Pathfinder Traits
Guide
So it is time to optimize your
character! Traits are a great place to start. I have modified this guide
so that it contains only good choices. I
plan on doing the same for a feta guide soon, enjoy!
A few things to
remember:
- Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack
- The Additional Traits feat can be taken to gain two additional Traits.
- In most cases, a new PC should gain two traits, but its up the GM.
- You may not select more than one trait from the same list of traits
Ranking
This guide will use a
ranking system using the color spectrum to rate the class features and options,
as follows:
Green: Average. There may be more powerful options instead, but
this is fairly solid.
Blue: A good choice, above average.
Purple: Among the best in its class, possibly a
no-brainer pick. Outstanding!
Combat Traits
Accelerated Drinker - Can drink a potion as a move action. So if your GM
allows Quick Draw to affect anything other than weapons (RAW it doesn't), or if
you use Bandoliers this can be a great trait. If however you can't then it's a
move action to pull the potion and a move to drink. That's effectively the same
thing as using a move and a standard action.
Anatomist - +1 to confirm critical hits. A trait should be equal to half a feat. Critical Focus gives a +4 bonus but requires a +9 BAB. If you are
planning on making a build based around the critical feat chain then this might
not be a bad trait. I feel it should have been a +2 bonus to really shine.
Armor Expert - Reduce your armor check penalty by 1. This
basically gives you a +1 bonus to all Dex-
and Str-based skills. Yes please. One thing of note is
that this reduces a Mithral Breastplate to 0 ACP, letting classes with no
medium armor proficiency use it without penalty (all non-proficiency penalties
are based on ACP)
Berserker of the Society - 3 additional rounds of rage. I like
it.
Blade of the Society - +1 damage on SA. Not bad.
Defender of the
Society (Fighter) - +1 AC when wearing armor. Better than Armor Expert but
you have to be a fighter.
Deft Dodger - +1 to Reflex. Good stuff
Dirty Fighter - +1 damage to flanked foes (and it is
multiplied on a critical hit). Not bad if your built around flanking
(Rogues and Precise Strike builds)
Excitable - +2 initiative but you have to be a gnome.
Still a great feat.
Honored Fist of the Society - The good. You get 1 extra ki point.
The Bad. You're playing a monk.
Killer - Bonus damage to critical hits based on your weapon. Not a
bad choice if you're going for a critical build but better options are
available.
Reactionary - +2 bonus to Initiative and no race
restriction. Now we are talking.
Resilient - +1 bonus to Fortitude saves. Great stuff.
Slippery - +1 to stealth and it becomes a class
skill. Crazy good. Stealth is a good for just about anyone.
Tracker of the Society - Ranger only. +1 initiative and a +2 bonus
on survival checks in your Favored terrain. Not a bad trait.
Witty Repartee - +1 to bluff and it becomes a class skill. Another skill
gain trait.And it gives you a very nice skill. Bluff. Awesome.
Faith
Traits
Birthmark - +2 bonus on saves vs. charm and compulsion
and your body becomes a divine focus. Good if your GM likes to imprison you
or steal your gear. As pointed out non casters can still take this feat and benefit
from the +2 bonus on charm and compulsions(the spells you really don't want to
fail). If you're wanting to shore up a poor will save this isnt a bad bet. Ask
your GM if this focus takes care of all those pesky expensive divine focus a
few divine spells have. If so then this trait just got even better.
Caretaker - +1 to heal and it becomes a class skill. Great
stuff... if you really want the heal skill maxed. I guess.
Child of the Temple - +1 bonus to Knowledge (nobility) and
Knowledge (religion), and one of these (your choice) becomes a class skill.
Another great skill trait. Knowledge religion is the gem here.
Devotee of the Green - +1 bonus to Knowledge (geography) and
Knowledge (nature), and one of these (your choice) becomes a class skill. A
nice skill trait. Knowledge Nature is especially nice because it affects so
many creatures. Still its a choice of two Knowledges.
Ease of Faith - +1 bonus on Diplomacy, and it becomes a class skill. Who doesn't want to be diplomatic.
Exalted of the Society - You can channel energy 1 additional time a
day. I like it. Most think Channel energy a waste but I disagree. However
based on popular opinion I have coded it blue. If you like to heal or
like channeling then bump this to purple.
Indomitable Faith - +1 to will saves. If you're dealing
with a poor will save this is a great trait. Carefully
Hidden (Human Racial Trait) is better however. If you're human or you don't mind
taking the Adopted Trait get that instead.
Scholar of the Great
Beyond - +1 bonus on
Knowledge (history) and Knowledge (planes), and one of these (your choice)
becomes a class skill. Skill trait - Awesome. Name of trait - bonus
awesome. I almost like this as blue because Knowledge (Planes) is really
helpful, but with keeping my ranking uniform. Green It is.
Stalwart of the
Society - Your aura of
courage grants an additional +1 against fear effects. While this is another
random +1 bonus, its a +1 bonus that can help your whole party. It stinks when
half your party fails a frightful presence save. Otherwise this is a so so
trait. I give it a bonus for being team friendly.
Magic
Traits
Beast of the Society - When you wildshape into a small or medium
creature your wildshape duration is doubled. Simply frikking outstanding.
How this is only a trait I don't know. You know all those scouting missions
your group makes you go on as an eagle or whatever. How would you like it to
last twice as long... well maybe you don't, but its still crazy good.
Charlatan - As a swift action you can expend a spell
and gain a bonus based on the level of the spell on your next bluff check.
You can use this ability 3 times. You shouldn’t need it more then that considering
its a horrible trade off. The only time I can see this as useful is when your
caught with your pants down so to speak. But if you're a caster high enough to
expend a spell worth a decent bonus... then you're a high enough caster
to cast a spell to fix the issue. O and you have to be a gnome to boot.
As pointed out it is a swift and undetectable however. So for those that really
want to eck out every bit of bonus on bluff this might be an option.
Classically Schooled - +1 bonus to spellcraft, and its becomes a
class skill. A great skill to have in class for anyone. The fighter
that can tell if an enemy just cast teleport to flee, or an invisibility spell
and is still fighting... that's helpful for anyone.
Dangerously Curious - +1 bonus to Use Magic Device, and it
becomes a class skill. I wish I had a color better than purple. Considering
how high the DCs are for UMD this trait is even good for those that already
have it in class.
Deep Guardian - +1 morale bonus to attack, and a +1 enhancement to AC for
Earth subtype creatures. You have to be a dwarf. Not a bad bonus if
you're a Summoner.
Desperate Focus - +2 bonus on concentration checks. So at
first level you have about a +5 or +6 to your concentration. Its a DC 17 to
cast a first level spell. A DC 19 for a second. Lets say you get hit for 10
points of damage. Thats a DC 21 for a first level spell. As you can see
Concentration DCs are pretty high and very hard at low levels. Combat Casting is a feat you can take to add +4 to you concentration check,
however it only adds the +4 while casting on the defensive or grappled. Not due
to damage. Desperate Focus is a flat bonus for everything. If you are playing a
caster that tends to get in the middle of combat this is a very good trait to
invest in.
Diabolical Dabbler - +1 hit point per Hit point die to summoned fiendish animals.
So if you're a Summoner or specialize in summoning this isnt a bad trait. A few
hits to the usefulness of this however. It has to be a fiendish animal. Not a
demon or devil. A fiendish animal. When you use Summon Monster to summon most
animals it either has a celestial or Fiendish template based on your alignment.
Good get Celestial. Evil get Fiendish. Neutral get to pick each time they
summon (hint hint) So if you're a good summoner this is probably a waste.
Focused Mind - +2 on concentration checks. Same as
Desperate Focus. Not a bad choice at all. See Desperate Focus for a full
breakdown why I like it. Remember you can't stack trait bonuses however. Take
one or the other.
Gifted Adept - Choose one spell and you get a +1 caster
level. Lore Seeker is way better 3 spells get +1 caster level and +1 DC
Hedge Magician - Reduce the cost of any magic item you
create by 5%. Currently one of the only RAW ways to make gold off crafting
magic items. If your planing to craft a lot of gear for your party this is a
great trait.
Magical Knack - +2 caster level to one spellcasting class
up to your HD. In 3.5 we had Practiced Spellcaster which increases your
caster level by 4 up to your HD. It did not make the transition to Pathfinder.
Currently this is the only way (baring 3PP material) to keep your caster level
equal to your HD if you decide to dip into another class. If you multiclass
this is a must have trait. It is strongly recommended for the poor spellcasters
like Paladin and Ranger. It helps mitigate the caster level of the spells AND
it allows them to qualify for certain feats 2 levels earlier.
Magical Lineage - Pick one spell. Drop the metamagic cost by
1. This trait has a ton of uses. One of the best is Magus and Shocking
Grasp. Take this trait for shocking grasp and then take Intensive Spell. Now
your shocking grasp taps out at 10d6 instead of 5 and its still a 1st level
spell. Also if you want a higher level spell you can always take the Additional
Traits feat later on to get a free metamagic level on your favorite spell. This
trait is better then alot of actual feats.
Mathematical Prodigy - +1
bonus on Knowledge (arcana) and Knowledge (engineering), and one of these (your
choice) becomes a class skill for you. Another helpful Skill trait. Lore
Seeker is better!
Second Tongue - Any summoning or divination spell you cast
to summon or contact a Great Old One or one of their minions is cast at +1
caster level. So this trait is a little vague. I dont believe you can use
summon monster to summon a specific god’s minions. I suppose this would be
helpful if you worship one of the Great Old Ones (Though you're probably also
insane or close to).
Trickster - +1 bonus to caster level for illusion spells. Gnome only. Not
a bad trait for an illusion specialist gnome. They already get a +1 DC to
illusion spells. This helps boost duration, range, and area of their illusion
spells too. There are better traits, but this one certainly isn't a bad choice.
