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Tips and Traits: A guide to Pathfinder Traits Character traits are abilities that are not tied to your character’s race or class. They can enhance your character’s skills, racial abilities, class abilities, or other statistics. Normally these traits are supposed to flesh out your character's background... bla bla bla. I have written a guide on which traits are great, which ones are stinkers, and how best to use them. You can find all of the Traits I list here. D20 PFSRD

A Guide to Traits

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Page 1: A Guide to Traits

Tips and Traits: A guide to Pathfinder Traits

Character traits are abilities that are not tied to your character’s race or class. They can enhance your character’s skills, racial abilities, class abilities, or other statistics. Normally these traits are supposed to flesh out your character's background... bla bla bla. I have written a guide on which traits are great, which ones are stinkers, and how best to use them. You can find all of the Traits I list here. D20 PFSRD

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Part 1: The Basics Part 2: Basic Traits: Combat Part 3. Basic Traits: Faith Part 4. Basic Traits: Magic Part 5. Basic Traits: Social Part 6. Campaign Traits Part 7. Racial Traits Part 8. Regional Traits Part 9. Religion Traits Part 10. Equipment Traits Part 10. List of Traits that give a Skill in Class.

Perception Use Magic Device Acrobatics Bluff Diplomacy Intimidate Knowledge (Arcana) Knowledge (Dungeoneering) Knowledge (Nature) Knowledge (Planes) Knowledge (Religion) Sense Motive Spellcraft Stealth Disable Device Disguise Escape Artist Handle Animal Fly Knowledge (Engineering) Knowledge (Geography) Knowledge (History) Knowledge (Local) Knowledge (Nobility) Survival Climb Linguistics Ride Swim Appraise Heal Sleight of Hand

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The Basics 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

Types of Traits There are six types of character traits to choose from:

1. Basic: Basic traits are broken down into four categories: Combat, Faith, Magic, and Social.

Combat traits focus on martial and physical aspects of your character Faith traits focus on his religious and philosophical leanings. Magic traits focus on any magical events or training. Social traits focus on your character’s social class or upbringing.

2. Campaign: Campaign traits are specifically tailored to give new characters an

instant hook into a new campaign.

3. Race: Race traits are keyed to specific races or ethnicities, which your character must belong to in order to select the trait.

4. Regional: Regional traits are keyed to specific regions. In order to select a

regional trait, your PC must have spent at least a year living in that region.

5. Religion: Religion traits indicate that your character has an established faith in a specific deity. Unlike the other categories of traits, religion traits can go away if you abandon your religion.

6. Equipment: Equipment traits help characters make the most of their equipment

or use their equipment to make the most of their skills. Ranking This guide will use a ranking system using the color spectrum to rate the class features and options, as follows: Red: Absolutely terrible. Almost never worth considering, let alone a good idea. Orange: Subpar. May have occasional use and isn’t crippling if you like the flavor. 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 no­brainer pick. Outstanding!

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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 Str­based 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 non­proficiency 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. Bullied ­ +1 to hit while unarmed on attacks of opportunity. Not even good if you're a Monk Coherent Rage ­ Pick Bluff, Escape Artist, Handle Animal, or Stealth and you can use it while raging. Why? Other than Escape Artist I can't think of why you would want to use any of these while wasting your rage. And you don't even gain whatever you choose as a class skill. Ick Courageous ­ +2 bonus on saves against fear effects. Horrible waste. If you want a bonus against fear effects check out Nightstall Urchin. 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 Demon Slayer ­ Make a Knowledge of the planes check to get a bonus to confirm crits. And it only works on Demons. Even if you know you will fight a lot of demons it's a horrible trait. 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. Fencer ­ +1 to hit on attack of opportunities with bladed weapons. Meh

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Hill Fighter ­ Can charge downhill up to your base speed without an acrobatics check. Dumb. It’s a DC 10 acrobatics check. And even then. How often do you charge down hills. Honored Fist of the Society ­ The good. You get 1 extra ki point. The Bad. You're playing a monk. Jaded ­ Another +2 bonus on saves against fear effects. Same as Courageous and just as crappy. Again check out Nightstall Urchin. Jungle Fighter ­ Movement bonuses in jungle terrains. Yawn. 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. River Fighter ­ You can charge while swimming downstream. Too situational. And its effects Swim. Nuff said. Savannah Hunter ­ +1 to hit on attacks of opportunity with a shortspear, and a +1 bonus on Con checks to avoid non lethal damage on a forced march. Two crappy bonuses instead of one does not a good trait make. Slippery ­ +1 to stealth and it becomes a class skill. Crazy good. Stealth is a good for just about anyone. Sprint ­ An extra 5ft move. But only if all you do is move. And only if you're not wearing armor. Crazy Bad. Strong Arm, Supple Wrist ­ When you move 10 feet, you get an extra 10 feet range increment on a thrown weapon. Unless your character is planning on taking part in some olympic contest where you see who can throw a spear the farthest... avoid. Threatening Defender ­ When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1. So this is situational. But if you're building a Crane Style fighter this is amazing. Combat Expertise, Crane Style, Fighting Defensively, and this trait and you're looking at up to a ­7 to attack for a +8 AC. Not bad. Its crap for anyone not focused on it, but automatic for anyone that is. Hence the dual color. 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.

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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. Defy Madness ­ +1 bonus on saves vs. confusion, insanity, madness, and Wisdom damage/drain. Again these random bonuses on saves vs situational things, while nice, are far too rare to justify a trait. 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. Faithful Feedback ­ +1 hit point healed if you use a spell from the healing subschool on someone of your religion. Unlike Exalted of the Society, even if you like healing, this trait is crap. First it doesn't work for channeling, and second your party all better agree on one religion. Even then its only one hit point. Don't waste your time. First Memories ­ Trade your useful gnome spell­like abilities for crappy spell­like abilities. If you plan on dumping your charisma score below an 11 and have a wisdom above an 11 then this trait might be worth it. Seriously though. If you have an 11 charisma score or better then this trait becomes a flaw. Avoid at all cost. I will mark it less than optimal for those that dump CHA.

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History of Heresy ­ +1 bonus to saves vs divine spells as long as you don't possess any levels in a divine spellcasting class. While a bit more broad in scope than most trait save bonuses... it's still a situational +1 against one third of the casters in most games. Not horrible. But not good either. 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. Necrotic Aura ­ +1 bonus to saves vs Necromancy spells and effects that deal negative energy damage. Another random +1 bonus. While there are some very nasty necromancy spells I wouldn't waste a trait on the rare occasion this would be helpful. Sacred Conduit ­ +1 bonus on your channel energy DCs. If you know your going to fight a lot of undead, or you're a cleric who channels negative energy then this can be helpful. But considering the fact that most people feel Channeling is weak I wouldn’t take this trait unless you're focused on channeling. Sacred Touch ­ You can stabilize a dying creature as a standard action. Wow. This is just terrible. If you're the healer you have a zero level cantrip for this. If your not you can make a DC 15 Heal check to do the same thing. If you don't want to risk that... its a full round action to poor a 50 gp Cure light wounds potion down their throat or a standard to use a Cure Light Wand on them. Please look elsewhere. This is a waste of space. 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. St. Clydwell’s Ward ­ As a standard action you recite a holy chant that gives you a sanctuary effect vs demons (and I assume devils). While this trait is full of win in the RP department... we don't care about that. A 50 gp potion can do the same thing. I will mark it as orange though simply because of the Exorcist vibe it has going for it. 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. Unnatural Presence ­ Your Intimidate skill works on animals and vermin. If you have invested in Intimidate then this is a great trait. Otherwise it is meh.

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Zealot ­ +1 on Knowledge (religion), and it becomes a class skill. You have to be a Gnome. And the caveat is the whole tenets of your faith and the GM determining whether you suffer from the Bleaching (whatever that is). Its not a bad trait. It gives you a skill in class. However there are better traits that give you Knowledge religion in class without any restrictions. Unless your using this for RP go with Child of the temple and get a free +1 bonus to Knowledge nobility to boot. 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 than 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.

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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. Earthbound ­ While touching the ground, +2 bonus to overcome SR against creatures with the air subtype. Dwarf Only. A quick search on the SRD. Thats a whopping 5 creatures that have SR and the air subtype. Avoid at all cost. If you have to take something like this take a look at Strength of the Land. Eldritch Smith ­ When Crafting stone or metal items you reduce the cost by 5%. Another crappy Dwarf trait. What's the deal with Dwarven traits. It states it works while using any crafting feat, so this should apply to crafting Magic Arms and Armor as long as they are stone or metal. Not as good as Hedge Magician which has no racial restriction and works on all magic items. 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. Ghost Sight ­ +2 bonus on perception to locate undead and you can see ethereal undead. I see dead people! O wait. they still get the +20 to Stealth. Scratch that. Why did I take this again? Gifted Adept ­ Choose one spell and you get a +1 caster level. I can't think of any reason to take this trait. Sure it might be nice in conjunction with Magical Lineage and Intensify spell but you just used up both of your starting traits. Not worth it. Greater Adept of the Society ­ You gain one additional 0 level cantrip spell slot. Now this might seem like a crap trait, and it generally is, however wizards never get more than 4 cantrips a day. If you just have to have that 5th one this might be up your alley. Havoc of the Society ­ +1 Force damage to any spell that deals damage. Horrible. Even Envokers should know better. The only redeeming quality: Because it is force damage, next to nothing is immune. Effects that activate if something is damaged (Dazzling Spell for instance), will always activate. Still a shoddy trait in my opinion but there it is. 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. Lucid Dreamer ­ +1 bonus on knowledge (planes), and +2 on will saves while dreaming or on your subconscious. I think you can suck up the 3 or so spells this might help against. Worse you don't gain Knowledge (planes) as a class skill. No thanks.

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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. Magical Talent ­ Choose one 0 level spell and you can cast it once per day. Terrible waste. The only saving grace this trait has is it might qualify you for a prestige class. Other then that most 0 level spells can be gotten through cheap magic items or potions. 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. Naturally Gifted ­ Additional use of one of your Gnome spell­likes each day. While your spell­likes are helpful I don't believe in wasting a trait to cast a second one each day. 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). Skeptic ­ +2 bonus on saves vs illusions. Another random save bonus vs a select set of spells. Not worth your time. Strength of the Land ­ +1 bonus on caster level checks while touching ground. This includes dispel and SR checks. Must be a Dwarf. Superior in every way to Earthbound, but still a waste in my opinion. Tar­Baphon’s Whisper ­ You may cast sotto voce as a spell­like 3 times per day. Ok so this spell isn't on the SRD. Here is what it does. You target one humanoid of 4HD or less with a will save or be shaken. It last 1 round. Worse than Cause Fear. I wouldn't waste a standard action on this spell if I had 20 a day for free... much less have to spend a trait on it. Theoretical Magician ­ +2 to spellcraft checks, or a +3 if you aren’t a spellcaster. Take a look at Classically Schooled. If you aren’t a spellcaster you can take that and with 1 skill point spent it gives you a +5 bonus. This trait is subpar.

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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. Two­World Magic ­ Pick a 0­level 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 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. Brastlewark Businessman (Gnome) ­ +2 bonus to craft alchemy. Gnome only. If you are an alchemist this might be worth the investment. Otherwise don't bother. 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. Canter ­ +5 bonus to bluff and sense motive checks involving secret messages. Unless you're in a campaign centered around a secret organization or guild this trait is far too restrictive. Charming ­ +1 bonus to Bluff and Diplomacy on a character that is sexually attracted to you, and a +1 bonus to the save DC of any language­dependent spell you cast on such characters or creatures. This is just an uncomfortable trait. Not really keen on asking the GM if “Im sexy and he knows it right?” every time I bluff, diplomacy, or cast a charm. There are easier less awkward ways to get bonuses on these things. 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. Collector (Gnome) ­ +2 bonus on checks made with either Craft (any one), Disable Device, Escape Artist, Perform (any one), or Spellcraft. Must be a Gnome. This reminds me of the Dragonlance Kinder pocket... but crappier. Helpful for disable device but other then that its a wash. Could be fun to RP though.

