Friday, November 15, 2013

Pathfinder Traits Guide



 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:
  1. Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack
  2. The Additional Traits feat can be taken to gain two additional Traits.
  3. In most cases, a new PC should gain two traits, but its up the GM.
  4. 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.

Youthful Mischief (Elf) - +1 bonus on Reflex saves. Another flat save bonus. One of the Best.

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.

Freed Slave (Katapesh) - +1 bonus on Fortitude saves. Straight bonus to a save. Crazy good.

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

A Fallen God (Aroden, Arazni,or Curchanus)

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.