Two-World Magic - Pick a 0-level spell from another spell
list and add it to yours. A lot of classes are lacking for good
cantrips/orisons. I could see an arcane caster wanting Create Water or a Druid
wanting Ghost Sound(allows a druid to talk in wild shape without wasting a feat
on Wild Speech or waiting for elemental forms). How about Prestidigitation, the
best spell ever? Or Message, poor man's telepathy? This could even be a
possible Purple.
Social
Traits
Adopted - You picked up a race trait from your
adoptive parents and society, and may immediately select a race trait from your
adoptive parents’ race. You see all those Dwarf only or Gnome only traits I
love so much. Take this trait and you immediately get to pick a trait from
another race then your own. I can't begin to tell you how good this trait is.
It effectively destroys all those pesky racial requirements. Note this
only works on traits under the Racial category, but this is still a great
trait.
Bully - +1 bonus on Intimidate, and Intimidate becomes
a class skill. Not a bad investment if you wish to make an intimidate
build. Skill trait.
Child of the Streets - +1 bonus on Sleight of Hand, and it
becomes a class skill. I don't see many classes outside those that already get
this skill using it. But if you want it here is the trait to get it.
Convincing Liar - +1 trait bonus to bluff or Intimidate, and
one of these skills becomes a class skill. Similar to Bully or Witty
Repartee. You can actually take the +1 to one of the skills and gain the other
skill as a class skill. Not bad for getting a bonus on a class skill and
gaining a separate skill as a class skill.
Etymologist (Gnome) - +1 bonus on Linguistics checks, know one additional bonus language, and
treat
Linguistics as a class skill. Must be Gnome. Ok so you get a bonus on a checks to decipher
text, an additional language, and Linguistics becomes a class skill. Whenever
you put a rank into this skill you learn a new language. This can be really
important for summoners who need to be able to communicate with their summons.
Unfortunately most classes that summon have Linguistics in class already(Sorcerers
don't). Infernal, Abyssal, Celestial, and the elemental languages are great
choices.
Fast-Talker - +1 bonus on Bluff, and Bluff becomes a class skill. Same
as Witty Repartee. Bluff is a great skill to have in class.
Hunter's Blood - +1 bonus to Diplomacy, Knowledge(religion),
and Survival when related to undead. Choose one of these skills as a class
skill. Undead gain a +1 bonus to learn about YOU. Ok so this trait is just
full of win. First it's just a fantastic RP flavored trait. Your family is
known for hunting undead and are famous/infamous because of it. Your family is
so well known that undead fear (or at least pay attention) to your family.
Thats just cool. You get one of 3 skills added as a class skill. Crazy good for
campaigns like Carrion Crown. You might even be able to name drop your family
with organizations dedicated to destroying undead for NPC boons.
Maestro of the Society
(Bard) - 3 additional
rounds of bardic performance per day. Not a horrible choice for bards if
you fear running out of steam. It is even better for the Archaeologist archetype who takes Lingering Performance. Thats 9 extra rounds... almost double what you would normally
have at first level. Good luck getting your GM to say yes.
Natural-Born Leader - All cohorts, followers, or summoned
creatures under your leadership gain a +1 morale bonus on Will saves to avoid
mind-affecting effects. If you take Leadership, you gain a +1 bonus to your
Leadership score. So this isn't bad for summoners. Also not bad if you're
in a campaign like Kingmaker. There are better traits, but this one isn’t a
terrible choice.
Nonchalant Thuggery - +4 bonus on Bluff checks to keep others
from noticing your aggressive actions. This should affect feinting in
combat. There are several feats that allow you to feint and then attack (or
flurry) while your opponent is flat footed. This trait just makes it easier for
you to pull off your feint. Not a bad choice.
Poverty-Stricken - +1 bonus to Survival checks, and Survival
becomes a class skill. A skill trait that gives you survival. Not a bad
choice if you want Survival. Nomadic is better
however because it gives you a second bonus. Adopted can help you pick up that
one instead if you want.
Princess (female) - +1 bonus to Diplomacy and Intimidate, and
one of these (your choice) becomes a class skill. Must be Female. Superior
to Bully if your character is Female.
Savant - +2 bonus on all Perform checks made using
one performance type. Perform becomes a class skill. If you really really
want to perform. Here is your trait. The Good - It gives you a skill in class.
The bad - Its Perform. Bards might find it more helpful because of Versatile
Performance at Level 2... effectively netting them a +2 in 3 skills instead of
one. So for Bards this trait is probably blue.
Suspicious - +1 bonus on Sense Motive, and Sense Motive becomes a class
skill. Its a great benefit to know when others are lying to you... or not
telling you everything. When
you don't detect the barkeep isn’t telling you everything, you go on the
adventure. When you go on the adventure, you end up finding the cave he told
you about. When you find the cave he told you about you also find the dragon he
“forgot” to tell you about. When you find the dragon in the cave you get chased
by the dragon from the cave. When you get chased by the dragon you end up dead
in a roadside ditch. Don't end up dead in a roadside ditch.... get Sense
Motive.
Without a Past - +1 bonus to Bluff and Linguistics when used
to forge documents, and one becomes a class skill. So you get bluff or
linguistics in class but the bonus is again a narrow circumstance. There are
better traits for bluff. But if you want Linguistics and you aren’t a gnome
then this is a good trait.
Campaign
Traits
Campaign traits are
specifically designed to tie your character into a campaign’s storyline, and
often give you a built-in reason to begin the first adventure. For this reason,
GMs usually create their own campaign traits for their PCs. If your GM uses
campaign traits, one of your starting traits must be a campaign trait. Your
other trait can be chosen from one of the other types of traits. I have had GMs
who give two traits and a Campaign trait (for a total of 3) It's up to your GM
what you receive.
Black
Sheep - +1 bonus on Knowledge (local), and Knowledge (local) becomes a class skill. In addition, you can choose any
one notorious citizen of Sandpoint from below as an ally. Law-abiding citizens
mistrust you but the tougher side of Sandpoint respects you.
Aliver “Pillbug” Podiker
(apothecary)
Benefit You start the game with 400 gp worth of poison, and Pillbug will continue to sell you poison as long as you don’t spread the word.
Titus Scarnetti (bitter
nobleman)
Benefit Choose one of the following skills: Bluff, Sleight of Hand, or
Stealth. Your work for Scarnetti gives you a +1 bonus on that skill, and it
becomes a class skill.
So this
is a pretty nice Trait. If your an Alchemist or a Rogue type, Aliver can give
you a contact to buy poisons or materials to make your own. If you pick Titus
you get two skills in class and a +1 bonus on both. Considering most of the AP
takes place around Sandpoint Knowledge Local is a worthwhile skill to invest
in.
Favored
Son/Daughter - +1 bonus on Knowledge (local), and Knowledge
(local) becomes a class skill. In addition, you can choose any one law-abiding citizen
of Sandpoint from below as an ally. Law-abiding citizens trust you but the tougher side of
Sandpoint think you a snitch.
Ameiko Kaijitsu (local noble
and owner of the Rusty Dragon Inn)
Benefit You gain an additional 10% over the amount of gp you normally
would get from selling off treasure.
Belor Hemlock (town sheriff)
Benefit The benefits of being close friends with the town sheriff are
extensive, and you can call in favors from him once per game session. A favor
can either get you out of a legal jam, hook you up with a town guard for help,
or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made
against any local person.
Basically the exact
opposite of Black sheep. You get knowledge local just like Black sheep, and
a base of operations with a nice 10% when selling treasure. SOMEONE
at your gaming table should pick up this trait for Ameiko. That person can sell
the parties loot for the 10 percent boost. Belor is less appealing; a guy you
can call in favors with when you get in trouble with the law.
Outlander - Pick one of the following reasons to be a
newcomer to Sandpoint.
Lore Seeker
Benefit You gain a +1 bonus on Knowledge (arcana), and Knowledge (arcana) becomes a class skill. If you cast
arcane spells, pick three spells on your spell list: You get a +1 CL and a +1
to their save DC(if any).
Exile
Benefit You gain a +2 bonus on Initiative.
Missionary
Benefit You gain a +1 bonus on Knowledge (religion), and Knowledge
(religion) becomes a class skill. If you cast divine spells, pick three spells
on your spell list: You get a +1 CL and a +1 to their save DC(if any).
So no contact
with this one but all three are sexy bonuses. Magus can use this with Magical
Lineage to make a truly scary Shocking grasp. The +2 Initiative is the same as
Reactionary and purple for a reason. If you don't need an underground contact,
and someone else already has Ameiko, then this trait has the most bang for your
buck.
Drug
Addict - +2
bonus on Knowledge (local) or Diplomacy to Gather Information (choose one), or
+1 bonus on Fortitude saves. Forget the skill bonus. If you want this trait
take the Fort save and be a recovering junkie.
Missing
Child - Diplomacy
and Sense Motive are always class skills for you or a +1 bonus on Will saves.
Now this is a stellar trait. Too bad you have to pick one or the other. Gaining
Diplomacy AND Sense Motive as class skills is beautiful and a flat bonus to
will saves is crazy good too.
Unhappy
Childhood - +1
bonus on Reflex saves, or a +2 bonus on Concentration checks. Another
amazing trait. A flat bonus to Reflex or a bonus on Concentration checks.
Concentration DCs can get stupid hard so any bonus can be important.
Fools
for Friends - Whenever you aid another to help an ally, or whenever an ally aids you in this manner, you
get an additional +1 trait bonus to the check for which aid was being rendered.
Additionally, as long as one of your friends is within 30 feet, you gain a +1
bonus on all saving throws against charm and compulsion effects. So you give and receive an additional +1 from
aid another and a +1 bonus to saves vs a very bad set of spells to fail on. Not
terrible but there are better bonuses for either.
Into
Enemy Territory - Choose Fortitude, Reflex, or Will. You gain a +1
bonus on saves of that type. A flat bonus to a save of your choice. One of the best traits to
take.