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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. Explorer (Gnome) ­ +2 bonus on Survival in one terrain type that must change each level. Must be a Gnome. Very strange trait. You have to change your terrain every level and you dont gain survival as a class skill. Not worth the trouble. Fast­Talker ­ +1 bonus on Bluff, and Bluff becomes a class skill. Same as Witty Repartee. Bluff is a great skill to have in class. Hellknight Ancestry ­ +2 bonus on Diplomacy to influence Hellknights and a +2 bonus on intimidate enemies of Hellknights. Far too narrow to be worth it. 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. Lost Nobility ­ +1 bonus on attack and damage rolls against government officials of your homeland. Far too narrow to be very useful. 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. Natural­Born Leader ­ All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind­affecting 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. Noble Savage ­ +2 bonus on Diplomacy and Perform with people of high social standing. Another narrow skill with too little gain for such a rare situation.

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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. Poverty­Stricken ­ +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. Rich Parents ­ Your starting cash increases to 900 gp. How would you like Half­Plate instead of Chainmail. Or how would you like to start with a Heavy War Horse. What about a Masterwork weapon? This trait can be very helpful for getting a few nice things at the start of a game. The negative is it is a wasted trait after the gold is gone. Short term vs Long term. Up to you. 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 built­in 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.

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AP 01­06: Rise of the Runelords 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. Law­abiding 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 you're 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 law­abiding citizen of Sandpoint from below as an ally. Law­abiding 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

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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. AP 07­12: Curse of the Crimson Throne 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. Framed ­ +2 bonus on Bluff, or a +2 bonus on Spellcraft. While either skill is useful, there are better traits. Look elsewhere. Love Lost ­ +2 bonus on one of the following skills: Craft, Perform, or Profession, or a +2 bonus on Intimidate. Again, the intimidate is a nice skill, but there are better traits. Good for bards though. 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. AP 13­18: Second Darkness 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

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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. Researching the Blot ­ You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level. So I will assume this is a trait that is a throwback from 3.5. I have colored this DARK RED. You can ALREADY use Spellcraft to identify magic items. Worse this makes it HARDER to do so. In Pathfinder the DC to identify items is 15+CL. This adds 5 to the DC. Ask your GM to change this trait to something beneficial because as written it's not only useless, it’s harmful. Scouting for Fiends ­ +1 bonus on all attack rolls made against foes you know to be evil outsiders. The fluff on this trait is cool. However it is far too narrow. Unless this AP has you fighting a ton of [Evil] Outsiders this trait isn’t worth the investment. AP 19­24: Legacy of Fire 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.

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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. Reclaiming your Roots ­ You gain a valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st­level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year. Worse than Rich Parents, and a horrible penalty if you ever lose said item. Take something else. Seeking Adventure ­ You begin play with your own wayfinder, a loan you have to pay 500 gp for some day. Even worse than Reclaiming your Roots. If you want a Wayfinder that bad, take Rich Parents, and have 400 gold left over. AP 25­30: Council of Thieves Child of Infamy ­ +1 trait on Perform (act), and the skill becomes a class skill. Furthermore, you begin play with 300 gp. A small bonus on Perform and ⅓ of Rich Parents. There are better traits. If you take this and Rich Parents you might be able to afford Full Plate though... and dance in it! 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. Diabolist Raised ­ +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mind affecting attacks from devils. Far too narrow to deserve a trait investment. If the other good traits are taken this might be an option considering the amount of devils you might run into in this AP. I would still that one of the better traits if available though. 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

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against these effects. Likewise, you do not have the ability to use darkness as a spell­like ability once per day—instead, you may choose any one 0­level spell that you can instead use at will as a spell­like 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. The Pathfinder's Exile ­ You begin play with your own wayfinder, a loan you have to pay 500 gp for some day. Like Seeking Adventure. If you want a Wayfinder that bad, take Rich Parents, and have 400 gold left over. 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. AP 31­36: Kingmaker Bastard ­ You take a ­1 penalty on all Charisma­based 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. Brigand ­ You begin the campaign with an extra 100 gp. You also gain a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, and their ilk. Ack. Horrible. The gold is negligible, and the bonus is far too narrow. Get something else. Issian ­ +1 bonus on all Will saves made to resist mind­affecting effects. Lets see. I could be a bastard noble with a flat bonus to all will saves or I could take this. Go back and look at Bastard. 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.

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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 flat­footed opponent while wielding a light or one­handed 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 flat­foot their opponents anyways. The rest are a wash. Pioneer ­ You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 bonus on this skill. I assume you get a Light Horse... Thats 75 gp, and a small bonus to one skill. Pick something else. 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. AP 37­42: Serpents Skull Boarded in Cheliax ­ You begin the campaign with a detailed map of the Mwangi Expanse (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle. The map cost 50 gp. So you get 250 gp worth of gear. If you want a map. Take Rich Parents. Buy a map. You net a 650 gp gain. I wouldn’t take either and just wait till I have the gold for a map. But there you go. 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 Mwangi Expanse ­ You gain Polyglot as a bonus language and receive a +1 bonus on all Knowledge (nature) checks regarding the jungle. This trait basically saves you a skill point and gives you a narrow bonus on a skill. Pick a different one.

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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. Boarded in Varisia ­ Choose to gain either a +2 bonus on Bluff against inhabitants of the jungle, or your spells with the mind­affecting descriptor gain a +1 CL when cast against creatures and natives of the jungle. A little narrow. The extra CL could be interesting, but there are better traits. Colonial ­ +1 bonus on Knowledge (local) relating to Sargavan settlements and politics and a +1 bonus on saves against disease. Narrow crap. Move on. Get the Cargo Through ­ You begin the campaign with an additional 300 gp in starting wealth. If you need extra gold at the start take Rich Parents. Its more gold and no vague RP strings with this mysterious cargo you have to protect. 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. Mwangi Scholar ­ You gain Polyglot as a bonus language and receive a +1 bonus on all Knowledge (history) checks regarding the Mwangi Expanse. Just as bad as Boarded in the Mwangi Expanse. Pick a different one. Stowaway ­ +1 trait bonus on Stealth checks and Survival checks to find food. Too small a benefit to be worth a trait. AP 43­48: Carrion Crown 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. Making Good on Promises ­ +2 trait bonus on saves against fear effects. While it's cool not to scream like girl as you run away because you failed a save... there are worse spells I would rather have a bonus against. On the Payroll ­ You an additional 150 gp in starting wealth. Boo. Its a waste of a trait to get gold. But if you are going to do it at least get your gold’s worth. Rich Parents gives you 900 gold. Subject of Study ­ Choose a non­humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. Too narrow for my taste. Move on. Teacher’s Pet ­ +2 bonus to one Knowledge skill of your choosing and it becomes a class

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skill. Not a bad trait at all, especially considering the AP (Knowledge Religion, Arcana, and History are all good choices... hint hint) AP 49­54: Jade Regent A note about these Traits: 1. You gain a one­time +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

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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

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saying. AP 55­60: Skull & Shackles 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 too narrow but for a Campaign trait it might come in handy. Besmara's Blessing ­ +1 bonus on Perception and Profession (sailor). In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). I assume that sailing can come in handy, but I still wouldn’t waste a trait on it. Buccaneer's Blood ­ +1 bonus on Intimidate and Profession (sailor). In addition, you gain a one­time +1 bonus to your Disrepute and Infamy scores. Not sure on the bonus to Infamy but the rest is weak. I would suggest a different trait. Dockside Brawler ­ You begin the campaign with brass knuckles. You gain a +1 bonus on damage rolls with brass knuckles and improvised weapons. Terrible. Brass knuckles deal 1d3. That extra point of damage doesn't seem so great now huh. Eye for Plunder ­ +1 bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp. Not a bad trait for your trapfinder. Otherwise its pretty crap. 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. . Ship's Surgeon ­ You begin the campaign with a healer's kit. In addition, you gain a +1 bonus on Craft (carpentry) and Heal. Heal becomes a class skill. Pretty weak trait. 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

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pretty decent skill. Also the lessened penalty underwater could come in handy. Race Traits Advantageous Distraction(Goblin) ­ As a swift action you gain a +2 dodge bonus to AC for 1 round. Usable once per day. If it were an immediate action to activate this trait it might be more interesting. As is a once per day for 1 round bonus it is hard to justify the trait on. Adventurous Explorer (Hafling) ­ When frightened or shaken, you only take a ­1 penalty on your rolls instead of ­2. Well personally I would try and shore up my saves so I don't fail the save in the first place. Just a thought. 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. Animalistic Affliction (Human) ­ +1 bonus on Handle Animal and Wild Empathy. A small bonus to rarely used skills. Not a good way to spend a trait. Anticipate Evil (Tiefling) ­ +1 bonus on opposed Dexterity­based skill checks against outsiders with the evil subtype. In addition, when your initiative is tied with such creatures, you always act first. So Dexterity­based skill checks are Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks. The initiative thing is a non factor (How often in a game session do you tie on initiative). So overall its not a horrible group of skills but its against a very small sample of creatures. I wouldn’t consider this. Arcane Dabbler (Elf) ­ Choose a 0­level arcane spell. You may cast that spell once per day as a spell­like ability. So this works exactly like Magical Talent except you have to be an Elf and it has to be an Arcane spell. The only advantage is you can choose intelligence for the save DC. But let's be honest. This is even worse than Magical Talent and that skill is red. Arms Master (Tiefling) ­ Take a ­2 penalty on attack rolls with weapons you are not proficient with instead of ­4. Why would you use this trait on purpose. I suppose a caster who wanted a real weapon might take the ­2 so he wouldn’t have to use a proficiency feat. I still think it a bad idea. Artistic Dilettante (Human) ­ +1 bonus to Appraise, and one Craft skill. Neither of these skills are used a lot. Neither deserve a trait spent on them. Avoid it. Aspiring Bard (Human) ­ +1 bonus on one Performance type, and a +2 bonus on Knowledge (local) that deals with the local music scene. Groovy dude. If I had a player ask me if he could make a knowledge check to find the happonen local music scene I would throw something at him. Stupid trait. Assimilated Native (Human) ­ +2 bonus on Intimidate and a ­2 penalty on Deplomacy when influencing Mwangi natives. Wow that specific. So far I am seeing a ton of stinker

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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. Azlanti Inheritor (Azlanti*) ­ +1 bonus on Knowledge (history) and a +2 bonus on Appraise checks related to objects of Azlanti origin or made to identify ioun stones. A small bonus to a rarely used Knowledge and a bigger bonus on a narrow set of objects. You by now I don't like narrow focus traits unless its something that happens often. Move on to something usefull. *At the GM's discretion, ethnicities other than Azlanti might take this trait, marking a character as a throwback to these legendary people. 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 Boned (Tiefling; Hungerseed) ­ +1 bonus on combat maneuver checks made to overrun opponents, and a +1 bonus to your CMD against trip attempts. So unlike Bent Body casters can usually cast from their backside as well as they can standing upright. And I have yet to see anyone build a character around overrun. Not a really useful trait. 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. Blade Bravado (Human) ­ When wielding a one handed weapon and nothing in your off hand, you gain a +1 bonus on Acrobatics and Bluff. I assume the Bluff only works for feinting in combat. I don't see how holding a weapon helps you lie better. This trait seems to be designed for Dervish Dance builds. Feinting in Combat is usually only helpful for rogues who usually TWF. Honestly this trait just seems to give a bonus to combat actions that won't be used often by the builds that can benefit from it. Blessing of Darkness (Tiefling) ­ Whenever a spellcaster capable of channeling negative

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energy casts a beneficial spell on you, she acts as if she were one level higher for the purpose of determining that spell’s effects. While this can be helpful, according to the wording YOU can't be the spellcaster. It has to be someone else. Unless you're building your character to play off someone else in the group I would avoid this trait. Blood Stalker (Tiefling; Hellspawn) ­ +4 bonus on Survival to track or follow a trail against a creature you have damaged in the past week. Far too narrow to be a benefit very often unless your GM likes to have his pet NPCs escape before they die. Even then I wouldn’t use a trait on it. Born Damned (Tiefling) ­ +2 bonus on saving throws against curses. Narrow Narrow Narrow. No thanks. Born to the Water (Ijo) ­ +1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour. A bonus to Swim. Thats all you need to know. Bouncy (Goblin) ­ The first 1d6 lethal damage from falling becomes non lethal, and you get a +2 bonus on reflex saves to avoid falling. There are plenty of falling traps this could benefit from, but honestly I would rather take a trait that let me see the trap before I needed to make a reflex save. Brastlewark Businessman (Gnome) ­ +2 bonus on all Craft (alchemy) checks. Have to be a Gnome. This trait is also listed under Social Traits. You can't benefit from it twice but at least it allows you to take another Social or Racial trait because you can consider this either one. Also because this falls under the Racial category you can use the Adopted Trait to acquire this. 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 (Half­Orc) ­ +1 bonus on Intimidate, and Intimidate becomes a class skill. The same as Bully but you have to be a Half­Orc. Not bad if you want a different Social Trait and you're a Half­Orc. Buried Anxiety (Tiefling; Spitespawn) ­ Pick a specific sort of object, color, sound, or similar relatively common phenomena. You gain a +2 bonus on saves to resist fear effects except when you can see, hear, smell, or taste that which unnerves you. The same bonus as Courageous or Jaded except you have a phenomena that cancels your bonus. I don't like those traits. I really don't like one that does the same thing but has a flaw. 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. Chain Master (Tiefling; Shackleborn) ­ +2 bonus on combat maneuver checks made to trip opponents with a spiked chain or whip. A bonus to trip, but only with two very bad exotic

