The feat has multiple selections, so they could take other selections.
Is there a way to throw a divine error in a script?
The feat is Ancestral Legacy, the choice I am working on is Mordenheim.
You belong to one of the great families of Ravenloft.
{b}Prerequisite{/b}: Human or crossbreed subtype (dhampir, half-elf, half-vistani, caliban or changeling).
{b}Benefit{/b}: Your starting wealth increases by 1d6 x 10 gp. Further benefits you receive depends on which family you belong to. These bonuses are all trait bonuses.
{i}Boritsi{/i}: +2 Sense Motive and Bluff checks regarding sending and intercepting secret messages; +1 to saves against poisons and drugs. Consummate courtiers famous for their refined manners, enduring beauty and phenomenally long memories for grudges (Borca).
{i}D'Honaire{/i}: You gain a +1 bonus to all saves against mind-affecting spells and effects; +2 to Heal checks using hypnotism. Intellectuals attracted to the arts of medicine and hypnotism (Mordent, Dementlieu).
{i}Dilisnya{/i}: You gain the Poison Use ability. If you already have this ability, you gain the Swift Poison rogue talent instead. You also gain a +2 bonus to Bluff checks to lie. Enormously widespread family with a treacherous reputation but clannish support for each other (any, especially Borca).
{i}Drakov{/i}: +1 Intimidate, or +2 to intimidate Falkovnians; -2 Diplomacy to those from neighbouring domains; gain a Martial Weapon Proficiency or +2 to confirm critical hits with 1 martial weapon if already have that proficiency. Fierce warrior dynasty famous for its tendencies to depravity and violence (Falkovnia).
{i}Graben{/i}: +2 Appraise; +1 saves against curses. Isolationistic, but wealthy family of merchants; reputed to engage in in-breeding and grave robbery (Graben Island).
{i}Godefroy{/i}: +2 Diplomacy and saves against the special attacks of incorporeal undead; if you kill any member of your own race, you are haunted by their geists; you become a ghost upon your death which must be put to rest before you can be raised or reincarnated. Family known for its affinity with the spirit world (Mordent).
{i}Gundar{/i}: On a critical hit, you deal extra damage equal to double the critical modifier of your weapon; +1 to CMD; -1 to saves against fear effects. The illegitimate offspring of the brutal but cowardly vampire warlord that used to rule Gundarak; almost all are dhampirs and almost none are aware of their heritage (Barovia, Invidia).
{i}Hiregaard{/i}: +2 Fortitude saves and saves against compulsions, -1 to Madness saves or spells or effects that induce insanity. Lusty, known for their physical prowess and sense of duty, but prone to madness (Nova Vaasa).
{i}Madrigore{/i}: +2 Linguistics and Knowledge (arcana); these skills are always class skills for you; -2 to saves against possession. A family of prolific writers with a long interest in the arcane, groomed over the centuries by a dark presence. (Barovia, Mordent, Dementlieu).
{i}Mordenheim{/i}: Gain spell resistance 6 + class level against divine magic, which can't voluntarily be lowered; can't use divine spells; the caster level of all Alchemist extracts you prepare is increased by 1. Family dedicated to scientific pursuits and medicine to an obsessive degree, rejected by the gods for ancient blasphemies (Lamordia).
{i}Petrovna{/i}: +2 to saves against illusions; +1 to Survival, which is always a class skill for you. An in-bred clan of fallen nobles, prone to madness and stricken by poverty (Barovia, Borca).
{i}Renier{/i}: +2 Diplomacy; +2 Sense Motive to discern lies and make hunches; -2 to saves against contracting wererat lycanthropy. Bourgeois dynasty famous for their skills in discerning how the winds of power blow (Mordent, Falkovnia, Richemulot).
{i}Weathermay{/i}: +2 Will saves; +2 Diplomacy; -2 to saves against curses. A family famed for its nobility and heroism, but cursed with tragedy (Mordent).
{i}Von Zarovich{/i}: Knowledge (nobility) is always a class skill; +2 Intimidate; +2 DC to saves against your Necromancy spells; -1 to saves against curses and death magic. Respected and feared, their cursed blood means they walk within the shadow of Death. Watched by their patriarch, Count Strahd, to ensure they don't bring the name into disrepute (any, especially Barovia).
{b}Note{/b}: GMs using the optional trait rules may prefer to make these available as "kits" worth 2 traits each, rather than (or as well as) as a feat.