Looking for Work - Choose one of the following skills: Bluff, Craft
(any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or
Perception. You gain a +1 bonus in that skill, and that skill becomes a class
skill. Depending on the skill
chosen this skill is anywhere from orange to purple. Bluff, Diplomacy, and
Intimidate are blue. Perception is purple, and the rest are green or orange.
Optimistic
Gambler - Effects that grant you morale bonuses persist 1d4 rounds longer than they normally
would. Morale bonus are
usually relegated to divine buff spells or Barbarian Rage and usually the durations
are long enough that 1d4 extra rounds isn’t going to do much for you.
Barbarians might find this useful if they wish to extend their rage some.
Earning
Your Freedom - Choose
Fortitude, Reflex, or Will; you gain a +1 bonus on saves of that type. The
awesome: A flat bonus to a save of your choice. The not so awesome: By the fluff
your character starts out a slave. If your GM is feeling extra mean this can
bite you in the rear.
Finding
Haleen - The
class you take at 1st level is always a favored class to you, and your
dedication to it is such that every time you take a level in the class, you
gain +1 hit point and 1 additional skill point over and above what you would
normally gain. So this trait has a butt load of flavor and backstory. Gives
you a great reason why you are adventuring. And gives you a double favored
class bonus on top of whatever you choose. I am uncertain how this trait
interacts with alternate racial favored class bonuses though. Consult your GM
if you wish to take one of those.
Gnoll
Killer - You gain a +1 bonus on attack rolls and weapon
damage rolls made against gnolls. If you are a barbarian and you’re fighting
gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you
select humanoid (gnoll) as a favored enemy, your bonus on attack rolls and weapon damage
rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1
bonus to spell save DCs for damaging spells against gnolls. So for anyone other than Rangers this trait is
so so. For Rangers this is a MUST HAVE TRAIT. Here is why. Rangers get a spell named Instant Enemy. This trait will give you an additional +2 hit
and damage above whatever you would normally receive. At 20th level thats a +12
to hit and damage for anyone you want.
Missionary - Pick one of the following skills: Bluff,
Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive.You
gain a +1 bonus on that skill, and it becomes a class skill. So here is the deal with this trait. It is a
wonderful tie in for a cleric/oracle who follows Sarenrae. Unfortunately the only skills they don't
already get that are really good are Bluff and Intimidate. It's unfortunate
because it's fluff is really nice, but there are better traits for the those
classes.
AP 25-30: Council of Thieves
Conspiracy
Hunter - Choose
one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception,
Sense Motive, or Stealth. You gain a +1 bonus on this skill and it becomes a
class skill. Perception is the golden egg here. There are several other good
skills but if you don't have perception in class this is the trait for you.
Infernal
Bastard - Must
be a tiefling. You lose the tiefling’s standard resistances to cold,
electricity, and fire—instead, you merely have a +2 bonus on all saving throws made
against these effects. Likewise, you do not have the ability to use darkness as
a spell-like ability once per day—instead, you may choose any one 0-level spell
that you can instead use at will as a spell-like ability. So this is
interesting and there are plenty of 0 level spells that can be beneficial.
Prestidigitation at will, or any utility spell. This trait is kind of a toss
up.
Shadow
Child - When
attacking targets in areas of dim light, you do not suffer the standard 20%
miss chance on attack rolls for being in the poorly lit area. This might be
worth it to rogues who can sneak attack in poorly lit areas. Having Darkvision
is better... but here is an option for those that don't.
Westcrown
Firebrand - +1
bonus on Initiative checks, and if you act in a surprise round, you gain a +1
bonus on all attack rolls. Reactionary is better. However if Conspiracy
Hunter is already taken (and the GM is making you take a different Campaign
trait), this is probably the second best bet of the bunch.
Bastard - You take a -1 penalty on all Charisma-based skill checks made when dealing with
members of Brevic nobility but gain a +1 trait bonus on Will saves. (The penalty aspect of this trait is
removed if you ever manage to establish yourself as a true noble). So there is a lot of RP flavor in this trait.
The negative isn’t too bad and the flat bonus to will saves is pretty awesome.
As a bonus if you read between the lines you should have an opportunity to
become nobility. Thats a pretty sweet deal.
Noble
Born - Choose one of the following noble families and
its associated benefits.
Garess: You ignore the movement
penalty for the first 5 feet of rocky difficult terrain you move through per
round. In addition, you gain a +2 bonus on Appraise to assess the value of
natural stones or metals.
Lebeda: You gain a bonus
language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan.
Lodovka: You gain a +1 bonus on
Swim, and Swim becomes a class skill.
Medvyed: You gain a +2 bonus on
Diplomacy checks made to deal with fey creatures and a +1 bonus on Will saves made against their spells and
supernatural abilities.
Orlovsky: You gain a +1 trait bonus on your CMD. In addition, choose
Acrobatics, Diplomacy, or Stealth—you gain a +1 bonus on this skill.
Surtova: You deal +2 damage when
attacking a flat-footed opponent while wielding a light or one-handed
weapon.
Most of
these bonuses are either weak or far too narrow to be worth it. Surtova has
some appeal for rogues who like to flat-foot their opponents anyways. The rest
are a wash.
Rostlander - +1 bonus on Fortitude saves. Flat save bonus. This is more like it.
Sword
Scion - You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons. So this trait is full of win. Its like Heirloom
Weapon before it was nerfed. Take the Aldori dueling sword. It's an exotic weapon
but can be used without the exotic weapon proficiency as a longsword. If you
take the proficiency it can be used with Weapon Finesse, or can be two handed like a Bastard Sword. One of the best
weapons in the game and you get a free +1 to hit AND to combat maneuvers with
it. (Thats better then Weapon Focus and it stacks with it). I wish I had a better color than purple.
Boarded
in Mediogalti - +2
trait bonus on all saves against poison. In addition, you can pick one type of poison
listed below to be immune to, having undergone a long and painful process of
building up an immunity to its effects: blue whinnis, giant wasp poison, medium
spider venom, small centipede poison, or spider vine poison. Poison use is
a better option for anyone that wants to use poisons. Unless you really want to
pull off something like THIS, then pick a better trait. "Never go up against a Sicilian when death
is on the line!"
Boarded
in the Shackles - Pick
Fortitude, Reflex, or Will - you gain a +1 bonus on all saving throws of that
type. A flat bonus to a save of your choice. One of the best traits.
Jenivere
Crew - Pick
one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge
(geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and
that skill becomes a class skill. Acrobatics, Knowledge nature, and
Survival are nice if you want to get them in class. The others are pretty weak.
Chance
Savior - +2
bonus on Initiative checks. Heck yeah.
Inspired
by Greatness - Choose
one spell you can cast. From now on, you always cast this spell at +1 caster
level. Meh. It might be helpful for classes that rely on low level spells
alot (Magus), but there are better traits to focus on.
Teacher’s
Pet - +2 bonus to one Knowledge skill of your choosing and it becomes a class
skill. Not a bad trait at all,
especially considering the AP (Knowledge Religion, Arcana, and History are all
good choices... hint hint)
A note
about these Traits:
1. You
gain a one-time +4 bonus to your relationship Score with the NPC associated
with your Campaign Trait. So if you have an NPC you wish to get close to it
benefits you to choose a trait associated with that NPC.
2.
When ranking I will ignore the attack bonus given for keeping your NPC safe
because this benefit is given to every trait other than Caravan Guard.
Best Friend - You gain a +1 bonus on all attack rolls against foes that threaten
your friend (Ameiko or Sandru) as well as either a +2 bonus on Diplomacy or a
+2 bonus on Bluff. Whichever skill you gain becomes a class skill.
NPC Choices:
Ameiko, Sandru.
The skill bonus is nice,
as it the skill gain. There are better traits however.
Caravan Guard - +1 bonus on Survival, and it becomes a class skill.
NPC Choices: Sandru.
The only trait with no
bonus to keep an NPC save (funny since you're a guard), but Survival is a very
nice skill to have in this AP.
Childhood Crush - You have a crush on one of the NPCs. You
gain a +1 bonus on all attack
rolls against foes that threaten your crush. Once per day, make a DC 15
Charisma check on your crush. If you’re successful, gain a +1 bonus on all
saving throws for the remainder of the day. If you’re ever win the NPC’s love,
this +1 bonus on saving throws applies at all times.
NPC Choices: Ameiko,
Sandru, Shalelu.
Sick Sick Sick. A +1 to
all saves is pure win. Just make sure you can make the CHA check will little
issue and this trait rocks.
Foster Child - You gain a +2 bonus on any one Knowledge skill(Your choice), and
it becomes a class skill. In addition, you gain a +1 bonus on all attack rolls
against foes that threaten Koya.
NPC Choices: Koya.
If you want a knowledge
skill then this is your trait.
Friend of the Family - As long as Koya remains alive, you gain a +1 bonus on Perception,
and Perception becomes a class skill. In addition, you gain a +1 bonus on all
attack rolls against foes that threaten Koya.
NPC Choices: Koya.
Another golden trait.
Perception is THE skill in Pathfinder. Take this if don't have it in class and
you don't have a different NPC in mind. Maybe even if you do.
Hero Worship - You gain a +1 bonus on all attack rolls against foes that threaten
your hero (Ameiko or Shalelu.) as well as a +2 bonus on concentration or a +1
bonus to your AC against attacks of opportunity.
NPC Choices: Ameiko,
Shalelu.
The bonus to Concentration(Ameiko)
is really nice. As stated Concentration checks can get pretty rough. The other
is pretty weak however.
Rescued - +1 bonus on all attack rolls against foes that threaten your
savior (Koya or Shalelu) as well as a +2 bonus whenever you use cure spells to
heal damage or a +1 bonus on Acrobatics and
it becomes a class
skill.