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weapons. Not worth it. Child of Zolurket (Dwarf) ­ +1 trait bonus to weapon damage against undead. A bit of extra damage against Undead. Too narrow to be worth it. Clearheaded (Dwarf) ­ +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects. This is an interesting Trait. It's effectively a +1 to Sense Motive, Perception, and Will saves when you're being deceived. I would rather get a straight bonus but this isn’t a horrible choice like most dwarf traits. Colonial Entitlement (Human) ­ +2 bonus on Intimidate against Mwangi. Yuck. A +2 bonus to a skill that only affects Mwangi. Move on. Colonial Sympathizer (Human) ­ +1 bonus on Bluff and Diplomacy against Sargavan colonials and and others with this trait. Another horrible trait that only affects a small group of people. Worse; if you take it others with the trait get a bonus to bluff you. Its got a built in penalty. I need something less than Red. 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. Deadly Rush (Tiefling; Pitborn) ­ +2 bonus on critical hit confirmation rolls made as part of a charge. A flat +2 bonus to confirm Criticals would have been a so so trait. The fact it only works on a charge makes it near useless. Death’s Deputy (Tiefling; Grimspawn) ­ +2 bonus to damage dealt for any attack that would already reduce your target to negative hit points without this trait. They should have named this trait Over Kill... or useless trait. Either would describe it pretty well. Deep Marker (Dwarf) ­ +1 bonus on Survival, and a +1 bonus on saves against fear. Neither really rock my boat. There are better uses for your traits. 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. Dog­Sniff­Hate (Goblin) ­ You gain the scent special quality but only against canine creatures. You gain a +2 trait bonus on attack rolls against dogs you can smell. More of a humorous trait then a good choice. Unless you're feeling really cheeky I would avoid.

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Elven Reflexes (Half­Elf) ­ +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. Ever Wary (Tiefling) ­ During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat­footed for the purposes of attacks and effects. This is an interesting trait. The major issue with the surprise round however is the fact you're flat­footed which this doesn’t solve. Unless you're cranking a huge Dexterity I wouldn’t consider this trait. Failed Apprentice (Half­Elf) ­ +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 isn't bad. Family Connections (Tiefling) ­ +2 bonus on Bluff and Diplomacy made against outsiders belonging to the evil subtype. So you're better at talking to Evil Outsiders. Not really impressed. Note: If you still use 3.5 material the Malconvoker has several abilities that work off of bluffing Evil Outsiders. If you're playing one then this trait becomes purple. There are also a few homebrew conversions someone (cough cough) did. 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. Flair for Destruction (Tiefling; Pitborn) ­ +1 bonus on weapon damage made against objects and constructs. Meh. I think an extra point of damage vs walls and rare creatures can be skipped. Forlorn (Elf) ­ +1 bonus on Fortitude saves. Flat bonus to Fortitude and negates the ­2 Con Elves get. Great bonus. Foul Belch (Goblin) ­ Once per day as a standard action, you can belch at a single opponent within 5 feet. DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution­based. While this is another humorous trait, its usefulness is debatable. Its a standard action, and its save is static. 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.

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Friendless (Tiefling) ­ You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons. I read the description of heal. While it does you the term others often, nowhere does it say you can't use heal on yourself. Even if your GM rules you can't I would just convince others in the party to invest a few points in Heal. Genie Blood (Human) ­ Pick a element. Air(cold), Earth(acid), Fire(Fire), or Water(electricity). Gain a +1 bonus on saves against attacks that utilize that element and gain a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype. Interesting bonus. It's still too narrow of a bonus for my taste. Glib Barrister (Human) ­ +2 bonus on Linguistics to create forgeries. This would be red if it was a flat bonus to Linguistics. The fact its only for creating forgeries... Move on. 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 non­reach 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. God Scorn (Tiefling; Foulspawn) ­ +1 bonus on saves against divine spells. Not as helpful as arcane spells considering there are so many more arcane caster classes, but its still a flat bonus against a big portion of spells. 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 balance­related 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. Harrow Born (Human) ­ +1 bonus on initiative. There are better traits that give twice the bonus. Take those instead. 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. Horse Lord (Human) ­ +2 bonus on Handle Animal, and a +1 bonus on Ride. This trait applies only to horses. A lackluster trait, even for classes like Cavalier. I would avoid.

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Ice Walker (Human) ­ +1 bonus on save against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed. 2 crap bonuses. Move on. Inciter (Tiefling) ­ +2 bonus on Bluff checks made to convince creatures to attack each other. “He called your mum a Troll lover!” No. Bad trait. 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 mind­affecting 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 mind­affecting instead of just compulsions. Legacy of Sand (Half­Orc) ­ +1 bonus on all Will saving throws. Flat bonus to a save. Good stuff. Lettered(Hafling) ­ Linguistics is a class skill for you, and you gain a +1 bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing. This one is interesting. If you find your GM throws a lot of ancient text your way it might come in handy. The fact you never draw the wrong conclusion is nice. The issue is how rare (if ever) this trait will be used in most games. Market Rat (Human) ­ +1 bonus on Appraise and Knowledge (local). A bonus to two rarely used skills and neither become a class skill. No bueno. Master of the Sudden Strike (Human) ­ When you wield a masterwork version of any sword if you act before your opponent during the surprise round, you gain a +2 bonus on weapon damage rolls for the surprise round only. This additional damage is precision damage. So this only works during the surprise round. You cannot full attack during the surprise round. So thats +2 damage once a combat, and only if you can act during the surprise round. Not a good use of a trait. Masterful Demeanor (Human) ­ +3 bonus on Intimidate against non­human humanoids. Well non­human humanoids encompases a pretty big group, and it is a +3 bonus. The big issue I have with this is it doesn't affect humans, who are by far the most abundant humanoids. Its a so so trait. Militant Merchant (Dwarf) ­ +1 bonus to Perception checks made to determine surprise,

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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. Motherless (Tiefling) ­ +2 bonus on Bluff and Disguise checks made for the purpose of making you seem injured, sickly, or weak in some other way. I suppose there are builds that would rely on you looking weak (spy, assassin, ect), but its still a really specific and narrow focus. 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 than Poverty­Stricken. 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. Operatic (Human) ­ +1 bonus on Perform (sing) and a +2 bonus on Linguistics checks when trying to decipher Azlanti. Two crappy bonuses. Move on. Outcast (Half Orc) ­ +1 bonus on Survival, and it becomes a class skill. Same as Poverty­Stricken. Nomadic is slightly better. Pain Artist (Tiefling; Shackleborn) ­ +2 bonus on Intimidate against helpless creatures. There are better traits for Intimidate. Bully or Convincing Liar give you a flat +1 bonus. Perfect Servant (Hafling) ­ +3 bonus on Diplomacy checks made to influence anyone with at least one level of Aristocrat. Horrible trait. I really need a color worse than red. Prayer Breaker (Tiefling; Faultspawn) ­ If a divine spellcaster makes a concentration check to avoid losing a spell because of an injury you caused, increase the DC of that check by +2. This trait works well with Step Up and Strike. I wish it worked on more than divine spellcasters but its still a good trait for those who plan on taking the feat I mentioned. Prideful Temper (Tiefling) ­ +1 bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage. What's with all the bad Tiefling traits. Prolong Magic (Tiefling) ­ Whenever you use a spell­like 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 spell­like ability based on your heritage. Notable spells are Blur, alter self, and hideous laughter (a truly nasty spell). If you are planning on taking

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Fiendish Heritage this trait should certainly be looked at. Proud Tribesman (Human) ­ +2 bonus to Intimidate colonial Sargavans. Ack. Narrow crap. Move on. Providential Passenger (Halfling) ­ Improve the starting attitude that ship captains, caravan leaders, and those with similar sorts of responsibilities have toward you by one step. You know what also helps starting attitude. Gold and Diplomacy. Go with one of those and save your trait for something useful. Pustular (Race?) ­ Whenever you’re subjected to an effect that causes the sickened condition, you may make two saving throws to avoid the effect (if a saving throw is allowed), taking the better of the two results as your actual saving throw. First of all. Sickened is a ­2 penalty. Its not the end of the world. Second if you have this trait your face is covered with unpleasant pimples and outright boils that have a tendency to pop at inopportune moments... how is this a bonus? I believe this is another humorous goblin trait but come on. 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. Repel Sin (Tiefling; Motherless) ­ +2 bonus on saves vs spells and effects with the [evil] descriptor. Far too narrow for my taste. I would rather get a static bonus to a single save or go with Latent Psion. Repulsive (Tiefling; Foulspawn) ­ +1 bonus on combat maneuver checks made to overrun and reposition opponents. While the bonus isn’t bad, the fluff makes it less than appealing. People don't want to touch you. If you are going for a maneuver build this might be an option. 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 a lot 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. Scrounger (Race?) ­ You can buy objects with the broken condition at half price (instead of the normal three­quarters price). The value of the unbroken version of these objects cannot exceed four times your character level. The price you pay for this object can never exceed more than twice your character level in gp. At first, after reading about the

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broken condition, I was really excited about this trait. After all you could buy magic items at half price and cast make whole to make them good as new. Then I did the math. At 20th level the best you can buy with this trait is an item worth 80gp. Thats at 20th level. Without the gp limit this would be purple. As written it's Red. Seeker of Brightness (Elf) ­ +1 bonus on one Knowledge (Your choice) and on Perception checks. A bonus to Perception and a knowledge of your choice. Meh. Shadow Stabber (Tiefling) ­ +2 bonus on melee weapon damage rolls against foes that cannot see you. Other than someone that commonly uses Improved Invis, or the once a day darkness the Tiefling gets, I don't see a great benefit. Possible a Rogue or Arcane Archer. 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. Shift the Blame (Tiefling; Spitespawn) ­ +1 bonus on Bluff and Diplomacy made to convince someone that another person is actually at fault for your actions. Horrible. Narrow. Move on. Slaver (Human) ­ +2 bonus on Intimidate to influence non­Ombo Mwangi, but suffer a ­2 penalty on Bluff or Diplomacy to influence them. Horrible. Narrow. Move on. Soul Eater (Tiefling; Grimspawn) ­ Whenever you use a coup de grace action to kill a creature you gain a number of temporary hit points equal to half your character level (minimum 1) for 1 minute. Coup de grace are rare. Rare = bad. Move on. 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. Stargazer (Human) ­ +1 bonus on Knowledge (geography) and Survival. Small bonus to one good skill and one that is rarely used. No skill gain. Move on. Student of Nantambu (Human) ­ +1 bonus on Knowledge (arcana) and Spellcraft, and you may make these checks untrained. The bonuses are nice, but if you want to use either of these skills take a trait that gives it in class. No reason to use them untrained. Successful Shirker (Halfling) ­ +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority. Not terrible. Not good either.

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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 isn't bad. Tongue of Many Towns (Human) ­ +1 bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics. Meh. There are better Traits. Tough Skin (Tiefling; Beastbrood) ­ +1 bonus to AC when opponents attempt to confirm critical hits with either bludgeoning or slashing weapons. Super narrow focus. Move on. Trailblazer (Human) ­ While traversing any wilderness, you gain a +1 bonus on Survival, and a +1 bonus on Fortitude saves against diseases. Again too narrow. Look elsewhere. Trifler (Human) ­ You may cast prestidigitation three times per day as a spell­like 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. Underling (Tiefling) ­ +2 bonus on Bluff and Diplomacy checks made to join an evil organization. Super narrow focus. Move on.

