Traits

Newly-created characters may have up to two traits, selected from different lists. Further traits may be acquired at later levels by taking the Additional Traits feat.

The traits available to characters are listed below. (Currently under construction)

Basic Traits

Combat Traits Source
Anatomist APG 327
Armor Expert APG 327
Bullied APG 328
Careful Combatant See below
Courageous APG 328
Deft Dodger APG 328
Dirty Fighter APG 328
Fencer APG 328
Killer APG 328
Reactionary APG 328
Resilient APG 328
Faith Traits Source
Birthmark APG 328
Caretaker APG 328
Child of the Temple APG 328
Devotee of the Green APG 328
Ease of Faith APG 328
History of Heresy APG 328
Indomitable Faith APG 328
Sacred Conduit APG 329
Sacred Touch APG 329
Scholar of the Great Beyond APG 329
Magic Traits Source
Classically Schooled APG 329
Dangerously Curious APG 329
Focused Mind APG 329
Gifted Adept APG 329
Hedge Magician APG 329
Magical Knack APG 329
Magical Lineage APG 329
Magical Talent APG 329
Mathematical Prodigy APG 329
Skeptic APG 329
Social Traits Source
Adopted APG 329
Bully APG 329
Canter APG 330
Charming APG 330
Child of the Streets APG 330
Fast-Talker APG 330
Merchant’s Child See below
Natural-Born Leader APG 330
Poverty-Stricken APG 330
Rich Parents APG 330
Studied See below
Suspicious APG 330

Campaign Traits

Coming soon…

Equipment Traits

Equipment Traits
Augmented Disguise
Dealmaker
Extremely Fashionable
Heirloom Weapon
Improvisational Equipment
Iron Liver
Power of Suggestion
Prehensile Whip
Quick Learner
Rough and Ready
Stage Magic
Stealthy Escape
Thrown-Together Fashion

Race Traits

Dwarf Traits Source
Clearheaded See below
Goldsniffer APG 331
Tunnel Fighter APG 331
Warsmith See below
Zest for Battle See below
Elf Traits Source
Androgynous See below
Arcane Dabbler See below
Dilettante Artist See below
Forlorn APG 331
Warrior of Old APG 331
Gnome Traits Source
Animal Friend APG 331
Rapscallion APG 331
Half-Elf Traits Source
Elven Reflexes APG 331
Failed Apprentice APG 331
Half-Orc Traits Source
Brute APG 332
Outcast APG 332
Halfling Traits Source
Well-Informed APG 332
Human Traits Source
Historian See below
Scholar of Ruins APG 332
World Traveler APG 332

Regional Traits

Regional Traits Source
Desert Child (desert) APG 332
Highlander (hills/mountains) APG 332
Militia Veteran (any town) APG 332
Pesh Addict (urban) See below
Savanna Child (plains) APG 332
Vagabond Child (urban) APG 332

Religion Traits

Coming soon…

Trait Desciptions

Androgynous

Your gender is not immediately apparent, and new acquaintences are often careful with their pronouns. Because of your ambiguous, malleable appearence, you gain a +1 bonus on all Disguise checks, and take no penalties for disguising yourself as the opposite gender.

Arcane Dabbler

Though your magical studies were decades ago, you still remember your favorite little trick. Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Intelligence- or Charisma-based (chosen when you select this trait).

Augmented Disguise

You are especially good at disguising yourself when you have props available. You gain a +2 trait bonus on Disguise checks when wearing a wig, false beard, or similar large prop, or if you are wearing a special costume or eye-catching bauble that reinforces your disguise.

Careful Combatant

Though you may not have chosen to follow the lifelong path of the warrior, you have nonetheless undergone some training in fighting. Your teachers often praised your ability to choose the right time for your actions, exploiting weaknesses and waiting for the perfect moment. You gain a +1 trait bonus to attack and damage rolls whenever you make an attack as a readied action.

Clearheaded

You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

Dealmaker

You have the air of a person with money, allowing you to buy and sell valuables that otherwise are too rich for the local community. Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town.

Dilettante Artist

Art for you is a social gateway and you use it to influence and penetrate high society. You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Extremely Fashionable

You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Heirloom Weapon

You carry a weapon that has been passed down from generation to generation in your family. This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.

Historian

Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past. You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.

Improvisational Equipment

You have an uncanny knack for turning equipment to new and unexpected uses. When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.

Iron Liver

Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Merchant’s Child

One of your close relatives was a gifted merchant, and taught you early in life how to see the innate value in any object. You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you.

Pesh Addict

You spent several of your teenaged years addicted to pesh, a habit that you may or may not have kicked. Certainly, the habit consumed much of your savings. You start with only half of the normal starting cash as a result, but your knowledge of the pesh addict lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.

Power of Suggestion

People trust your words over their own eyes. You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.

Prehensile Whip

In your hand a whip has a life of its own, wrapping around pillars and beams with ease. You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.

Quick Learner

You’re skilled at learning the feel of a particular weapon after a few swings in combat. After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.

Rough and Ready

Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be. When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.

Stage Magic

You have put in many hours practicing with flashy alchemical items that enhance your Perform skill. When you use an attention-getting alchemical item such as a flask of alchemist’s fire, smokestick, thunderstone, or another appropriate alchemical item (GM’s discretion) as part of a performance, you gain a +2 trait bonus on your Perform check for the duration of that performance. The item is expended without its normal effects and only serves to make your performance more impressive; for example, you could pretend to ignite yourself with alchemist’s fire as part of a Perform (comedy) check or make a dramatic appearance with a smokestick as part of a Perform (act) check, but you would not actually take fire damage or gain concealment from smoke.

Stealthy Escape

You are adept at escaping from confinement in an unobtrusive manner. When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.

Studied

You either grew up surrounded by literature on a certain subject (or experts in a certain field), or you have just spent most of your life around a certain subject of study. Either way, you have a natural knack for a certain field of study. Choose 1 Knowledge skill. You gain a +1 trait bonus on Knowledge checks of this nature, and it is always a class skill for you.

Thrown-Together Fashion

You can modify old clothing to make it effective in new circumstances. With a basic sewing kit or disguise kit, you can make a Disguise check to change one outfit into another outfit. The DC of this check is equal to 10 + the gp difference between costs of the outfits. The alteration takes 10 minutes per 1-gp difference in the cost of the outfits.

Warsmith

You have an intuitive grasp of the weak points of metal and stone. You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.

Zest for Battle

Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause. Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Traits

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