NPC Choices: Koya,
Shalelu.
The bonus to heals is weak.
The Acrobatics choice (Shalelu) isn’t bad if you want it in class.
Student Survivalist - +2 bonus on Survival, and it becomes a class skill. In addition, you gain
a +1 bonus on all attack rolls against foes that threaten Shalelu.
NPC Choices: Shalelu
As mentioned before
Survival is a nice skill to have in this AP. Not a bad choice.
Younger Sibling - +1 bonus on all attack rolls against foes that threaten your older
sibling (Ameiko, Sandru, or Shalelu) as well as a +1 bonus on Will, Fortitude,
or Reflex saves.
NPC Choices: Ameiko,
Sandru, Shalelu.
A straight bonus to a
save. Great stuff. WARNING: If you wish to
romance your NPC this should not be your trait choice. Yes you get the +4
relationship bonus, but... they are you sister/brother. If your GM/Group
doesn’t mind the creepiness of that, then go ahead. Or just stay friends...
just saying.
Ancient
Explorer - +1 bonus on Knowledge (history) and Knowledge
(local), and one of these skills becomes a class skill. In addition, you gain
Cyclops or Polyglot as a bonus language. The skills are ok along with the bonus language. There are better
traits but if you want one of those knowledges here is your feat.
Barroom
Talespinner - +1 bonus on Diplomacy and one category of
Perform, and one of these skills becomes a class skill. In addition, once per
week you can make a DC 15 Knowledge (local) or Intelligence check to see if you
know a popular legendary pirate tale, the telling of which grants you a +1
bonus on checks made to influence NPCs on the Wormwood. Interesting trait. You get a skill in class and
a cool little bonus to influence NPCs. Normally that would be to narrow but for
a Campaign trait it might come in handy.
Ilizmagorti
Native - +1 bonus on Sense Motive, and Sense Motive becomes
a class skill. In addition, you can make untrained Knowledge (local) checks
regarding pirates or the region of the Shackles. Sense Motive is a great skill to have. A great
trait to pick.
Peg
Leg - +1 bonus on Fortitude saves, and you gain a +1 bonus
on damage rolls against sharks and other animals with the aquatic subtype. A bonus on Fortitude saves... sounds great
right? Wrong. You have a Peg Leg. While you don't take the normal penalties
associated with having a peg leg... you still have a peg leg. If you want a peg
leg... this is the trait for you. .
Touched
by the Sea - +1 bonus on Swim and it becomes a class skill.
In addition, penalties on attack rolls made underwater are lessened by 1. Swim in this AP is actually a pretty decent
skill. Also the lessened penalty underwater could come in handy.
Race
Traits
Animal
Friend (Gnome) - +1 bonus on Will saves as long as an animal is within
30 feet, and Handle Animal becomes a class skill. So this is a nice trait. It is easy to have a
tiny toad on your person at all times for the save bonus. And you get a skill
in class to boot. Not bad at all.
natives. Wow that specific. So far I am
seeing a ton of stinker Racial Traits.
Auspicious
Tattoo (Human) - +1 bonus on Will saves. Now this is more like it. A bonus to will
saves. No stipulations. No narrow focus. Just a flat bonus.
Balloon
Headed (Goblin) - +1 bonus on Perception, and Perception becomes a
class skill. Any Escape Artist check that requires you to squeeze your head
through a tight space take a –8 penalty. A bonus to the best skill in the game, and it becomes a class
skill. The Escape Artist penalty is more of a joke based on the 10 laws of
Goblins(They tend to get their head stuck in things). Take this trait if you
don't get perception in class and chuckle along with the rest of the group if
you ever get stuck.
Beast
Bully (Tiefling) - You can make an Intimidate check instead of a
Handle Animal check when trying to handle or push an animal. So this is the second trait that deals with
using Intimidate on animals. Unlike Unnatural Presence you can use Intimidate
in place of a Handle Animal check to make it perform a Trick. Not a bad
trait.
Bent
Body (Tiefling; Beastbrood) - +2 bonus to CMD when
resisting grapple attempts. Tieflings make excellent casters. Being grappled as a caster can be a death
sentence. That is the only reason this trait isn't red. I would rather have a
different trait, but if your GM likes to throw a lot of grapplers at your group
then this might be worth it.
Big
Ears (Goblin) - +2 bonus on all Perception checks made to hear
noises and you can hear noises normally only dogs can hear. Personally I like Balloon Head more. First off
while this is twice the bonus it only affects hearing things. Second you don't
gain Perception in class. However, if you already have perception in class this
isn’t a bad trait. As a bonus a dog whistle can be used in scouting to
communicate without alerting your enemies.
Bred
for War (Human) - +1 bonus on Intimidate and a +1 bonus on your CMB. You must be at least 6 feet tall. So this trait isn't a bad deal.
CMB bonuses are rare. And the RP of getting bonuses because your a big dude is
cool. There are better traits but if you want a little RP with your traits this
is a pretty flavorful pick.
Brute
(Half-Orc) - +1 bonus on Intimidate, and Intimidate becomes a
class skill. The same as Bully but
you have to be a Half-Orc. Not bad if you want a different Social Trait and
your a Half-Orc.
Carefully
Hidden (Human) - +1 bonus to Will saves and
a +2 bonus to saving throws versus divination effects. A straight +1 to
will saves and a bonus vs divination as a bonus. Better than Indomitable Faith.
Color
Thief (Goblin) - +2 bonus on Stealth checks, providing you wear
only light armor or no armor. A decent bonus to an important skill. The stipulation isn’t a
big deal for monks or rogue types.
Dark
Magic Affinity (Tiefling) - Whenever you cast a
spell with the [evil] descriptor, you act as if you were one level higher for the
purpose of determining that spell’s effects. This is a very easy way for Neutral or Evil Summoners to get a CL
bump on their summons. Any animal summoned by either can be given the fiendish
template causing it to gain the [Evil] descriptor. This trait works well
with Diabolical Dabbler.
Dilettante
Artist (Elf) - +1
bonus to one category of Perform and a +1 bonus to Diplomacy. One of these
skills (your choice) becomes a class skill. If you want Perform, Savant is
better. If you want Diplomacy, Hunters blood is better. If you want a little of
both this isn’t bad. And of course you get one as a class skill.
Elven
Reflexes (Half-Elf) - +2 bonus on Initiative. Like Reactionary this as a great bonus. If you
want a different combat trait this is a great way to get the Initiative bonus
through Adopted.
Ever Home
(Human) - +1 bonus on Knowledge (geography) and Sleight of
Hand. A small bonus on two
rarely used skills. And you gain neither as a class skill. Not a great trait.
Failed
Apprentice (Half-Elf) - +1
bonus to saves against arcane spells. Not a terrible trait. This is a broad
save bonus for all arcane spells. There are better save bonus traits but this
isnt bad.
Fanatic
(Human) - +1 bonus to Knowledge
(arcana) and Knowledge (history). One of these skills (your choice) becomes a
class skill. This is another skill gain trait. Knowledge arcana is the gem
here.
Forlorn
(Elf) - +1 bonus on Fortitude saves. Flat bonus to Fortitude and negates the -2 Con Elves get. Great
bonus.
Freed
Slave (halfling) - +1
bonus on Diplomacy and Knowledge (nobility)and Knowledge (nobility) becomes a
class skill. Not a bad trait. Knowledge nobility is a rarely used knowledge
however.
Freedom
Fighter (Halfling) - +1 bonus on skill checks or attack rolls made
during the process of escaping capture or in helping a slave escape bondage,
and
Escape Artist is always a class skill for you. An interesting Trait. The bonus on skill checks
and attack rolls isn’t of much consequence but this is one of the few traits to
give Escape Artist in class. If you really want Escape Artist this isn't a bad
pick.
Goblin
Foolhardiness (Goblin) - When facing an enemy
that’s larger than you are, if you have no allies in any adjacent squares, your
posturing, bravado, and cussing grant you a +1 bonus on attack rolls with
non-reach melee weapons. I
love Goblin traits. Most are helpful and funny. This one is both. With careful
combat positioning this bonus will be helpful almost every combat.
Goldsniffer
(Dwarf) - +2 bonus on Perception checks related to metals,
jewels, and gemstones.
Last I checked, most traps had metal. Hinges, gears, pointy ends... If you are
your parties Trapfinder this can be helpful. If you aren’t then move on.
Grounded
(Dwarf) - +2 bonus on balance-related Acrobatics checks,
and a +1 bonus on Reflex saves. Holy crap. A great Dwarf trait. A flat bonus to
Reflex, and a bonus on Acrobatics for icing.
Helpful
(Hafling) - Aid another actions grant your ally a +4 bonus instead of the normal +2. This is actually a very nice trait. You can use
Aid another to assist in most skill checks. Your party will love you.
Historian (Human) - +1 bonus on Knowledge (history) and bardic knowledge, and Knowledge (history) becomes a class skill. This is a very strange trait. So for bards this
is a decent choice. You get a +1 bonus to EVERY knowledge check. But they
already have Knowledge History in class. Every other class doesn’t have bardic
knowledge so the main benefit of the trait is wasted. Very Confusing.
Infernal
Influence (Human) - fire
resistance 1 and a +1 bonus on Fortitude saves against poison. Not a bad
little trait. Fire is the most common type of damage and poison can be pretty
nasty. I would rather have other traits but this can be beneficial.
Keeper
of the Ancestral Scrolls (Human) - +1 bonus on Knowledge (history), and Knowledge (nobility), and one
of these skills (your choice) becomes a class skill. A bonus to two rarely used knowledges but you
get one in class so there you go.
Latent
Psion (Human) - +2
bonus on saves against mind-affecting effects. What is the one save you
dont want the big dumb fighter to fail? The one where he turns around and makes
your entrails into outrails. A +2 bonus to one of the worst set of saves to
fail. This is better for non divine casters then Birthmark as it encompasses
all mind-affecting instead of just compulsions.