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Unearth Secrets (Tiefling; Hellspawn) ­ +2 bonus on Sense Motive when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed. Super narrow focus. Move on. Vile Kiss (Tiefling; Motherless) ­ +2 bonus on combat maneuver checks to perform a dirty trick for the purpose of making your opponent sickened. Super narrow focus. Move on. Voice of Velvet (Human) ­ +1 bonus on Diplomacy and Perform (oratory). Meh. There are better Traits 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. Well­Informed (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 morale 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 Absalom Absalom Hotspur (Absalom) ­ +1 bonus on Initiative and Knowledge (local). The initiative bonus is nice but there are traits that give +2 and the bonus to knowledge local can be skipped. Reactionary is a better choice. Cosmopolitan (Absalom)(A) ­ +1 bonus on Linguistics, and becomes a class skill. Unfortunately the +3 class bonus doesn’t add to your languages known so much of the benefit of having this skill in class is lost. There are better skills to get in class. Amanandar

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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) Andoran Andoren Freedom Fighter (Andoran) ­ +1 bonus on attack and damage rolls against slavers or any creature holding someone against their will. Pretty narrow. Move on. Equality for All (Andoran) ­ +2 bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you. Again too narrow to be considered solid. Freed Slave (Andoran) ­ +1 bonus on Fortitude saves. Flat bonus to a save. Golden. Bachuan Szaezan Crags Miner (Bachuan) ­ +1 bonus on Appraise, and it becomes a class skill. A weak skill but if you want it, here is a trait to get it. Tiger Brigadier (Bachuan) ­ +2 bonus on Intimidate made against anyone whose age is one or more aging steps above yours, and Intimidate becomes a class skill. Unless you're playing a kid(not technically rules legal in most cases) this trait is weaker than other traits that give you Intimidate. Hold of Belkzen Dominator (Belkzen) ­ +2 bonus on Intimidate to demoralize an opponent in combat. There are better traits that give a straight bonus to Intimidate. Take one of those. Linebreaker (Belkzen) ­ When charging, add 10 feet to your base speed. Pretty weak bonus. Move on. Brevoy Issian Noble (Brevoy) ­ +1 bonus on Knowledge (nobility) and Sense Motive. A small bonus to two situational skills. There are better traits. Swordlord’s Page (Brevoy) ­ +1 to confirm critical hits when using an edged weapon you are proficient with. It's ¼ a Critical Focus feat. Honestly there are better trait bonuses. Cheliax Aspiring Hellknight (Cheliax) ­ +1 bonus on Intimidate, and becomes a class skill. If you

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want Intimidate there are better traits. That doesn't make this a bad trait though. Bellflower Tiller (Bellflower Network, Cheliax) ­ +5 bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather. So basically a +5 bonus to everything you can do with Survival except the most important (Track). Get something else. Clumsy Slave (Cheliax, Katapesh) ­ The first time you attack someone with an attack that deals nonlethal damage, your target must make a Sense Motive opposed by your Bluff check minus the damage dealt to realize you actually intended to harm him; failure means he believe the injury was an accident on your part instead (though he may still want to punish you for it). While interesting, I'm not sure what the real benefit of this trait is, unless you want to just go around pimp slapping people without getting into fights. Secret Revolutionary (Cheliax) ­ +1 bonus on Will saves against mind­affecting 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. Chu Ye 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 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. Slayer of the Deep (Darklands) ­ +1 bonus to damage against creatures of the aberration type. Far too narrow. Move on. Desert Desert Child (Desert) ­ +4 bonus on saves made to resist the effects of being in hot conditions and a +1 bonus on saves against fire effects. Interesting but a little weak. The bonus vs fire is ok but a straight bonus to Reflex is better. Druma

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Devotee of Kalistrade (Druma) ­ +1 bonus on Appraise, and a +1 bonus on Bluff when trying to make a deal with nonbelievers. Pretty weak trait. Get something else. Purchased Loyalty (Druma) ­ Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm effects and take the better result. A very weird trait. I suppose you could “Sell” something to every party members and use it as a tankish type trait, but even that is slightly munchin. I would avoid it. Dtang Ma Dtang Ma Bloodline (Dtang Ma) ­ Choose one of the following sorcerer bloodlines: fey, maestro, starsoul, or stormborn. Once per day, you may use one of your bloodline powers as if your sorcerer level were 1 higher than normal. Its a bit too weak for my taste. Move on. 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. Dwarf Blooded (Dwarf) ­ +1 bonus on weapon damage against giants, goblins, and orcs. Narrow focus. There are better traits. Coin Hoarder (Dwarf) ­ Your starting cash increases to 500 gp. Worse than Rich Parents, which is a bad trait itself. Get something better. Frostborn (Dwarf) ­ +4 bonus on saves to resist the effects of cold environments, and a +1 bonus on saves against cold effects. Weak and narrow. Get something else. Glory of Old (Dwarf) ­ +1 bonus on saves against spells, spell­like 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. Warrior Poet (Dwarf) ­ +1 bonus on Knowledge checks related to dwarves and a +1 bonus on Fortitude saves in any round in which you use a bardic performance ability. Pretty narrow focus. Possibly helpful to bards but there are better traits. Five Kings Mountains 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.

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Perseverance (Five Kings Mountains) ­ When you have more than one Will saving throw to overcome an effect, you receive a +3 trait bonus on the extra Will saves against that effect. A nice size bonus but too narrow of focus for my taste. I would rather take a straight +1 to will saves on everything. It might be worth it if you have Slippery Mind. Forest Log Roller (Forest) ­ +1 bonus on Acrobatics and a +1 bonus to your CMB when attempting to resist trip attacks. Its a weak bonus. Trip isn’t near as dangerous as grapple. Pick something else. Forest of Spirits Kami Talker (Forest of Spirits) ­ +2 bonus on Diplomacy and Intimidate checks made against outsiders that have the native subtype. Super Narrow. Get something better. 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. Galt Inspiring Speaker (Galt) ­ +1 bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more. Pretty narrow. There are better traits that just give a bonus with no strings. Rabble Rebel (Galt) ­ If you have at least three allies threatening your opponent, you gain a +2 bonus on Bluff checks to feint him and a +2 bonus on Sleight of Hand checks against him. Again too narrow to be of much use. Silent Watcher (Galt) ­ +1 bonus on Sense Motive in crowds, and a +1 bonus on Stealth in city streets. What's with all the narrow bonus crap in Galt? Get something actually useful more than once or twice an AP. Geb Enemy of the Undead (Geb) ­ +2 bonus on saves against any spells or spell­like 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. Friend of the Dead (Geb) ­ +2 bonus on Diplomacy against sentient undead. Too narrow to be of much use.

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Goka Cosmopolitan (Goka)(B) ­ +1 bonus on Linguistics checks, and it becomes a class skill. Unfortunately the +3 class bonus doesn’t add to your languages known so much of the benefit of having this skill in class is lost. There are better skills to get in class. Undermarket Smuggler (Goka) ­ +1 bonus on Bluff and Sleight of Hand. There are better bonuses for either skill. Get one of those. Hills or Mountains 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. Hongal Hongal Bloodrider (Hongal) ­ +1 bonus on Handle Animal and Ride. A small bonus on two rarely used skills, unless you're a mounted build. There are better skills to get bonuses to. 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. Hwanggot 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. Hwan Artist (Hwanggot) ­ +1 bonus on one performance skill, and it becomes a class skill. A very weak skill(Unless you're a bard type), but if you want it here is a trait for you. Irrisen Winter Warrior (Irrisen) ­ +1 bonus on Stealth and Survival checks in ice­ or snow­covered terrain. Weak and Narrow. A bad combo. Move along. Winter’s Soul (Irrisen) ­ You may cast ray of frost once per day as a spell­like ability. Super weak. Get a better trait.

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Isger Bounty Hunter (Isger) ­ +1 bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised. To narrow. There are traits that give straight bonuses to either. Isger Fixer (Isger) ­ Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours. Interesting trait but honestly nothing mending or make whole cant fix permanently. Isgeri Orphan (Isger) ­ +1 bonus on Fortitude saves. Straight bonus to a save. Crazy good. Scion of Goblinblood (Isger) ­ Whenever you’re within 60 feet of an enemy hobgoblin, you gain a +1 trait bonus on all weapon damage rolls. Far too specific. Though the thought of a hobgoblin with a permanency reduce spell in a cage on your belt does make me giggle. Jalmeray Candidate for Perfection (Jalmeray) ­ +1 bonus on attack of opportunity attack rolls made with unarmed strikes. Just as bad as Bullied. Take something else. 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. Jinin Conscientious Miner (Jinin) ­ +1 bonus on Appraise and Profession (miner). In addition, Profession (miner) becomes a class skill. Both weak skills. And everyone except Barbarians get Profession in class. Lame. Intrepid Delver (Jinin) ­ +2 bonus on saves vs. fear effects. There are better bonuses. Fear effects aren’t that bad compared to a lot of spells. Kaoling Indentured Blacksmith (Kaoling) ­ Choose Either Craft (armor) or Craft (weapons). You gain a +1 bonus on the chosen skill, and it becomes a class skill for you. Traits like this deserve something worse than Red. Craft is a skill EVERY class gets. What the heck. Privileged Slave (Kaoling) ­ +1 bonus on Bluff, and it becomes a class skill. A really good skill to get in class. A nice trait. Katapesh

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Clumsy Slave (Cheliax, Katapesh) ­ The first time you attack someone with an attack that deals nonlethal damage, your target must make a Sense Motive opposed by your Bluff check minus the damage dealt to realize you actually intended to harm him; failure means he believe the injury was an accident on your part instead (though he may still want to punish you for it). While interesting, I'm not sure what the real benefit of this trait is, unless you want to just go around pimp slapping people without getting into fights. 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. Merchant’s Child (Katapesh) ­ +1 bonus on Appraise, and it becomes a class skill. A weak skill, but if you really want it in class then here is your trait. 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. Pesh Addict (Katapesh) ­ You start with only half of the normal starting gold, but gain a +1 bonus on Bluff, Knowledge (local), and Sense Motive. One of these skills (your choice) becomes a class skill. There are better traits that do the same thing with zero drawback. Take one of those. Pesh Dealer (Katapesh) ­ +1 bonus on Sleight of Hand, and it becomes a class skill. There are few traits that give Sleight of Hand in class. Its a weak skill but here it is if you really want it. 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 Border Guard (Kwanlai) ­ +2 bonus on rolls to confirm critical hits against foes with the aquatic subtype. Narrow and weak. Move on. Kwanlai Believer (Kwanlai) ­ +2 bonus on concentration checks made while casting

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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. Kyonin 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. Kyonin Gatekeeper (Kyonin; Elf) ­ +1 bonus on Spellcraft to identify teleportation magic and a +1 bonus to caster level checks when casting teleportation spells. You know the proper commands to operate a particular elf gate. This just seems far too specific to be of much use. Look elsewhere. 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. Lands of the Linnorm Kings Friend of the Fey (Lands of the Linnorm Kings) ­ +2 bonus on Diplomacy against fey creatures. Narrow crap. Look elsewhere. 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! Lastwall 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. Lastwall Cavalry Rider (Lastwall) ­ +1 bonus on Ride, and it becomes a class skill. Not a terrible trait if you really want Ride. Its a weak skill, but pretty important if you plan on being mounted during combat. Lingshen 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. Lingshen’s Finest (Lingshen) ­ +1 bonus on rolls to confirm critical hits. Weaksauce. Get a different trait.

