Traditions of the Jagged Forest

1.Pick a tribe or faction and apply the bonus to your character.''' '''

2.Pick a tradition from those available to your tribe.  
 * Kinship - +1 on saves and +3 on saves v. fear while standing next to an ally.
 * Martial - +1 AC while wounded. 1 less armor check penalty.
 * Tactician - Allies receive +1 to hit when flanking with you.
 * Fanatic - +2 will saves against effects that would conflict with ideology or religion.
 * Battlerager - DR 1/- while bloodied. This stacks with ALL other DR.
 * Tracker - Track as a bonus feat and once per day make a survival check as a full round action. If you ever gain track as a bonus feat from another source, gain +2 on stealth checks.
 * Hunter - +3 on Knowledge: Nature to Identify creatures or to find food or shelter. +2 on saves vs Frostbite. +1 on stealth checks.
 * Herbalist - Once per day make a survival or knowledge nature check to activate an herb as a full round action.
 * Sailor - can always take 10 on profession sailor checks. +2 on swim, profession sailor, and use rope checks.
 * Stalker - Can re-roll one stealth check per day (before knowing results)
 * Fist of the Forest - Wisdom instead of strength to damage when using unarmed attacks or monk weapons.
 * Undercult initiate - +2 on spellcraft checks.
 * Hearth Acolyte - +2 on knowledge religion checks. Once per day, maximize “cure” spell as a full round action.
 * Blood Acolyte - +2 on knowledge religion. Gain full BAB for you levels in a divine caster class for a number of rounds equal to lvl+Str mod (druid levels don't count). These rounds need not be consecutive.
 * Shield Acolyte - +2 on knowledge religion. Once per day, a [harmless] spell that you cast with a range of touch becomes range close instead.
 * Battle Yodeler - while performing bardic music, alleys gain +1 to saves if you beat your chest.
 * Skald - Gain full BAB for you levels in bard the prestige classes thereof.
 * Trader - 1 bonus language and +4 on appraise checks. Linguistics is a class skill (if already, gain another bonus language).
 * Voice of the Trees - once per day per dex modifier extend a spell you're casting (as sudden extend feat).
 * Voice of Hunger - Once per day per point of strength modifier of character in natural form, cast a spell while wildshaping.
 * Barkclimber - +3 on climb checks. Never flat footed while climbing. Push Off: DC20 climb check to gain a running start when jumping from climbing.
 * Craftsmen - gain 4 skill points at 1st level. These may only be spent on craft skills. You may rush a job on a craft check, reducing the time to ¼ the normal time, but the object is of shoddy make, and breaks if a 1 is rolled while using it (or 5% chance if the object is like a trap or a building etc.)

3.Write a paragraph on your character's personality.

 

4.Chose one of the following: an enemy, a passion, a goal, or a talent.  
 * Enemy - +1 damage, +2 to will saves against. Defeating your enemy may give inspiration.
 * Passion - Gain +2 on a skill, or +1 on three related skills or +1 on a skill and gain it as a class skill. (Never UMD)
 * Once per day, you may gain a +2 bonus on a roll AFTER the DM has told you the result as long as the roll was made in pursuit of your goal. Moving your goal forward may give inspiration.
 * Talent - Work it out with DM.

5.Chose a Weakness. (work it out with DM)

Penalty to saves, checks made with a specific attribute, or certain types of actions. I.E.: Note that a weakness should be reflected in RP as well, and is not something you just write on your character sheet and forget about :)
 * Bloodthirsty: -2 on ranged attacks
 * Hideously scarred/deformed: -4 on social skills (except intimidate) when face is visible.
 * Cowardly: -3 to saves against fear.
 * Distracted: -2 perception.
 * Sickly/Infirm: -2 fort saves.
 * Sheltered/weak - -4 strength checks.

6.Chose an Ideology or religion.