Legacy
of Sand (Half-Orc) - +1 bonus on all Will saving throws. Flat bonus to a save. Good stuff.
Militant
Merchant (Dwarf) - +1
bonus to Perception checks made to determine surprise, and Perception becomes a
class skill. If you don't want to have a big head (Balloon Head), or
Worship Adadar (Eyes and Ears of the City) then this is your best bet at
getting the best skill in the game in class.
Nomadic
(Human) - +1 bonus on Knowledge (geography) and Survival, and one of these skills (your choice) becomes a class skill. Useful bonus and you get a skill in class.
Better then Poverty-Stricken. Not bad.
Open
Palm of Irori (Human) - You gain a +1 bonus on Acrobatics and Knowledge
(religion). If you have a ki pool, once per day as a swift action, you
may channel your ki during an unarmed strike, gaining a +2 bonus on one
damage roll. This additional damage is precision damage. So this trait gives you 3 small bonuses. The
skill bonuses are on nice skills. The +2 damage once a day is pretty weak. As
written It doesn’t actually cost you any ki though so it's just icing. For a
monk there are better traits but this isn’t a bad choice in the least.
Prolong Magic (Tiefling) - Whenever you use a spell-like ability gained
through your Tiefling heritage, it automatically acts as if affected by the Extend
Spell metamagic feat. So usually this means
you get an Extended Darkness (2 min / character level), but if you take Fiendish Heritage you gain a different spell-like ability based on
your heritage. Notable spells are Blur, alter self, and hideous laughter (a
truly nasty spell). If you are planning on taking Fiendish Heritage this trait
should certainly be looked at.
Rapscallion
(Gnome) - +1 bonus on
Escape Artist and a +1 on Initiative. Not terrible but I would rather sacrifice the skill bonus and get
a +2 Initiative bonus from Reactionary.
Rude
Songs(Race?) - +2 bonus on Perform (song). Perform is always a class skill for you. The fluff on this one is great. However Savant
is superior because you can choose your which Performance to gain a bonus from.
If you plan on taking song anyways though this was has alot more personality so
to speak.
Ruthless
(Dwarf) - +1
bonus on attack rolls to confirm critical hits. A trait should be equal to
half a feat. Critical Focus gives a +4 bonus but requires a +9 BAB. If you
are planning on making a build based around the critical feat chain then this
might not be a bad trait. I feel it should have been a +2 bonus to really
shine.
Scholar
of Ruins (Human) - +1
bonus to Knowledge (geography) and Knowledge (dungeoneering). One of these
skills (your choice) becomes a class skill. Knowledge dungeoneering is a
highly underrated knowledge skill. You also get one of them as a class skill.
Shield
Bearer (Human) - You deal 1 additional point of damage when you
shield bash, and once per day on your turn as a free action, you may provide
one adjacent ally a +2 bonus to his AC. This bonus lasts for 1 round, so long
as you and the target remain adjacent to one another. Any build that focus around shield bash (I've
seen a few) should look at this trait pretty hard. Thats about it.
Spirits
in the Stone (Human) - Whenever
you’re in ruins, +2 bonus on Initiative and a +1 bonus on saves against traps and
natural hazards. So this isn’t half bad.
I would rather have the straight +2 initiative trait, but there are A TON of
ruins in Pathfinder(Dungeons and Dragons), so you should get good use
out of this trait if you decide the bonus on traps is worth it.
Suicidal
(Tiefling) - Once per day, as an immediate action, you can make yourself the target of any attack
originally directed against a creature occupying an adjacent square. If you're building a tank this trait is great.
Better you take the Cavalier’s Charge then the surprised wizard. I'm tempted to
make this purple even.
Superior
Clutch (Tiefling; Hungerseed) - +1 bonus on damage rolls when using weapons intended for creatures
of a larger size. Every Titan Mauler should take this. Also Tieflings with Fiendish Heritage can take #16 (You have oversized limbs, allowing you to use Large
weapons without penalty). Anyone else should avoid and use a properly sized
weapon.
Superstitious
(Human) - +1 bonus on saves against arcane spells. Same as Failed Apprentice. Not a terrible trait. This is a broad save bonus for
all arcane spells. There are better save bonus traits but this isnt bad.
Trifler
(Human) - You
may cast prestidigitation three times per day as a spell-like ability. It's
one of the best 0 level spells in the game. Good for a lot of things. Not a
terrible trait.
Tunnel Fighter (Dwarf) - While underground, you
get a +2 bonus to initiative and a +1 bonus on weapon damage rolls for critical
hits (this damage is multiplied on a critical hit). So this trait can
either be amazing or terrible. If you're in a campaign that places you
underground for a large portion of the game (Like Second Darkness). Otherwise its a half decent choice.
Twilight
Zeal (Tiefling) - +1 bonus on Will saves when in dim light or
darkness. Not bad but if you're willing
to take the Adopted trait there are better traits that give the same bonus or
better without the stipulation. Take those instead.
Ugly
Swine(Goblin) - +2 bonus on Disguise, and it becomes class
skill. So I rated this pretty
high compared to most traits like this. I did so because its a +2 bonus, it
gives Disguise in class, and if you really are a goblin... this skill becomes
very important if you wish to walk around in most civilized areas without being
chased by people with torches and pitchforks.
Warrior
of Old (Elf) - +2
bonus on Initiative. Same as Reactionary. Just as good.
Warsmith
(Dwarf) - +1 bonus to damage against creatures and objects
made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering)
becomes a class skill. So
bonus damage to most constructs and such, and a skill. Its ok if you need the
skill. The damage bonus is a small perk.
Well-Informed
(Halfling) - +1
bonus to Diplomacy and Knowledge (local) when attempting to gather Information.
One of these skills (your choice) becomes a class skill. Narrow bonus to
two skills, but you gain one as a class skill. Not bad but there are better
traits for Diplomacy (Dilettante Artist) if that is what you are after.
World
Traveler (Human) - Select one of the following skills: Diplomacy,
Knowledge (local), or Sense Motive. You gain a +1 bonus to that skill, and it
becomes a class skill. Diplomacy
and Sense Motive are very attractive skills. A +1 bonus and getting it in class
makes this trait a great choice.
Zest
for Battle (Dwarf) - Whenever
you have a morale bonus to weapon attack rolls, you also receive a +1 trait
bonus on weapon damage rolls. Basically this means that spells like Bless which give you a moral bonus to attack will also give you a
bonus to damage. Not a bad trait if you intend to buff yourself often before
fights.
Regional
Traits
Honeyed Tongue
(Amanandar) - +1 bonus on Diplomacy, and it becomes a class skill. A nice skill to have, but there are better traits for gaining
Diplomacy.
Militia (Amanandar) - +1 bonus on attacks made while flanking an opponent. Not bad if your built around flanking (Rogues and Precise Strike
builds)
Aspiring Hellknight
(Cheliax) - +1 bonus on
Intimidate, and
becomes a class skill. If you want Intimidate there are better traits.
That doesn't make this a bad trait though.
Secret Revolutionary
(Cheliax) - +1 bonus on Will
saves against mind-affecting effects, and on Fortitude saves against drugs or
poisons. Both are nice save bonuses. I would rather have a +2 bonus to
either from one of the other traits, but if you want a bit of each here you go.
Acupuncturist
(Chu Ye) - +2 bonus on all
Fortitude saves vs poison. Poisons can be pretty nasty so this isn’t a terrible trait. I would
rather get a +1 bonus to all Fortitude saves.
Mizu Ki Hikari Rebel
(Chu Ye) - +1 bonus on damage rolls made with unarmed
attacks. This seems a perfect trait for a monk. A straight bonus to damage.
Like the old heirloom weapon for monks.
Darklands Delver
(Darklands) - +1 bonus on
Knowledge (dungeoneering), and a +1 bonus on Survival checks made in the
Darklands. One of these skills becomes class skill. Not a bad trait.
Knowledge dungeoneering is especially good. If you want either in class this
isnt a bad trait.
Guerilla (Dtang Ma) - +1 bonus on Knowledge (nature) and Survival
checks made in the rainforest. One of these skills becomes a class skill.
Random narrow bonus but you get one in class. Both are great skills, especially
Knowledge nature.
Glory of Old (Dwarf) - +1 bonus on saves against spells,
spell-like abilities, and poison. Holy cow. This is a nice trait. A
straight bonus on saves against 3 of the worse things to get hit with. This
affects both divine and arcane. And poison to boot. Sign me up.
Mountain Guide (Five
Kings Mountains) - +1 bonus on
Knowledge (geography) and Survival checks when in mountainous areas, and
Knowledge (geography) becomes a class skill. Narrow focus on the bonus and
a rarely used skill in class, but if you want geography here you go.
Spiritual Forester
(Forest of Spirits) - +1 bonus on
Knowledge (nature) and Knowledge (planes), and one of these skills becomes a
class skill. Both are really nice skills. Both are nice to have plenty of
ranks in.
Enemy of the Undead
(Geb) - +2 bonus on saves against any spells or spell-like abilities from an undead
creature. Not a bad trait for an AP
like Carrion Crown. Unless you're in an Undead heavy campaign however this
trait is too narrow.
Highlander (Hills or
Mountains) - +1 bonus on
Stealth, and Stealth becomes a class skill for you. This bonus increases to +2
in hilly or rocky areas. Not a bad trait. Stealth is a great skill if
you're in a party that likes to stealth over brute force. Don't be the one guy
who gives the group away.
Storm Hunter (Hongal) - When fighting in windy weather, you treat
the wind category as one level lower for the purposes of determining penalties on
ranged attacks made with normal weapons. This trait can be a benefit for spells like Alter Winds, but won't help against spells like Wind Wall.
Altruistic Diplomat
(Hwanggot) - +2 bonus on Diplomacy.
You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.