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Mana Wastes Alkenstar Defender (Mana Wastes) ­ +1 bonus on rolls to confirm critical hits with ranged weapons. Eww. There are traits that give a flat bonus to confirm criticals on everything. And those are even red. Mana Wastes Survivalist (Mana Wastes) ­ +1 bonus on Fortitude saves. Straight bonus to a save. These are golden. Marsh or River 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. Mediogalti Monkey Goblin (Mediogalti) ­ +2 bonus on Acrobatics and Climb checks while climbing trees. If I were ranking based on awesomeness of name this trait would be purple. Are there such things as Monkey Goblins? Anyways the actual trait is horrid. Far too narrow to deserve such an epic name. Mendev Child of the Crusades (Mendev) ­ +2 bonus on saves against fear. Pretty weak. Take a look at Nightstall Urchin if you must get a bonus against fear. Even that trait isn't very good. 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. Minata 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

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Instigator of Rebellion (Minkai) ­ +1 bonus on Diplomacy and Intimidate. Small bonus to two nice skills. There are better bonuses to either but if you want a small to both here you go. 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. Molthune 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. Legalistic Liberation (Molthune, Osirion) ­ +1 bonus on all Knowledge checks to find a legitimate way to avoid, negate, or escape an existing obligation. Pretty narrow and weak. Pick something else. Signaler (Molthune) ­ +5 bonus on Bluff to receive secret messages and a +5 bonus on Sense Motive to intercept messages. Large bonus but to a very narrow use of each skill. Not worth the trait. Mwangi Expanse 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. Jungle Walker (Mwangi Expanse) ­ +2 bonus on Survival in jungle terrain. Too narrow. Move on. Left Behind (Mwangi Expanse or Varisia; Elf) ­ +1 bonus on Diplomacy when interacting with Forlorn elves and non­elf races. Small bonus and it has restrictions. There are better bonuses to Diplomacy with no strings. Nagajor Jungle Resilience (Nagajor) ­ +2 bonus on Fortitude saves against poison effects. A nice bonus, and poison can be pretty nasty. However I would rather get a +1 on all Fortitude saves. Snake Bleeder (Nagajor) ­ +2 bonus on Craft (alchemy) when brewing poisons, and Craft (alchemy) becomes a class skill. Pretty weak. You can get a +2 bonus on all checks with Brastlewark Businessman (Gnome). Nex Oenopion Alchemist (Nex) ­ +1 bonus on Craft (alchemy. There are better bonuses. Take a

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look at Brastlewark Businessman (Gnome). 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. Nidal 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 low­light 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) Nidalese Shadowcaster (Nidal) ­ Choose one spell with the shadow descriptor—you gain a +1 caster level on this spell. Pretty narrow group of spells. I would pick something else. 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. Nirmathas 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. Numeria Technic Tinkerer (Numeria) ­ Choose a 0­level spell. You may cast it once per day as a spell­like ability. Terrible waste. The only saving grace this trait has is it might qualify you for a prestige class. Other then that most 0 level spells can be gotten through cheap magic items or potions. Touched by the Sky (Numeria) ­ You now have the ability to stabilize a dying creature with a touch as a standard action. Same trait as Sacred Touch. Check its description for why this is a terrible trait. Osirion 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. Cheap to Feed (Osirion, Varisia) ­ +3 bonus on Bluff checks made in order to gain food,

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water, or shelter. Horrible. Narrow. Weak. Get a better trait. Legalistic Liberation (Molthune, Osirion) ­ +1 bonus on all Knowledge checks to find a legitimate way to avoid, negate, or escape an existing obligation. Pretty narrow and weak. Pick something else. 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. Po Li Chosen Child (Po Li) ­ Your starting money increases by 900 gp. A slight bit better than Rich Parents according to the wording. That trait increases it to 900. This trait adds 900 to what you would have already received. It is still a wasted trait after the gold is gone however. Passionate Believer (Po Li) ­ +1 bonus on saves vs. divine spells. Not as helpful as arcane spells considering there are so many more arcane caster classes, but its still a flat bonus against a big portion of spells. Qadira Alchemical Prodigy (Qadira) ­ Choose one 1st­level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list. So if you follow FAQ’s, you know that you cannot add +5 to the DC of the craft check to brew a potion not prepared or on your spells known list. This trait allows you to brew on spell from another list. Here is the catch. It has to be a first level spell. Thats a 50 gp potion. Far better to just buy those. It might be worth it if it could be a higher level spell. 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. Genie­Caller (Qadira) ­ Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal. So this basically gives you two extra rounds (or minutes if you're a summoner) once a day on a summoning spell. Bad even for some specced to summon. 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.

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Merchant of Katheer (Qadira) ­ +1 bonus to Appraise, and it becomes a class skill. Super weak skill. But if you really want the trait here you go. Rider of Paresh (Qadira) ­ When mounted and making a charge, your mount’s speed is increased by 10 feet. You must have the Mounted Combat feat to take this trait. Ouch. Narrow. Weak. And it requires a feat to work. Bad even for Cavaliers and other mounted builds. 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 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. Silvertongued Eunuch (Quain) ­ +1 bonus on Knowledge (nobility) and Diplomacy. A small bonus with no skill in class. Yuck. Rahadoum Rahadoumi Cultist (Rahadoum) ­ +5 bonus on Bluff checks to receive secret messages, and a +5 bonus on Sense Motive checks to intercept secret messages from others of your faith. Horrible trait. Far too narrow to be worth it. Rahadoumi Disbeliever (Rahadoum) ­ +2 bonus on saves vs. divine spells, but you must make saves even when that magic is beneficial to you. TERRIBLE. This is absolutely terrible. This means you have to save against healing spells sent your way. Avoid this at all cost. Razmiran 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.

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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. Realm of the Mammoth Lords Mammoth Master (Realm of the Mammoth Lords) ­ +4 trait bonus on Handle Animal checks related to large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. Narrow bonus on a weak skill. Look elsewhere. 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. River Kingdoms 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. Riverfolk (River Kingdoms) ­ +2 bonus on Profession (sailor) and any skill checks involving rope use. Super narrow. Dont even consider this unless your in a seafaring campaign. Even then its weak. Sargava 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 Str­based skills. Yes please. Shackles Goblin Pirate (Shackles) ­ +1 bonus on Profession (sailor) and Swim, and Swim becomes a class skill for you. The mental image this trait’s name brings forth is far better than the actual trait. If you really want swim and are in a sea faring game then this could be ok. Even then its pretty bad. Shackles Seafarer (Shackles) ­ +1 bonus on Knowledge (nature) and Knowledge (geography) while on the ocean. You also gain a +1 bonus on Swim, and it becomes a class skill. Same as Goblin Pirate. If you really want swim and are in a sea faring game then this could be ok.

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Stormrunner (Shackles) ­ +2 bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces. Stupid Narrow. Move on. Shaguang Mutabi­qi Explorer (Shaguang) ­ +1 bonus on Knowledge (geography) checks and Survival checks made in the desert. Too narrow to be worth it. Sky Spirit Worshiper (Shaguang) ­ +2 bonus on saves against fear effects. Pretty weak. Take a look at Nightstall Urchin if you must get a bonus against fear. Even that trait isn't very good. Shenmen Aberration Hunter (Shenmen) ­ +1 bonus on attacks of opportunity against aberrations. Really? Stupid narrow and weak. Move on. Shenmen Prospector (Shenmen) ­ +1 bonus on Appraise and Knowledge (dungeoneering). A bonus to a weak skill and a useful knowledge, but you gain neither in class. There are much better traits. Shokuro Freedom Fighter (Shokuro) ­ +1 bonus on attacks made with improvised weapons. Unless your in a bar fight I don't see this coming in handy. Pick something else. 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. Sodden Lands 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. Oagan Diver (Sodden Lands) ­ +1 bonus on Swim, and it becomes a class skill. Weak skill and there are better traits that give swim and bonuses to other skills also. Check out those. Steaming Sea Hermean Paragon (Steaming Sea) ­ +2 bonus to Initiative. Crazy Good.

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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. Taldor Chivalrous (Taldor) ­ +1 bonus on Diplomacy and Knowledge (history). Small bonus and no skill in class. There are better traits. Pomp and Pageantry (Taldor) ­ +1 bonus with the following if class skills (Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride) if you spend twice as long as it normally takes to make that check. Its nice to get a bonus on so many skills, however many are weak, you get no skill in class, and you have to have the skill in class to get the bonus. There are better traits. Wealthy Dabbler (Taldor) ­ Select two non­harmful 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. Thuvia Desert Nomad (Thuvia) ­ +4 bonus on saves vs. hot conditions, and a +1 bonus on saves vs. fire effects. To narrow to be worth a lot. Unless you have a weakness to fire look elsewhere. Thuvian Merchant (Thuvia) ­ +1 bonus on Appraise, Bluff, and Sense Motive checks made for business deals and transactions. Narrow and weak. Move on. Tianjing Heavenly Touch (Tianjing) ­ You can stabilize a dying creature as a standard action. Same trait as Sacred Touch. Both are terrible. Look to Sacred Touch for why it is so bad. Tianjing Temple Guard (Tianjing) ­ +1 bonus on attacks of opportunity made with polearm weapons. Narrow and weak. Move on. Urban 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

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skills. But if you really want the skill here you go. Ustalav Superstitious Ward (Ustalav) ­ You may cast disrupt undead once per day as a spell­like ability. Weak ability. Get a crossbow. Ustalavic Noble (Ustalav) ­ +1 bonus on Diplomacy and Knowledge (nobility). In addition, your starting money is increased by 100 gp. Small bonus to two skills and a small bonus on starting gold. There are better traits. Valashmai Jungle Jungle Diplomat (Valashmai Jungle) ­ +1 bonus on Diplomacy and Sense Motive. Both nice skills but you don't get either in class. Move on. 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. Varisia Cliff­Master (Varisia) ­ +1 bonus on Climb and Survival. Small bonus on two rarely used skills and neither becomes a class skill. Move on. Left Behind (Mwangi Expanse or Varisia; Elf) ­ +1 bonus on Diplomacy when interacting with Forlorn elves and non­elf races. Small bonus and it has restrictions. There are better bonuses to Diplomacy with no strings. Cheap to Feed (Osirion, Varisia) ­ +3 bonus on Bluff checks made in order to gain food, water, or shelter. Horrible. Narrow. Weak. Get a better trait. 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. Varisian Wanderer (Varisia) ­ Choose: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 bonus on this skill, and it becomes a class skill. Really weak skills, but if you want one in class here you go. Wall of Heaven Master of Peaks (Wall of Heaven) ­ +2 bonus on Fortitude saves vs. cold dangers and altitude sickness. Weak and narrow. Never a good combo. Seasoned Climber (Wall of Heaven) ­ +1 bonus on Climb, and it becomes a class skill.

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Who really needs this skill in class. Who really needs more than a few points in this skill at all? Its a DC 5 check to climb a knotted rope. But if you want it here you go. Wanshou 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 Clan Artisan (Xa Hoi) ­ Choose one Craft skill. You gain a +2 bonus on the chosen skill, and it becomes a class skill. Pretty stupid skill. EVERY class gets Craft in class. So this basicly gives you a bonus to a single craft. Dumb. Xa Hoi Soldier (Xa Hoi) ­ +1 bonus on Reflex saves. Straight bonus to Reflex. One of the Best. Xidao Pearl Diver (Xidao) ­ +1 bonus on Appraise and Swim. Bonus to two weak skills and neither become class skills. Horrible. 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. Zi Ha Discerning Beliefs (Zi Ha) ­ +2 bonus on saves to disbelieve illusions. Pretty narrow focus. There are better traits. Sound of Mind (Zi Ha) ­ +2 bonus on saves against mind­affecting effects. Now this is a narrow focus we like. As we have said. Mind­affecting spells are not spells you want to fail against. Great trait. None Citizen of Eleder ­ +1 bonus on Knowledge (local) and Knowledge (nobility) checks regarding Eleder. Super narrow and weak. Pick something else. Citizen of Kalabuto ­ +1 bonus on all Knowledge (local) and Knowledge (history) checks

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regarding Kalabuto. Just like the above. Pick something else. Cliff Jumper ­ +1 bonus on Acrobatics and Climb, and on Reflex saves to avoid falling. Too narrow to be worth a trait. Dump Salvager ­ +3 bonus on Perception checks to search for concealed items. Again. Too narrow. Move on. Egorian School Apprentice ­ +3 bonus on Knowledge (engineering) and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style. Narrow and weak. Get something else. Plainsman ­ +1 bonus on Knowledge (geography) and Survival checks regarding the M'neri Plains. Whats with all the narrow? No. Move on. Precocious Spellcaster ­ Select one cantrip and one 1st­level 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. Venicaan Medic ­ +2 bonus to Heal checks to treat diseases or poisons, and Heal becomes a class skill. Narrow bonus, and Heal is a weak skill. But if you really want it here you go. Wharf Rat ­ +2 bonus on skill checks involving climbing and rope use, and a +4 bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers. Wow. can you get more narrow than this? Pick something else. Whisper Woods Hunter ­ +2 bonus on Survival checks to track evil outsiders and a +2 bonus on initiative checks when you know your opponent is an evil outsider. Avoid this and get a trait that gives a flat bonus. 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

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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. Faithful Arodenite (A Fallen God) ­ +1 trait bonus on Diplomacy checks; this bonus increases to +3 if you are dealing with a follower of Aroden or Iomedae. A weak bonus unless you continually debate clerics of the two listed faiths. Its got the extra RP flavor but none of the mechanical benefits of Devotee of a Dead God. Abadar Eyes and Ears of the City (Abadar) ­ +1 bonus on Perception, and Perception becomes a class skill. Perception in class. Best skill in Pathfinder. Honey­Tongued (Abadar) ­ +1 bonus on Diplomacy (and/or?) Bluff when dealing with agents of the law, whether judges, guards, or paladins. I'm not sure because of the wording whether you receive a bonus to both bluff and diplomacy or if you have to choose. Either way it's far too narrow to be worth a trait investment. 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. Sense of Order (Abadar) ­ +3 bonus on any Perception check made to identify any changes to a location that have occurred since you last visited it. A very strange trait. I suppose it would be nice on finding surprises in locations you visit often. The problem is that most adventures spend a good portion of their time exploring new locations... it's the nature of the game. 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. Alseta Opener of Doors (Alseta) ­ +2 bonus on Perception checks made to find and open secret doors. You might find it useful for your Trapfinder but there are much better traits.

