Oh no! You say this a lot, and it's no surprise. You drop things, bump into folks, and trip over clearly-visible items. You take a -2 to Reflex Saves.
Allergic: You start feeling the affect when you merely think about your allergies. This allergen (and its negatives) will be randomly determined by the DM.
Curious: What does THIS do? What happens if I put this in that? Ooh, what if I-*BOOM*
The DM will occasionally ask you to make Will Saves to resist doing things. You will have a -2 to resist these saves.