No skill in class but its the only other trait other than Illuminator
(Sarenrae) that give a +2 bonus to Diplomacy. If you want the bonus, but don't
want to worship Sarenrae and plan on being good anyways this isn’t a bad trait.
Isgeri Orphan (Isger) - +1 bonus on Fortitude saves. Straight
bonus to a save. Crazy good.
Secret of the
Impossible Kingdom (Jalmeray) - +1 caster level too one spell when you choose this trait.
Same as Gifted Adept and you dont have to be from Jalmeray. Either is alright
if you really want a +1 caster level to your favorite spell.
Privileged Slave
(Kaoling) - +1 bonus on Bluff,
and it becomes a class skill. A really good skill to get in class. A nice
trait.
Duskwalker Agent (Katapesh) - You start with twice the normal amount of starting gold. In
addition, any transactions you make in the Nightstalls are always beneficial to
you; items you sell net you an additional 10% profit, and items you purchase
there are 10% cheaper than normal. This discount also applies to your starting
gear. Unless your adventure spends a large amount of time around Katapesh
this trait is near worthless. However if you do, then it's of great benefit if
one of your party members take this trait. That party member can sell and buy
all the parties gear for a hefty gain in WBL. Note: If your GM simply lowers
the amount of wealth gained then this trait again becomes a waste.
Nightstall Urchin
(Katapesh) - +2 bonus on saves
against fear effects, and when you do make a successful save against a fear effect, you gain a +1 bonus on attack rolls and
all skill checks for the next minute. Kind of narrow focus. The bonus if you pass a fear effect makes
it better than most of the fear related traits though.
Savannah Child (Katapesh) - Pick one of the following skills: Handle
Animal, Knowledge (nature), or Ride. You gain a +1 bonus on that skill, and it
becomes a class skill. Knowledge nature is the gem here. The other two are
pretty weak unless you are going for a mounted build.
Kwanlai Believer
(Kwanlai) - +2 bonus on concentration checks made while casting divine spells. Concentration
DCs can get stupid hard so any bonus can be important. Consider this trait if
you're a divine caster. If you cast both look at Desperate Focus which
gives a bonus to all concentration checks.
Iadaran Illusionist
(Kyonin) - +1 bonus on caster
level checks with
illusion spells and a +1 bonus on Will saves to
disbelieve illusions. Possibly decent for an
Illusion specialist, but even then it's debatable. You don't gain an actual
Caster Level. Just a bonus on CL checks.
Treerazer’s Bane
(Kyonin) - +2 bonus on weapon
damage against demons, evil fey, and plants and animals corrupted by evil.
A nice size bonus. It also gives a decent scope of creatures. This might be of
particular interest to Rangers who have one of the following as their main
Favored enemy. (Instant Enemy can make this bonus effect anyone.) Unless you
fight a ton of these however there are better generic traits.
Viking Blood (Lands of
the Linnorm Kings) - +1 bonus on
Intimidate, and Intimidate becomes a class skill. Like Bully or Convincing
Liar. This is a great trait if you're looking to gain Intimidate. Plus you're a
friggin Viking dude!
Crusader Tactician
(Lastwall) - +1 bonus on
Knowledge (engineering) and Knowledge (nobility), and one of these skills
becomes a class skill. Both are rarely used knowledges but if you really
want one here is your trait.
Heart of Clay
(Lingshen) - +1 bonus on
Fortitude saves. Another Straight bonus to a save. You can't go wrong with
a trait like this.
Mana Wastes Survivalist
(Mana Wastes) - +1 bonus on
Fortitude saves. Straight bonus to a save. These are golden.
River Rat (Marsh or
River) - +1 bonus to damage
dealt with a dagger and a +1 bonus to Swim checks. Swim becomes a class skill.
This is a beautiful trait. The swim thing is meh. But the straight bonus to
damage with daggers is amazingly good. A MUST HAVE trait for Knife Master Rogues.
Cynic (Mendev) - +1 bonus on Sense Motive, and
it becomes a class
skill. Its always nice to know
when someone is lying to you. Great trait.
Belem Pirate (Minata) - +1 bonus on Knowledge (geography) and
Profession (sailor), and one of these skills becomes a class skill.
Possibly helpful in a sea faring campain. Otherwise I would pick something
else.
Wayang Spellhunter
(Minata) - Choose a spell of
3rd level or below. When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than
it normally would. Same as Magical Lineage
except it has a 3rd level limit. That isn't a terrible thing. This is just as
good as that trait for low level spells used often (Magus/Shocking Grasp).
Note: If you look at the wording of this spell a 0 level metamagic like Tenebrous Spell would cause the spell to become a level lower than normal.
Minkai Advocate (Minkai) - +1 bonus on Bluff, and it becomes a class skill. A very nice skill. If you want the skill in class here you go.
Imperial Soldier
(Molthune) - Choose one of the
following skills: Heal, Intimidate, or Ride. You gain a +1 bonus on that skill,
and it becomes a class skill. Other than Intimidate the skills you can
choose from are rarely used or weak. But if you want one in class then here you
go.
Artifact Hunter
(Mwangi Expanse) - +1 bonus on
Knowledge (geography) and Knowledge (history), and one of them becomes a class
skill. To Rarely used knowledges but if you want either in class here you
go.
Quantium University
Graduate (Nex) - +2 bonus on
concentration when casting arcane spells. Concentration checks can get stupid
hard. If you’re an arcane caster consider this trait. If you cast both look at Desperate Focus which gives a bonus to
all concentration checks.
Dusk Dancer (Nidal) - +2 bonus on Reflex saves in dim light or
darkness. Not a bad bonus for your trapfinder or rogue who stays in the
shadows often. Especially ones with low-light or Dark Vision. As the point man,
the scout usually goes without a light source and is usually the one who
happens upon traps (which almost always are reflex saves)
Uskwood Hunter (Nidal) - +1 bonus on Stealth, and Stealth becomes a
class skill. A very nice skill. Don't be the one guy in your party that
can't be quite.
Fangwood Diplomat
(Nirmathas) - +1 bonus on
Diplomacy, and it becomes a class skill. Another nice skill to have in
class.
Nirmathi Militia
(Nirmathas) - Select one of the
following skills: Profession (soldier), Ride, or Survival. You gain a +1 bonus
on that skill, and it becomes a class skill. The only great skill on the
list is Survival. Ride can be decent for mounted builds.
Antiquities Smuggler
(Osirion) - Choose one of the
following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 bonus on
that skill, and it becomes a class skill. Bluff is the gem here. If you
want one of these skills in class here you go.
Osirionologist (Osirion) - +1 bonus on Knowledge (engineering) and
Knowledge (history) checks, and one of them becomes a class skill. In addition,
you may choose Ancient Osiriani as one of your bonus languages. Two rarely
used knowledges and the language saves you one skill point in Linguistics. Not
great but if you want either knowledge in class here you go.
Elemental Pupil
(Qadira) - Choose: acid,
cold, electricity, or fire. When casting a spell of that energy type, the spell
deals 1 extra point of damage. Not a terrible choice for a Cross Blooded
Sorc who is going Draconic/Orc for the extra 2 points per damage die of their
chosen element. This adds a single point to that. Anyone not specialized in one
type of energy though should look elsewhere.
Keeper of the Veil
(Qadira) - +1 competence bonus on Bluff and Disguise, and one of these skills (your
choice) becomes a class skill. This trait is unique in that it gives a competence bonus instead
of a trait bonus. If you're really trying to stack on the bonuses to either
skill this and another trait that gives a bonus should stack.
Walking Ward (Qadira) - Choose: acid, cold, electricity, or fire;
you gain a +1 bonus on saves against spells that deal damage of this type or
have this subtype. Pretty bad. There are two saving graces for this trait.
1. Its an untyped bonus (stacks with everything including other traits) and 2.
If playing a creature with a weakness to one of the elements above this might
be a good idea(double damage sucks). If however you don't take double damage to
any element. Get something else.
Watching Taldor (Qadira) - +1 bonus on Initiative, and if you are
able to act during a surprise round, you may a draw a weapon as a free action during that round. Same trait as Veteran of Battle. A bonus to
Initiative and a limited Quick Draw ability during a surprise round. This would
allow you to draw and attack in a surprise round. Not a bad trait.
Quain Martial Artist
(Quain) - +1 bonus on damage
when using unarmed strikes. Same as Mizu Ki Hikari Rebel. This seems a perfect trait for a monk. A straight bonus to damage.
Like the old heirloom weapon for monks.
Acolyte of Razmir
(Razmiran) - +1 bonus on
Knowledge (local) and Knowledge (religion), and one of these skills is always a
class skill for you. This bonus increases to +2 when dealing with specifics of
the Razmiri faith. Not a bad trait if you want one of the knowledges in
class. The extra bonus is just cake.
Soldier of the Faith
(Razmiran) - +1 bonus on
Intimidate, and it becomes a class skill. Not a bad trait if you want the
skill in class.
Superstitious (Realm
of the Mammoth Lords) - +1
bonus on all saves vs. arcane spells as long as you do not possess any levels
in a class that grants arcane spellcasting. Same as Failed Apprentice. Not a terrible trait. This is a broad save bonus for
all arcane spells. There are better save bonus traits but this isnt bad.
Bandit (River Kingdoms) - Choose: Escape Artist, Intimidate, or
Stealth. You gain a +1 bonus on that skill, and it becomes a class skill. A
very nice trait. Stealth is the real gem here. If you need one of the skills
above in class then here you go.
Jungle Guide (Sargava)
- +1 bonus on Handle
Animal, and a +1 bonus on Survival in jungle terrain. One of these skills
becomes a class skill. Survival is the gem here. If you want either in
class here you go. There are better traits though for survival.
Sargavan Guard
(Sargava) - When you wear armor
of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
This basically gives you a +1 bonus to all Dex-
and Str-based skills. Yes please.