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Apsu Scaly Ally (Apsu) ­ +2 bonus on Diplomacy checks involving reptiles or those of draconic blood, whether they are good­aligned or not. Too narrow. Pick a better Trait. Asmodeus Asmodean Demon Hunter (Asmodeus) ­ +3 bonus on Knowledge (planes) about demons and a +2 bonus on Will saves against mind­affecting spells and effects from demons. Two nice large bonuses. Unfortunately it only applies to demons (no devils). Unless you're in an AP dedicated to fighting demons primarily I would pass. Note: Unlike most religious traits you can be a former follower who has left the religion. 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. Besmara Deck Fighter (Besmara) ­ +1 bonus on attacks of opportunity when fighting aboard a ship. Weaksauce. Get something else. Brigh 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. Calistria 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. Opportunistic (Calistria) ­ +1 bonus on attacks of opportunity when using a dagger, sword, or whip. Terrible. Move on.

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Sacred Avenger (Calistria; Elf) ­ When a creature damages you with a weapon, on your next turn you gain a +1 bonus on weapon damage against that creature. If this creature is your ilduliel this bonus increases to +2. Elf Only. Interesting, but far too narrow. Pick something else. 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. Cayden Cailean Fortified Drinker (Cayden Cailean) ­ Whenever you imbibe any alcoholic beverage, you gain a +2 bonus on saves against mind­affecting effects for 1 hour. So this is actually a really nice trait. Mind­Affecting 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!. Good Natured (Cayden Cailean) ­ +2 bonus on all saving throws against fear effects. Not nearly as good as Fortified Drinker. Fear affects aren’t nearly as bad. And no excuse to drink! Strong Willed (Cayden Cailean) ­ +2 bonus on saving throws against charm and compulsion effects. Fortified Drinker is better because Mind­affecting ecompases charm and compulsion and then some. Plus no reason to drink! All joking aside though it is still a solid trait. Chaldira Zuzaristan Call for Help (Chaldira Zuzaristan) ­ When you take the total defense action, allies gain a +1 bonus on rolls made against a creature threatening you. Interesting but weak. 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. Demon Lords Demonic Persuasion (Demon Lords) ­ +2 bonus on Diplomacy and Intimidate when dealing with creatures of the demon subtype. The bonus only affects demons (no devils). Too Narrow. Move on. Desna Faithful Artist (Desna) ­ +1 trait bonus to one Perform skill, and Perform becomes a class skill. If you really want Perform, Savant is better. Take that instead.

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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. Starchild (Desna) ­ +4 bonus on Survival checks to avoid becoming lost. The funny part of this trait is that the bonus from a compass would stack because they are different bonuses... even though they do the same thing. Either way is far too narrow to be of much use. Stoic Optimism (Desna) ­ +2 bonus on saving throws against fear effects. As stated before. Fear effects are too weak to deserve a trait. 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. Alluring (Bolka; Dwarf Religion Trait) ­ +2 bonus on Diplomacy with those who find you attractive. You can use daze once per day as a spell­like ability. Its like charming but worse. And you're a dwarf.. do dwarves even find other dwarves attractive? Add in the 0­Level spell once per day and it's still terrible. 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.

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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.

Elf Religious Trait (Findeladlara , Ketephys , and Yuelral) Elven Pantheist (any elven deity) ­ +1 bonus on Knowledge (history) to recognize or evaluate art, Knowledge (architecture and engineering), Survival to hunt game, Constitution checks to run, and Spellcraft checks involving crystals or gems. A lot of bonus to specific activities... none of which are that great. Pick something else. 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. Empyreal Lords Empyreal Focus (Empyreal Lords) ­ Once per day, before you make a skill check, gain a +2 bonus. Horrible. Move on. Erastil 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. Provider (Erastil) ­ +1 bonus on any d20 roll to acquire food or water for others. An interesting trait. It's effectively a +1 to Survival checks and a +1 to hit... when it gets food. But the fact you can't waste, and its narrow focus limits its use.

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Wise Teacher (Erastil) ­ +4 bonus on aid another checks with Survival or Knowledge (Nature). Terrible. Move on. Ghlaunder 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. Gorum Iron Grip (Gorum) ­ When a creature attempts to disarm you, it suffers a –2 penalty on the attack roll. Far too narrow to be worth a trait. If you are worried about being disarmed get a Locked Gauntlet... its 8gp. Strong Heart (Gorum) ­ +1 bonus on saves against fear effects, and the DC of Intimidate checks made against you increases by +2. The bonus to saves is meh. The rest worse. Move along. 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. Gozreh 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. Strong Swimmer (Gozreh) ­ +2 bonus to Swim, and can hold your breath for an extra 2 rounds when underwater. Horrible. Move on. Great Old Ones or Outer Gods Unspeakable Bond (Great Old Ones or Outer Gods) ­ +2 bonus on Diplomacy when dealing with creatures of the aberration type. Far too Narrow to be worth the investment of a trait.

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Green Faith Eyes of the Wild (The Green Faith) ­ +2 bonus on Perception in natural settings. Narrow and weak. Move on. 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. Groetus Broken Mind (Groetus) ­ +2 bonus on saves against madness and confusion effects. To narrow to take. Pick something else. Might be useful for a Wild Rager Barbarian. Can help you get by those early levels without killing all your friends. Gyronna Vindictive Strike (Gyronna) ­ Once per day during a combat encounter, you can choose to gain a +1 bonus on a single attack roll against the creature that last hit you. Weak. Pick something else. Hadregash Strength of the Barghest (Hadregash) ­ Once per day as a free action, you can gain a +2 bonus on any Strength check or Strength­based skill check. Also weak. Move on. Hanspur River Freedom (Hanspur) ­ +1 bonus on all saves against effects that would hamper your movement. Again... weak. Iomedae A Shining Beacon (Iomedae) ­ Bonus damage to critical hits on demons based on your weapon. The trait Killer does the same thing but against everything. If you want bonus crit damage take that instead. 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. Irori

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Centered (Irori) ­ +1 bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +1. There are better traits against charms and compulsions and the rest is ho hum. Take a look at Latent Psion or one of the flat +1 will save traits. Seer of Reality (Irori) ­ +2 bonus on any saves involving illusion magic. Not terrible but there are much better save bonus traits. 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. Kurgess 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. Lamashtu 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 Half­Orcs. 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. Unhinged Mentality (Lamashtu) ­ +2 bonus on saves against confusion, insanity, and fear effects. There are better save bonus traits. Look for a trait that gives a bonus vs all Mind Influencing, Charm and Compulsion, or a flat bonus to will. Lissala Loreseeker (Lissala) ­ +2 bonus on Spellcraft made to identify magical items. Crap trait. Move along.

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Milani Talented Organizer (Milani) ­ +1 bonus on Sense Motive, and Sense Motive becomes a class skill. A good trait if you want Sense Motive. Naderi 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. Nethys Arcane Depth (Nethys) ­ Either a +1 on Spellcraft or +2 on Knowledge (arcana). Neither skill becomes a class skill. There are better traits. Magic is Life (Nethys) ­ +2 bonus on saves vs. death effects as long as you are under the effects of any spell . If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding. An interesting trait for casters, but too narrow to be of much use. 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. Nivi Rhombodazzle 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. Norgorber Practiced Deception (Norgorber) ­ +1 trait bonus on Disguise checks, and you can apply and remove a disguise in half the normal time. It's a neat trait. It basically drops the time from 10­30 minutes to 5­15 minutes. Not a huge deal though considering a Hat of disguise (1800 gp, +10 to Disguise) makes it a standard action. I would look at Ugly Swine or Augmented Disguise if you just want a bonus to disguise.

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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 you simply have to wait for you chosen Knowledge to come up. Very Nice. Venom­Drenched (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. Pharasma Corpse Hunter (Pharasma) ­ +1 bonus on all attacks made against undead. Too narrow. Move on. Spirit Guide (Pharasma) ­ +2 bonus on Knowledge (religion), and it becomes a class skill. +2 bonus and in class. Nice trait. Undead Slayer (Pharasma) ­ +1 bonus on weapon damage against undead. A bit better then Corpse Hunter but still far too narrow. Rovagug Destructive Blows (Rovagug) ­ +2 bonus on Strength checks made to break things, as well as sunder. Weak. Move on. Hatred of the Gods (Rovagug) ­ +1 bonus on saves against divine spells. Not as helpful as arcane spells considering there are so many more arcane caster classes, but its still a flat bonus against a big portion of spells. Sarenrae Ambassador (Sarenrae) ­ +2 bonus to Diplomacy checks. Nice size bonus but thats it. 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,

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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. Cleansing the Twisted (Sarenrae) ­ +1 bonus to slashing weapon damage against all aberrations. Just too narrow to be very helpful. Dawn Renewal (Sarenrae) ­ When you use the Heal skill to provide long­term care, your patients heal an extra 2 hit points at sunrise. Horrible. Move along. Flame of the Dawnflower (Sarenrae) ­ Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target. Interesting, especially for Dervish Dance type builds but you have to crit and its fire damage. Just too weak for my taste. 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 Charisma­based 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. Shelyn Ear for Music (Shelyn) ­ +1 bonus on one category of Perform, and a +2 bonus on any Knowledge (local) checks that deal with the local art or music scene. Just as bad as Aspiring Bard. Who cares about the local music scene. Stupid trait. Inner Beauty (Shelyn) ­ Once per day, gain a +4 bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. To weak. Pick something better. This might be better combined with bard versatile performance. Intense Artist (Shelyn) ­ +1 bonus on two Perform skills of your choice, and Perform becomes a class skill. If you're looking for perform in class here you go. Not much else. Self­Sacrifice (Shelyn) ­ As a move action, you can use your own body to grant soft cover to an adjacent ally regardless of the difference in your respective sizes. Possibly good for certain Tankish builds. There are better traits though. Sivanah Strip the Veils (Sivanah) ­ +1 bonus on Sense Motive, and Sense Motive becomes a class

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skill. Its always nice to know if someone is being less than honest. A great trait. Thamir Gixx 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) Torag Defensive Strategist (Torag) ­ You are not flat­footed 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. Eye of the Father (Torag) ­ +1 bonus to a Craft skill of your choice, and Perform becomes a class skill. Kind of an odd mix. Bad either way. If you want Perform look elsewhere. 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. Urgathoa 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. Inoculated (Urgathoa) ­ +2 bonus on saves against disease effects. Weak. Move on. Venkelvore Restless Hunger (Venkelvore) ­ Can eat a piece of food as part of a charge attack once per day. Doing so increases your speed by 10 feet for 1 round. Just weird. Get something better. Ydersius 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. Zarongel