Rebel Leader (Shokuro) - If you take the Leadership feat, you receive a +1 trait bonus to your
Leadership score. If you take this
trait... congrats your GM allows Leadership. Other than that, however, this
trait is pretty weak unless you just really need every bonus you can get.
Abendego Spellpiercer
(Sodden Lands) - +2 bonus on
concentration checks when spellcasting. Same as Desperate Focus. Not a bad
choice at all. See Desperate Focus for a full breakdown why I like it. Remember
you can't stack trait bonuses however. Take one or the other.
Hermean Paragon
(Steaming Sea) - +2 bonus to
Initiative. Crazy Good.
Mordant Heritage
(Steaming Sea) - +1 bonus on Swim
and a +1 bonus on saves vs.
enchantment effects. Swim is weak, but the bonus to enchantment is very nice. This
includes all those charm and Compulsion spells we don't like failing. There are
traits that give a +2 bonus however.
Wealthy Dabbler
(Taldor) - Select two
non-harmful arcane cantrips. You can cast these two cantrips once per day each.
Not terrible. Detect Magic, Prestidigitation, and Light are all nice cantrips. However
there are usually very cheap magic items that can mimic most cantrips. .
Militia Veteran (Any
town or village) - Choose: Profession
(soldier), Ride, or Survival. You gain a +2 bonus on that skill, and it becomes
a class skill. Rare to get a +2 bonus and the skill in class. The list isnt
the best however. Survival is the only decent one.
Vagabond Child (Urban) - Choose: Disable Device, Escape Artist, or
Sleight of Hand. You gain a +1 bonus on that skill, and it becomes a class
skill. Smaller bonus and rarely used skills. But if you really want the
skill here you go.
Valashmai Veteran (Valashmai
Jungle) - +1 bonus on
Perception, and a +1 bonus on Survival checks in jungle terrain. One of these
skills becomes a class skill for you. Awsome trait. One of the few traits
that can give Perception in class... the best skill in the game. All the rest
is just gravy.
Shoanti Tribesman
(Varisia) - Choose: Climb,
Survival, or Swim. You gain a +1 bonus on this skill, and it becomes a class
skill. Weak skills, but if you want one in class here you go. Survival is
the one gem, but there are better traits for it.
Rice Runner (Wanshou) - +1 bonus on Acrobatics, and it becomes a class skill. While I dont find it that great, many find Acrobatics to be a
great skill to have in class.
Swamp Rebel (Wanshou) - +2 bonus on Stealth checks in swampy terrain,
and Stealth becomes a class skill. The bonus is narrow but stealth is nice.
There are better traits that give a straight bonus.
Xa Hoi Soldier (Xa
Hoi) - +1 bonus on Reflex
saves. Straight bonus to Reflex. One of the Best.
Trench Navigator
(Xidao) - +1 bonus on
Knowledge (geography) and Profession (sailor), and one of these skills becomes
a class skill. Knowledge geography can be nice. The sailor thing is meh.
Over all though if you want geography this isn’t bad.
Sound of Mind (Zi Ha) - +2 bonus on saves against mind-affecting
effects. Now this is a narrow focus we like. As we have said.
Mind-affecting spells are not spells you want to fail against. Great trait.
None
Precocious Spellcaster - Select one cantrip and one 1st-level
spell; when you cast these spells, they function at one caster level higher than
your actual caster level. Same as Gifted Adept except you get two spells,
but it has to be a cantrip and a 1st level spell. Either is alright if you
really want a +1 caster level to your favorite spell.
Survivor - +1 bonus to initiative and Sense Motive.
Sense Motive becomes a class skill. Killer good. There are +2 bonus
traits to initiative, but if your looking to get Sense Motive in class (a very
nice skill) then this trait gives you the initiative bonus as cake. Very nice.
Religion
Traits
Religion
traits - Things to remember:
1.You
must have an established faith in a specific deity
2. You
don't have to be a member of a class that can wield divine magic
3. You
have to have a patron deity and religion in your background
4.
Religion traits can go away if you abandon your religion
Devotee of a Dead God (A
Fallen God) - +1 bonus on
Diplomacy and Knowledge (religion). One of these skills (your choice) becomes a
class skill. Not a bad trait, because both skills are nice to have. Bonus
points from the extra RP flavor of worshiping a dead god.
Eyes and Ears of the
City (Abadar) - +1 bonus on Perception, and Perception becomes a class skill. Perception in class. Best skill in Pathfinder.
Lover of the Law
(Abadar) - +1 bonus on saves
vs. charm and compulsion spells, and may make a new save with an
additional +1 bonus (for a total of +2) if directed to act against the law. Now this is an amazing trait. Not only do you
get a bonus to one of the worst set of spells to fail on... but you get a
second save to resist if you are directed to do something unlawful (Like hurt a
fellow party member). I'm betting there is a good chance on that second save in
most cases.
The City Protects
(Abadar) - +2 bonus against
fear effects. If you fail a save against a fear effect, you may make a new save each round you
remain in the city to overcome the fear effect as long as the fear effect
persists. If you are a paladin, this ability to make additional saves to
overcome fear extends to all allies within your aura of courage. While fear affect aren’t
the worst effects to fail on the ability to save every round is nice. In a city
campaign this trait could really come in handy. Especially if you're a Paladin.
Contract Master
(Asmodeus) - +1 bonus on Linguistics, and it becomes a class skill. A rarely used skill. The main benefit of
Linguistics is for every rank spent you gain a language. The +3 in class bonus
doesn’t provide you additional languages. If you think you will need to
decipher unfamiliar written languages or create/detect forgeries a lot then
here is your trait.
Fiendish Confidence
(Asmodeus) - +1 bonus on
Intimidate, and Intimidate becomes a class skill. Now this is a high value
skill. Well worth a trait investment if you're looking for it in class.
Nimble Fingers, Keen
Mind (Brigh) - +1 bonus on
Disable Device, and it becomes a class skill. If you want Disable Device in
class here is your trait.
Calistrian Prostitute
(Calistria) - +1 bonus on Sense
Motive and Diplomacy to gather information, and one of these skills (your choice)
becomes a class skill. A +1 bonus to two nice skills, and you gain one in
class. Note that you might only get the bonus when using them to gather
information. Ask your GM. Sense Motive is the gem here.
Holy Schemer (Calistria) - +1 trait bonus on Sense Motive, and it
becomes a class skill for you. Same as the above trait minus the Diplomacy
bonus. Sense Motive is a great skill to gain. And its a flat bonus on the
skill. Take Calistrian Prostitute unless you have moral issue with being a …
working girl/guy.
Wasp Whisperer
(Calistria; Elf) - +1 bonus on
Fortitude saves against poison. You may use Diplomacy (or wild empathy if you
are a druid or ranger) to improve a Hostile or Unfriendly insectile vermin’s attitude toward Indifferent. Another interesting trait. The poison bonus is
nice and the vermin thing is cool, but will probably be rare.
Fortified Drinker (Cayden
Cailean) - Whenever you
imbibe any alcoholic beverage, you gain a +2 bonus on saves against mind-affecting effects for 1 hour. So this is actually a really nice trait. Mind-Affecting spells are
some of the worst to fail on, and the 1 beverage an hour shouldn’t cause you
any negative effects. The only issue with this trait is trying to figure out
how to carry that much alcohol around. But that's part of the fun!.
Strong Willed (Cayden
Cailean) - +2 bonus on saving
throws against charm and compulsion effects. Fortified Drinker is better because Mind-affecting ecompases
charm and compulsion and then some. Plus no reason to drink! All joking aside
though it is still a solid trait.
Lessons of Chaldira
(Chaldira Zuzaristan) - Once per day, when
you fail a saving throw, you can reroll the saving throw. You must take the
second result even if it is worse. This is crazy good. A second shot on any
failed save can really save your butt.
Good Dreams (Desna) - Each time you sleep, the GM tells you of a dangerous dream you
had. Once per day, if you have to make a saving throw against a threat related
or similar to that dream, you can roll twice and take the more favorable
result. If you do not encounter circumstances similar to the threat or
situation you dreamed, this trait has no effect that day. If you have the Halfling Jinx trait, you cannot select this trait, and vice
versa. The effectiveness of
this trait is totally at the mercy of your GM. If he is into it I could see it
being a sort of metagaming divination. Hence the dual ranking. Personally I
would pick something not up to GM fiat.
Dwarf
Religion Trait - There is a small collection of gods worshiped
almost exclusively by dwarves. These are mostly related to Torag
and are generally not worshiped individually. They include Angradd, Folgrit, Bolka, Grundinnar, Kols, Trudd, Dranngvit, and Magrim. The only god in the dwarven pantheon not related to Torag is the
Dark Smith, Droskar.
Battlefield Caster
(Dwarf Religion Trait) - +1
bonus on concentration to cast defensively and a +1 bonus to AC against attacks
provoked by or readied against spellcasting. Not terrible but I would
rather take one of the traits that give a flat +2 to concentration. Desperate
Focus gives a +2 bonus to all concentration checks.
Honeyed Words (Dwarf
Religion Trait) - +1 bonus on
Diplomacy. In addition, you receive a +1 bonus to the DC of any charm or
compulsion that does not provide ongoing control and results in peaceful acts,
such as calm emotions, sleep, or a suggestion to lay down arms. Thats a pretty slim focus on charm and
compulsion. But add in the skill bonus and it isn’t so bad. Witches might want
to take a second look.
Propitiation (Any Dwarven
deity) - At the start of
each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft
skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 bonus on
that skill until the start of the next day. A nice bonus that you can
change day to day. And the list has some nice choices. I like this trait.
Resigned (Dwarf
Religion Trait) - +1 trait bonus
when retrying a previously failed skill check or ability check, as well as when
taking 20 on skill checks and ability checks. Different and helpful. I like
it even if there are better traits available.