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Wolf Cub (Zarongel) ­ Once per day as a standard action, you gain the scent ability for 1 minute. Pretty weak. I would look elsewhere. Zogmugot Flounderer (Zogmugot) ­ +1 bonus to Swim, and you can hold your breath for a number of rounds equal to three times your Constitution score before you risk drowning. Weaksauce. Even in a sailing campaign. Zon­Kuthon Battlefield Surgeon (Zon­Kuthon) ­ Heal becomes a class skill for you, and you can use the treat deadly wounds aspect of the skill 1 additional time per creature per day. If you really want heal in class here you go. The added bonus isnt bad but each use takes an hour. You're better off just getting a Wand of Cure Light Wounds. Kuthite Caster (Zon­Kuthon) ­ +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. Zyphus Fatal Trapper (Zyphus) ­ +1 bonus on Craft (traps) checks and a +1 bonus on Disable Device checks made to disable traps. Not a terrible choice for your trapfinder, but there are better craft and disable device traits. I would pick one of those instead. Other Slayer's Oath (Any) ­ +1 bonus on weapon damage against undead. No narrow to be of much use. A unique trait in that you can worship any deity. Unfortunate that is isn't very good. Spirit Talker(Mwangi faiths) ­ +1 racial bonus on Will saves against divine spells and spell­like effects employed against you by clerics or paladins of Aroden, Abadar, Iomedae, Gozreh, and Shelyn but you suffer a ­1 penalty on Will saves against divine spells cast by devotees of Mwangi faiths. The only upside to this trait is its a racial bonus instead of a trait bonus(so it should stack with other trait bonuses) . That doesn’t help the fact it is a narrow bonus in the first place. There are better traits that give a bonus to all divine spells, and have no negative. Equipment Traits

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Augmented Disguise ­ +2 bonus on Disguise when wearing a wig, false beard, or similar large prop, or if you are wearing a special costume or eye­catching bauble that reinforces your disguise. A decent bonus to Disguise, but there are a plethora of ways to boost Disguise. I would save my trait for something better. . Dealmaker ­ Once per week, when looking for an item with a price greater than the local community’s base value make a Diplomacy check to sell or purchase that item as if the local community were of sufficient size. The DC can be ridiculously high. Personally I would pass. By the time this really comes in handy you can probably magically travel to a better market. Unless you have a GM who is a stickler about this sort of thing, look at something else. 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. Heirloom Weapon ­ Choose one of the following benefits with a specific weapon: proficiency with it, a +1 bonus on attacks of opportunity with it, or a +2 bonus on one kind of combat maneuver when it. Note:You pay the standard gp cost for the weapon. A moment of silence please. This trait used to be one of the best. After going through errata meat grinder what we are left with is this drivel. Other then the bonus to one combat maneuver this trait is pure trash. Considering that if you lose your weapon you loses your trait... the risk is not worth the reward. Improvisational Equipment ­ When using an item for anything other than its intended purpose reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. I cant seem to find what the normal improvisation penalty is normally, but my advice would be to get the right gear for the job and save your trait for something normal equipment can't handle. Iron Liver ­ +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol. To narrow. Move on. Power of Suggestion ­ You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. It could be useful if you go a lot of places that don't allow weapons I suppose. The DC is nothing to sniff at. 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 full­round action. If you want to be THIS GUY here is your trait. I give it a boost in rank simply for being cool.

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Quick Learner ­ After your first attack with a weapon in which you are not proficient, the non­proficiency penalty decreases by 2 (to a –2 penalty). How about you get a weapon you know how to use and get a better trait. Rough and Ready ­ When you use a tool of your trade (craft or profession tool) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 bonus on your attack. Again. Get a weapon you're proficient in and use that. Stage Magic ­ When you use an alchemical item as part of a performance, you gain a +2 bonus on your Perform check for the duration of that performance. This is called a circumstance bonus the GM awards for good RP and ingenuity. You shouldn’t need a trait for it. Stealthy Escape ­ When trying to escape manacles, rope, or other similar restraints, you may make a Sleight of Hand check instead of Escape Artist. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound. Interesting, but too narrow to be very helpful. Thrown­Together Fashion ­ With a basic sewing kit or disguise kit, you can make a Disguise check to change one outfit into another outfit. Not really sure what the benefit of this trait is. Either way it's too weak and narrow to be of much use. List of Traits that give a Skill in class So here is how I broke each skill up: Name: Name of the Trait duh. Category: What section the trait comes from Bonus: How big of a bonus (if any) to the specific skill Flat/Narrow: Is the bonus a flat bonus or a narrow bonus to the skill Additional: Any extra’s it provides (negative or positive) Standouts are Highlighted, and I give my pick of Best of the Best at the bottom of each skill. I chose to leave Campaign traits out of the running when it came to the best of the best.

List of Traits: Perception Use Magic Device Acrobatics Bluff

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Diplomacy Intimidate Knowledge (Arcana) Knowledge (Dungeoneering) Knowledge (Nature) Knowledge (Planes) Knowledge (Religion) Sense Motive Spellcraft Stealth Disable Device Disguise Escape Artist Handle Animal Fly Knowledge (Engineering) Knowledge (Geography) Knowledge (History) Knowledge (Local) Knowledge (Nobility) Survival Climb Linguistics Ride Swim Appraise Heal Sleight of Hand Perception Name Category Bonus Flat/Narrow Additional

Looking for Work

Campaign +1

Flat

Conspiracy Hunter

Campaign +1

Flat

Friend of the Family

Campaign +1 Flat

Balloon Headed Race (Goblin)

+1

Flat ­8 to squeeze head through tight space

Militant Merchant

Race (Dwarf)

+1

Narrow (against surprise)

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Valashmai Veteran

Regional +1

Flat (+1 on survival checks in Jungle terrain)

Eyes and Ears of the City

Religion +1

Flat

Best of the Best: Valashmai Veteran ­ anyone can get and it gives an additional bonus to survival. Use Magic Device Name Category Bonus Flat/Narrow Additional

Dangerously Curious

Magic +1 Flat

Underlying Principles

Regional +1 Flat

Best of the Best: Either ­ If you're stuck with a different region then Dangerously Curious wins out. Acrobatics Name Category Bonus Flat/Narrow Additional

Jenivere Crew Campaign +1 Flat

Rescued Campaign +1 Flat

Rice Runner Regional +1 Flat

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Dex

Best of the Best: Rice Runner/Wisdom in the Flesh ­ Both are easy to get. Rice gives a +1 bonus, but Wisdom has the unique bonus of using your wisdom. Bluff Name Category Bonus Flat/Narrow Additional

Witty Repartee Combat +1 Flat

Convincing Liar Social +1 Flat

Fast­Talker Social +1 Flat

Without a Past Social +1 Narrow (Forged Documents)

+1 Linguistics (Forged Documents)

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Black Sheep Campaign +1 Flat +1 Know(local)

Looking for Work

Campaign +1 Flat

Missionary Campaign +1 Flat

Conspiracy Hunter

Campaign +1 Flat

Best Friend Campaign +2 Flat

Privileged Slave Regional +1 Flat

Pesh Addict Regional +1 Flat Start with only have starting gold.

Minkai Advocate Regional +1 Flat

Antiquities Smuggler

Regional +1 Flat

Keeper of the Veil

Regional +1 Flat Competence bonus instead of a trait bonus.

Under Siege Religion +1 Flat +1 Bonus to Sense Motive

Extremely Fashionable

Equipment +1 Flat +1 Bonus to Diplomacy and Intimidate.

Best of the Best: Extremely Fashionable ­ Easiest Trait to gain, and a bonus to two other skills. Diplomacy Name Category Bonus Flat/Narrow Additional

Ease of Faith Faith +1 Flat

Hunter’s Blood Social +1 Narrow(related to Undead)

Undead gain a +1 to learn about you.

Princess Social +1 Flat +1 Intimidate (Must be Female)

Missing Child Campaign +0 None Sense Motive also gained in class.

Looking for Work

Campaign +1 Flat

Missionary Campaign +1 Flat

Conspiracy Hunter

Campaign +1 Flat

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Best Friends Campaign +2 Flat

Barroom Talespinner

Campaign +1 Flat +1 to one Perform

Dilettante Artist Race +1 Flat +1 to one Perform

Well­Informed Race +1 Narrow(when gathering info)

+1 Know(local)(when gathering info)

World Traveler Race +1 Flat

Honeyed Tongue

Regional +1 Flat

Fangwood Diplomat

Regional +1 Flat

Devotee of a Dead God

Religion +1 Flat +1 Know(Religion)

Calistrian Prostitute

Religion +1 Flat +1 Sense Motive

Erastil’s Speaker

Religion +1 Flat

Illuminator Religion +2 Flat

Extremely Fashionable

Equipment +1 Flat +1 to Bluff and Intimidate

Best of the Best: Illuminator ­ Easy trait to get (Follow a popular god), and it gives a flat +2 bonus. The other highlighted are honorable mentions for also being easy to acquire and give bonuses to other useful skills. Intimidate Name Category Bonus Flat/Narrow Additional

Bully Social +1 Flat

Convincing Liar Social +1 Flat

Princess Social +1 Flat +1 Diplomacy (Must be Female)

Looking for Work

Campaign +1 Flat

Missionary Campaign +1 Flat

Brute Race +1 Flat

Tiger Brigadier Regional +2 Narrow(anyone

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2 age categories higher)

Aspiring Hellknight

Regional +1 Flat

Viking Blood Regional +1 Flat

Imperial Soldier Regional +1 Flat

Soldier of the Faith

Regional +1 Flat

Bandit Regional +1 Flat

Fiendish Confidence

Religion +1 Flat

Deformed Religion +1 Flat

Extremely Fashionable

Equipment +1 Flat +1 to Bluff and Diplomacy

Best of the Best: Extremely Fashionable ­ Easy to get and it gives a +1 to two other useful skills Knowledge (Arcana) Name Category Bonus Flat/Narrow Additional

mathematical Prodigy

Magic +1 Flat +1 Know(engineering)

Outlander Campaign +1 Flat 3 spells get +1 CL and +1 DC

Foster Child Campaign +2 Flat

Teacher’s Pet Campaign +2 Flat

Fanatic Race +1 Flat +1 Know(history)

Secret Knowledge

Religion +2 Flat

Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Knowledge (Dungeoneering) Name Category Bonus Flat/Narrow Additional

Scholar of Ruins Race +1 Flat +1 Know(geography)

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Teacher’s Pet Campaign +2 Flat

Foster Child Campaign +2 Flat

Darklands Delver

Regional +1 Flat +1 Survival (made in the Darklands)

Secret Knowledge

Religion +2 Flat

Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Knowledge (Nature) Name Category Bonus Flat/Narrow Additional

Devotee of the Green

Faith +1 Flat +1 Know(geography)

Jenivere Crew Campaign +1 Flat

Teacher’s Pet Campaign +2 Flat

Foster Child Campaign +2 Flat

Guerilla Regional +1 Flat +1 to Survival (in rainforest)

Spiritual Forester

Regional +1 Flat +1 Know(planes)

Savannah Child Regional +1 Flat

Secret Knowledge

Religion +2 Flat

Child of Nature(B)

Religion +1 Flat +2 Survival (to find food and water)

Know the Land Religion +1 Flat +1 Survival Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Honorable mention to the other highlighted traits for being easy to get and giving bonuses to other nice skills. Knowledge (Planes) Name Category Bonus Flat/Narrow Additional

Scholar of the Great Beyond

Faith +1 Flat +1 Know(history)

Teacher's Pet Campaign +2 Flat

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Foster Child Campaign +2 Flat

Spiritual Forester

Regional +1 Flat +1 Know(nature)

Secret Knowledge

Religion +2 Flat

Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Honorable mention to Spiritual Forester for giving a bonus to another nice skill. Knowledge (Religion) Name Category Bonus Flat/Narrow Additional

Child of the Temple

Faith +1 Flat +1 Know(nobility)

Zealot Faith +1 Flat Must be a gnome. (Negative Bleaching mechanic)

Hunter's Blood Social +1 Narrow (related to undead)

+1 Diplomacy and Survival (related to Undead) (Undead get +1 to learn about you)

Outlander Campaign +1 Flat +1 CL and +1 save DC to 3 divine spells

Missionary Campaign +1 Flat

Teacher's Pet Campaign +2 Flat

Foster Child Campaign +2 Flat

Open Palm of Irori

Race +1 Flat +1 Acrobatics and Ki pool ability

Acolyte of Razmir

Regional +1 Flat +1 Know(local) and Razmir faith bonus

Secret Knowledge

Religion +2 Flat

Devotee of a Dead God

Religion +1 Flat +1 Diplomacy

Sovyrian Pantheist

Religion +1 Flat Elf only

Spirit Guide Religion +2 Flat

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Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Honorable mention to Child of the Temple for being easy to get and giving a bonus to another nice skill. Sense Motive Name Category Bonus Flat/Narrow Additional

Suspicious Social +1 Flat

Missing Child Campaign +0 None Diplomacy also in class

Missionary Campaign +1 Flat

Conspiracy Hunter

Campaign +1 Flat

Ilizmagorti Native

Campaign +1 Flat

World Traveler Race +1 Flat

Pesh Addict Region +1 Flat Start with only half normal starting gold

Cynic Region +1 Flat

Survivor Region +1 Flat +1 Initiative

Calistrian Prostitute

Regional +1 Flat +1 Diplomacy (to gather info)