Toilcrafter (Dwarf
Religion Trait) - Choose one Craft or
Profession skill in which you have at least 1 rank. Ranks in
your chosen skill count as your caster level for the purpose of qualifying for
the Craft Magic Arms and
Armor feat. You may craft +1
armor, weapons, or shields (with no special qualities), substituting your rank
in the chosen skill for your caster level. You must use the chosen skill for
the check to create the item. Crafting in this fashion takes twice as long as
normal. These items cannot be upgraded with new abilities. Pretty flavorful feat that goes along with
Legendary Dwarven Smiths who create such wondrous armor and weapons that they
are almost magic in quality. Unfortunatly you still have to take Craft Magic
Arms and Armor before you can use this trait and Master Craftsman is superior
in every way to this trait. Unless your hard up on feats take that instead.
Sovyrian Pantheist
(Elf Religious Trait; Elf) - +1
bonus on Knowledge (religion), and Knowledge (religion) becomes a class skill.
If you want the Knowledge here is a trait for it. There are traits that give
better bonuses however.
Erastil’s Speaker
(Erastil) - +1 bonus on Diplomacy, and Diplomacy
becomes a class skill. Not a bad trait, but Dilettante Artist (Elf) or
Extremely Fashionable are better choices.
Patient Optimist
(Erastil) - +2 bonus on
Diplomacy checks to influence hostile or unfriendly creatures, and if you fail
at such an attempt you may retry it once. The retry is nice, but its still
far too narrow.
Potent Concoctions
(Ghlaunder) - Choose any two poisons;
when you attempt to inflict either of these poisons on an enemy, the DC to
resist it is increased by +1. One of the few ways to increase the DC of
poisons other than spells. And it stacks with just about anything. If you like
poison you will like this trait.
Veteran of Battle (Gorum) - +1 bonus on Initiative, and if you are
able to act during a surprise round, you may a draw a weapon as a free action during that round. A bonus to Initiative and a limited Quick Draw
ability during a surprise round. This would allow you to draw and attack in a
surprise round. Not a bad trait.
Child of Nature
(Gozreh)(A) - +1 bonus on
Survival, and it becomes a class skill. If you want Survival here is a
trait to get it. Nomadic is better however.
Child of Nature
(Gozreh)(B) - +2 bonus on
Survival to find food and water, and a +1 bonus on Knowledge (nature). One of
these skills (your choice) becomes a class skill. Not bad if you want
Knowledge Nature. There are better Survival traits.
Know the Land (The Green
Faith) - +1 bonus on Knowledge (nature) and Survival, and one of these becomes a class skill. Not a bad trait if you wish to get either skill
in class.
Divine Warrior (Iomedae) - +1 bonus on melee weapon damage when you
cast a divine spell that affect weapons. A small bonus that stacks with
everything else. Not bad if you are a melee type that buffs regularly like a
melee cleric or paladin.
Purity of Faith
(Iomedae) - +1 bonus on all
Will saves and a +1 bonus on all saving throws made against spells and effects
originating from an outsider with the evil subtype. A flat bonus to a save and a bonus to saves vs a specific
creature type on top. Heck yeah.
Sensing Imperfection
(Irori) - , +1 bonus on
Sense Motive, and Sense Motive becomes a class skill. If you wish to pick
up Sense Motive here is a trait for you. .
Wisdom in the Flesh
(Irori) - Select any
Strength, Constitution(None), or Dexterity -based skill. You make checks with
that skill using your Wisdom modifier instead of its normal ability score. That
skill becomes a class skill. Here is a list of the skills you can choose
from: Climb, Swim, Acrobatics, Disable Device, Escape Artist, Fly, Ride,
Sleight of Hand, and Stealth. If you're a wisdom based character but really
want to excel at one of these skills this is a good idea. On top of it all you
get the skill in class. Great stuff. Note: This is the only trait that gives
Fly in class.
The Flexing Arm
(Kurgess) - You can use
Strength instead of Dexterity as your base ability for Escape Artist skill checks. If you're a Strength based class who tends to get grappled a lot
then this can be a good trait to get free. Personally I would pick something
more helpful.
Deformed (Lamashtu) - +1 bonus on Intimidate, and Intimidate
becomes a class skill. Not a bad trait if you want Intimidate in class.
Mother's Teeth (Lamashtu) - You can make a bite attack for 1d2 points
of damage as a secondary attack. This trait is as good as Tusked for
Half-Orcs. A great trait for Natural Weapon Rangers, Beast Totem Barbarians, or
any other build that favors Natural Attacks. Note: if this is your only natural
attack it becomes a Primary Attack.
Talented Organizer
(Milani) - +1 bonus on Sense Motive, and
Sense Motive becomes a class skill. A good trait if you want Sense Motive.
Empty Heart, Full
Heart (Naderi) - +1 bonus on saves
vs charm effects, and any targets of your own charm spells suffer a –1 on
their saves. This only affects the
charm portion of charm and compulsion. Remember... A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster. So less
effective but still nice if you are building an Enchanter. If your simply
wanting the added defense there are better traits.
Underlying Principles
(Nethys) - +1 bonus on Use Magic Device, and it becomes a class skill. A truly amazing skill. Especially great for high
CHA characters. If you don't wish to follow Nethys look at Dangerously
Curious... its the same bonus.
Agent of Chance (Nivi
Rhombodazzle) - Once a day, when
an adjacent ally makes a skill check and doesn’t like the result, you can allow
him a reroll as an immediate action. Your ally must take the result of the reroll,
even if it is worse than the original roll. Interesting ability. Great for anyone who follows the trapfinder
around or assist your crafter. I can think of plenty of times this can come in
handy.
Secret Knowledge
(Norgorber) - When you initially
take this trait, it has no effect. At any point thereafter, before making a
check, you may choose one Knowledge skill. You gain a permanent +2 bonus on
checks for that skill, and it becomes a class skill. A very strange way of
getting a Knowledge skill in class, but the only one I can think of that gives
both a +2 bonus and the skill in class. You simply have to wait for you chosen
Knowledge to come up. Very Nice.
Venom-Drenched
(Norgorber) - You are immune to
one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any
creature that bites you during that time is subject to the poison’s effects. Kind of a funny trait. If you want to use poison with no poison
use this could help with your favorite poison. The bite thing seems a waste.
Poison is expensive. Like the trait Boarding at Mediogalti if you want to pull off THIS
here you go lol.
Spirit Guide (Pharasma) - +2 bonus on Knowledge (religion), and it becomes a class skill. +2 bonus and in class. Nice trait.
Blade of Mercy
(Sarenrae) - No penalty to attack with a slashing weapon
when inflicting nonlethal damage, and gain a +1 bonus to any nonlethal damage
you inflict with a slashing weapon. Not a bad for someone thats a bounty
hunter type. This + monk's spade might be an option to double your sneak attack
dice via sap master. Otherwise its just too situational.
Cleansing Light
(Sarenrae) - When dealing damage
to undead with your channel energy, you can reroll any damage die that shows a
natural 1. If you're in a campaign
filled with undead or you are built around channeling this is a great choice.
Illuminator (Sarenrae) - +2 bonus on Diplomacy, and it becomes a class skill. The only trait that gives a +2 bonus and the skill in class.
Nice.
Strength of the Sun
(Sarenrae) - During the day, you
gain a +1 bonus on all Charisma-based checks. An odd trait. It is a +1 to Bluff, Diplomacy, Disguise, Handle
Animal, Intimidate, Perform, and Use Magic Device checks. Also any checks that
represent attempts to influence others and channeling vs undead. Not bad
considering most adventurers adventure during the day. It also adds a +1 to
concentration for Cha casters. Certain builds who replace Dex with Cha for a
lot of checks (ex: Lore Oracle) can make this trait move to BLUE.
Under Siege (Sarenrae) - +1 bonus on Bluff and Sense Motive, and
one of these skills (your choice) becomes a class skill. Both are nice
skills to have. Good trait.
Strip the Veils (Sivanah) - +1 bonus on Sense Motive, and Sense Motive
becomes a class skill. Its always nice to know if someone is being less
than honest. A great trait.
Backstabber (Thamir
Gixx) - +1 damage to
flanked foes (and it is multiplied on a critical hit). Not bad if your
built around flanking (Rogues and Precise Strike builds)
Defensive Strategist
(Torag) - You are not flat-footed when you are an unaware combatant. This
includes a surprise round that you don’t get to act in, and before
you get to act at the start of a battle. THIS TRAIT IS SICK. It basically gives you Uncanny Dodge as a trait. Unbelievably strong.
Guardian of the Forge
(Torag) - +1 bonus on
Knowledge (engineering) and Knowledge (history). One of these skills (your
choice) becomes a class skill. An ok trait if you wish to get either in
class. Neither are especially strong knowledges though.
Deathspeaker
(Urgathoa) - +2 bonus on Diplomacy
when dealing with undead, as well as a +2 bonus on Charisma checks made to
influence undead. Not a bad trait for Necromancer builds. Otherwise pretty
weak.
Serpentine Squeeze
(Ydersius) - +1 bonus on combat
maneuvers to grapple, as well as a +1 bonus to your CMD whenever an opponent
tries to grapple you. A good trait for Grapple builds.
Kuthite Caster
(Zon-Kuthon) - +4 bonus on
Concentration when casting spells with the darkness, pain, or shadow descriptors. Not a terrible trait. I would rather have one of the traits that
give a straight +2 bonus to all spellcasting.
Equipment
Traits
Extremely
Fashionable - Whenever
you are wearing clothing and/or jewelry worth at least 150 gp (and you're
clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate. One of these
skills (your choice) becomes a class skill. Now this is better. A bonus to
“the big three” social skills and one becomes a class skill. More then likely
your first magic item will cover the requirement.
Prehensile
Whip - 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. If
you want to be THIS
GUY here
is your trait. I give it a boost in rank simply for being cool.