Holy Schemer Regional +1 Flat

Sensing Imperfection

Regional +1 Flat

Talented Organizer

Regional +1 Flat

Under Siege Religion +1 Flat +1 Bluff

Stip the Veils Religion +1 Flat Best of the Best: Survivor ­ Easy to get and gives a +1 to Initiative. A clear winner if you dont plan on using you’re other trait on one of the +2 initiative traits(they wont stack). Honorable mention to Under Siege for being easy to get (Popular god) and giving a bonus to Bluff too. Spellcraft

Name Category Bonus Flat/Narrow Additional

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Classically Schooled

Magic +1 Flat

Best of the Best: Classically Schooled ­ Easy to win if you're the only one. Stealth Name Category Bonus Flat/Narrow Additional

Slippery Combat +1 Flat

Black Sheep Campaign +1 Flat +1 Know(local)

Conspiracy Hunter

Campaign +1 Flat

Highlander Regional +1 Flat +2 stealth if in hilly or rocky areas

Uskwood Hunter

Regional +1 Flat

Bandit Regional +1 Flat

Swamp Rebel Regional +2 Narrow(in swampy terrain)

Narrow(in swampy terrain)

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Dex

Best of the Best: Highlander/Wisdom in the Flesh ­ Both are easy to get. Highlander gives a +1 bonus, but Wisdom in the Flesh has the unique quality of using your wisdom instead of dex. Disable Device Name Category Bonus Flat/Narrow Additional

Vagabond Child Regional +1 Flat

Nimble Fingers, Keen Mind

Regional +1 Flat

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Dex

Best of the Best: Wisdom in the Flesh ­ Really all 3 are fine. I gave the win to Wisdom in the Flesh for using your wisdom instead of dex. Of course this is a negative if you're a Dex heavy character.

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Disguise Name Category Bonus Flat/Narrow Additional

Ugly Swine Race +2 Flat

Keeper of the Veil

Regional +1 Flat Competence bonus instead of trait bonus.

Best of the Best: Ugly Swine ­ +2 flat bonus and anyone can get through adopted.... and you were raised by goblins... awesome. Escape Artist Name Category Bonus Flat/Narrow Additional

Freedom Fighter

Race +1 Narrow (escaping capture)

Rapscallion Race +1 Flat +1 Initiative

Bandit Regional +1 Flat

Vagabond Child Regional +1 Flat

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Dex

Best of the Best: Rapscallion ­ Unless you are getting one of the +2 initiative traits this trait is the clear winner. Honorable Mention: Wisdom in the Flesh for using your wisdom. Handle Animal Name Category Bonus Flat/Narrow Additional

Animal Friend Race +0 None +1 Will if an animal is within 30 feet

Savannah Child Regional +1 Flat

Jungle Guide Regional +1 Flat +1 Survival (in jungle) Best of the Best: Animal Friend ­ No bonus but you get a +1 to will saves. A clear win. Fly Name Category Bonus Flat/Narrow Additional

Wisdom in the Religion +0 None Use Wisdom instead of Dex

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Flesh Best of the Best: Wisdom in the Flesh ­ Easy to win if you're the only one. Knowledge (Engineering) Name Category Bonus Flat/Narrow Additional

Warsmith Race +0 None +1 damage vs clay, crystal, earth, metal, or stone

Teacher's Pet Campaign +2 Flat

Foster Child Campaign +2 Flat

Crusader Tactician

Regional +1 Flat +1 Know(nobility)

Osirionologist Regional +1 Flat +1 Know(History)

Secret Knowledge

Religion +2 Flat

Guardian of the Forge

Religion +1 Flat +1 Know(History)

Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Knowledge (Geography) Name Category Bonus Flat/Narrow Additional

Jenivere Crew Campaign +1 Flat

Teacher's Pet Campaign +2 Flat

Foster Child Campaign +2 Flat

Nomadic Race +1 Flat

Scholar of Ruins Race +1 Flat +1 Know(Dungeoneering)

Mountain Guide Regional +1 Narrow (in mountainous areas)

+1 Survival (in mountainous areas)

Belem Pirate Regional +1 Flat +1 Profession(sailor)

Artifact Hunter Regional +1 Flat +1 Know(History)

Trench Navigator

Regional +1 Flat +1 Profession(sailor)

Secret Religion +2 Flat

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Knowledge Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Honorable mention to Scholar of Ruins for giving a bonus to another nice skill. Knowledge (History) Name Category Bonus Flat/Narrow Additional

Scholoar of the Great Beyond

Faith +1 Flat +1 Know(planes)

Ancient Explorer Campaign +1 Flat +1 Know(local)

Foster Child Campaign +2 Flat

Teacher's Pet Campaign +2 Flat

Fanatic Race +1 Flat +1 Know(arcana)

Historian Race +1 Flat +1 to bardic knowledge

Keeper of the Ancestral Scrolls

Race +1 Flat +1 Know(nobility)

Artifact Hunter Regional +1 Flat +1 Know(geography)

Osirionologist Regional +1 Flat +1 Know(engineering)

Guardian of the Forge

Religion +1 Flat +1 Know(engineering)

Secret Knowledge

Religion +2 Flat

Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Honorable mention to the other highlighted traits for giving bonuses to other nice skills. Knowledge (Local) Name Category Bonus Flat/Narrow Additional

Black Sheep Campaign +1 Flat

Ancient Explorer Campaign +1 Flat +1 Know(history)

Conspiracy Hunter

Campaign +1 Flat

Favored Son/Daughter

Campaign +1 Flat

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Foster Child Campaign +2 Flat

Teacher's Pet Campaign +2 Flat

Well­Informed Race +1 Narrow(attempting to gather info)

+1 Diplomacy (attempting to gather info)

World Traveler Race +1 Flat

Pesh Addict Regional +1 Flat +1 Bluff and Sense Motive; Start with half gold

Acolyte of Razmir

Regional +1 Flat +1 Know(religion) and Razmir faith bonus

Secret Knowledge

Religion +2 Flat

Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Honorable mention to Acolyte of Razmir for being easy to get and giving a bonus to another nice skill. Knowledge (Nobility) Name Category Bonus Flat/Narrow Additional

Child of the Temple

Faith +1 Flat +1 Know(religion)

Foster Child Campaign +2 Flat

Teacher's Pet Campaign +2 Flat

Freed Slave Race +1 Flat

Keeper of the Ancestral Scrolls

Race +1 Flat +1 Know(history)

Crusader Tactician

Regional +1 Flat +1 Know(nobility)

Secret Knowledge

Religion +2 Flat

Best of the Best: Secret Knowledge ­ Easy to get and gives a flat +2 bonus. Honorable mention to Child of the Temple for giving a bonus to another nice skill. Survival

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Name Category Bonus Flat/Narrow Additional

Hunter's Blood Social +1 Narrow (related to Undead)

+1 Diplomacy and Know(religion); Undead gain +1 to learn about you

Poverty­Stricken Social +1 Flat

Jenivere Crew Campaign +1 Flat

Caravan Guard Campaign +1 Flat

Student Survivalist

Campaign +2 Flat

Nomadic Race +1 Flat +1 Know(geography)

Outcast Race +1 Flat

Darklands Delver

Regional +1 Narrow(in the Darklands)

+1 Know(dungeoneering)

Guerilla Regional +1 Narrow (in rainforest)

+1 Know(nature)

Mountain Guide Regional +1 Narrow(in mountainous areas)

+1 Know(geography) (in mountainous areas)

Nirmathi Militia Regional +1 Flat

Jungle Guide Regional +1 Narrow (in jungle)

+1 Handle Animal

Militia Veteran Regional +2 Flat

Valashmai Veteran

Regional +1 Narrow (in jungle)

+1 Perception

Shoanti Tribesman

Regional +1 Flat

Child of Nature(A)

Regional +1 Flat

Child of Nature(B)

Regional +2 Narrow (to find food and water)

+1 Know(Nature)

Know the Land Religion +1 Flat +1 Know(Nature) Best of the Best: Militia Veteran ­ Gives a flat +2 bonus. Honorable mention to Know the Land for giving a bonus to another nice skill and Hunter’s blood for being a cool trait. Climb Name Category Bonus Flat/Narrow Additional

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Jenivere Crew Campaign +1 Flat

Shoanti Tribesman

Regional +1 Flat

Seasoned Climber

Regional +1 Flat

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Str

Best of the Best: Wisdom in the Flesh ­ Really all 4 are fine. I gave the win to Wisdom in the Flesh for using your wisdom instead of Str. Of course this is a negative if you're a Str heavy character. Linguistics Name Category Bonus Flat/Narrow Additional

Etymologist Social +1 Flat Gain bonus language; Must be Gnome

Without a Past Social +1 Narrow(to forge documents)

+1 Bluff

Lettered Race +1 Narrow(to deciphering text)

Never draw the wrong conclusion

Cosmopolitan(A) Regional +1 Flat

Cosmopolitan(B) Regional +1 Flat

Contract Master Religion +1 Flat Best of the Best: Tie ­ Any of the 3 highlighted give a flat bonus and no race restriction. If you're a Gnome Etymologist is nice. Ride Name Category Bonus Flat/Narrow Additional

Savannah Child Regional +1 Flat

Lastwall Cavalry Regional +1 Flat

Imperial Soldier Regional +1 Flat

Nirmathi Militia Regional +1 Flat

Militia Veteran Regional +2 Flat

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Dex

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Best of the Best: Militia Veteran ­ Easy to get and gives a flat +2 bonus. Honorable mention to Wisdom in the Flesh for using your wisdom instead of dex. Swim Name Category Bonus Flat/Narrow Additional

Noble Born Campaign +1 Flat

Jenivere Crew Campaign +1 Flat

Touched by the Sea

Campaign +1 Flat Reduced penalty to attacks under water

River Rat Regional +1 Flat +1 dmg with daggers

Goblin Pirate Regional +1 Flat +1 Profession(sailor)

Shackles Seafarer

Regional +1 Flat +1 Know(nature) and Know(geography) while on the ocean

Oagan Diver Regional +1 Flat

Shoanti Tribesman

Regional +1 Flat

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Str

Best of the Best: Shackles Seafarer ­ Easy to get and gives a flat +1 bonus to swim and two related skills. Honorable mention to Wisdom in the Flesh for using your wisdom instead of Str. River Rat is a no brainer for dagger users. Appraise Name Category Bonus Flat/Narrow Additional

Szaezan Crags Miner

Regional +1 Flat

Merchant’s Child

Regional +1 Flat

Antiquities Smuggler

Regional +1 Flat

Merchant of Katheer

Regional +1 Flat

Best of the Best: Any ­ Any of the 4 highlighted give a flat bonus and nothing

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additional. Take whatever fits your flavor(or region). Heal Name Category Bonus Flat/Narrow Additional

Caretaker Faith +1 Flat

Ship's Surgeon Campaign +1 Flat +1 Craft(carpentry)

Imperial Soldier Regional +1 Flat

Venicaan Medic Regional +2 Narrow (to treat disease or poison)

Battlefield Surgeon

Religion +0 None Can treat deadly wounds 1 additional time per creature per day

Best of the Best: Battlefield Surgeon ­ No bonus, but the additional use of treating deadly wounds makes up for it and then some. Sleight of Hand Name Category Bonus Flat/Narrow Additional

Child of the Streets

Social +1 Flat

Black Sheep Campaign +1 Flat +1 Know(local)

Pesh Dealer Regional +1 Flat

Antiquities Smuggler

Regional +1 Flat

Vagabond Child Regional +1 Flat

Varisian Wanderer

Regional +1 Flat

Wisdom in the Flesh

Religion +0 None Use Wisdom instead of Dex

Best of the Best: Child of the Streets ­ Easiest of the traits to acquire and a flat bonus. Honorable mention to Wisdom in the Flesh for using your wisdom instead of Dex.

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Heirloom Weapon (Old Version) Source Adventurer's Armory You carry a weapon that has been passed down from generation to generation in your family. This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies. Rank: If your GM allows the old Heirloom Weapon this trait is amazing. You gain a masterwork quality martial or excotic weapon at the cost of a normal weapon. You are proficient with said weapon. And you get a +1 to hit with said item. I see why it was nerfed but I consider the reward worth the risk. If you lose your Heirloom Weapon you lose the benefit of your trait.