Types of Traits
Child of the Temple
Devotee of the Green
Ease of Faith
History of Heresy
Scholar of the
Child of the Streets
Without a Past[WF1]
Child of Platinum
Legacy of Sand
Race Traits (cont)
Scholar of Ruins
Spirits in the Stone
Agent of Dusk
Night Market Urchin
Blade of Mercy
Cleansing the Twisted
Devotee of a Dead God
Eyes and Ears of the City
Magic is Life
Strength of the Sun
The City Protects
Wisdom in the Flesh
Playing an Adventure Path is a different experience than playing in a one-shot adventure. An Adventure Path presents a long, ongoing campaign, but unlike a custom created campaign built by a specific GM for a group of players whose tastes and proclivities in character creation are known quantities, we don't know what kinds of choices your players prefer when building their characters. As a result, one of the driving philosophies of crafting an Adventure Path is to include sections for all 11 of the core classes, so that no one feels “left out” by the game. But what about the less tangible elements of game play? If you're rolling up a new character for a homebrew campaign, you can (hopefully) trust your GM to tailor the campaign to include your character and his history and personality.
For an Adventure Path, though, how is a player to know what choices and what backgrounds might dovetail into the predetermined story arc of the campaign he's about to spend several months playing, without spoiling key components of the adventure's plotline? That's the question that the Adventure Path Player's Guides have attempted to address. In all of the Player's Guides we provide not only a gazetteer of the region in which the campaign begins, but also a spoiler-free discussion on what choices might be best to make when creating a dwarf, an elf, a sorcerer, a ranger, and so on. Yet there's another tool that's been evolving as well: the character trait.
The first incarnation of this new element to your character appeared in the Rise of the Runelords Player's Guide, disguised as six new feats that your new character could take (we recommended that GMs allow players to pick one of these six as a bonus feat). These new feats were more than just additional tricks and powers, though; they were crafted to infuse newly created characters with built-in links to the then brand-new realm of Varisia. In the Curse of the Crimson Throne Player's Guide, we abandoned the bonus feat model and instead came up with several traits from which new players could pick and choose. Each trait granted one of two relatively minor bonuses, but the majority of each trait consisted of flavor and background information intended to prime your new character for the start of the campaign. And that brings us here, to the official Pathfinder character traits system of optional rules, updated to work seamlessly with the Pathfinder RPG. This document contains all the rules you need to use character traits in your campaign, be they Pathfinder Adventure Paths or campaigns of your own design.
At its core, a character trait is approximately equal in power to half a feat—in fact, at one point, we considered calling them “Half Feats” but abandoned that idea when we realized it implied a point-based system that didn't really exist (there's no such thing, for example, as a “Double Feat”). Yet a character trait isn't just another kind of power you can add on to your character—it's a way to quantify (and encourage) building a character background that fits into the world of Golarion. Think of character traits as “story seeds” for your background; after you pick your two traits, you'll have a point of inspiration from which to build your character's personality and history. Alternatively, if you've already got a background in your head or written down for your character, you can view picking his traits as a way to quantify that background, just as picking race and class and ability scores quantifies his other strengths and weaknesses.
One more thing: character traits are for PCs. If you want an NPC to have traits, that NPC will need to “buy” them with the Additional Traits feat. Player characters are special; they're the stars of the game, after all, and if they have an advantage over the NPCs of the world in this way, that kind of makes sense. The pregenerated characters presented in Pathfinder and the modules will not have bonus traits selected for them—we're leaving those choices to you if you wish to use one of them as a PC.
Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack—they're intended to give you a slight edge over the non-PCs of the world, not a secret backdoor way to focus all your traits on one type of bonus to gain an unseemly advantage over the rules. It's certainly possible, for example, that somewhere down the line, a “Courageous” trait might be on the list of dwarf race traits, but just because this trait's on the dwarf race traits list and the basic combat traits list doesn't mean you're any more brave if you choose both than if you choose only one.
When you create your character for a campaign, ask your GM how many traits you can select. In most cases, a new PC should gain two traits, effectively gaining what amounts to a bonus feat at character creation. Some GMs may wish to limit this somewhat, depending upon their style of play; you may only be able to pick one trait, or your GM might allow three or more. Even if your GM doesn't allow bonus traits, you should still be able to pick up some with the Additional Traits feat (see the sidebar on page 6). For Pathfinder Adventure Paths, there are two categories of traits to choose from. One of your traits must be a campaign trait chosen from the list given in that Adventure Path's Player's Guide—this trait ties your character into the campaign's storyline and gives you a built-in reason to begin the first adventure. Your other trait can be chosen from one of the other types of traits:
There are a few rules governing trait selections. To begin with, your GM controls how many bonus traits a PC begins with; the default assumption is two traits. When selecting traits, you may not select more than one from the same list of traits. Certain types of traits may have additional requirements, as detailed in the section above. Remember also that traits are intended to model events that were formative in your character's development, either before he became an adventurer, or (in the case of additional traits gained via the Additional Traits feat) events that happened while adventuring. Even if you become a hermit and abandon society, you'll still retain your legacy of growing up an aristocrat if you took a social trait. The one exception to this is religion traits— since these traits require continued faith in a specific deity, you can indeed lose the benefits of these traits if you switch religions. In this case, consult your GM for your options. He may simply rule that you lose that trait, or he might allow you to pick a new religion trait tied to your new deity. Another option is that if you abandon a religion, you lose the associated religion traits until you gain an experience level, at which point you may replace lost religion traits with basic faith traits.
There are a total of 40 basic traits—ten each, split among the categories of Combat, Faith, Magic, and Social. Combat traits focus on martial and physical aspects of your character's background. Faith traits focus on his religious and philosophical leanings. Magic traits focus on any magical events or training he may have had in his past. Social traits is both a catch-all category and one that indicates what social class or upbringing your PC had.
Note that each of these four categories roughly equates to one of the four modes of adventuring, but aren't tied to specific classes. It's perfectly possible to have a religious rogue, for example, or a magic-obsessed fighter. Basic traits are “generic,” and should be able to fit into any campaign setting with a minimum of customization.
These traits are associated with combat, battle, and physical prowess; they give characters minor bonuses in battle and represent conflicts and physical struggles in the character's backstory.
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits. Source: Second Darkness Player's Guide.
You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Source: Second Darkness Player's Guide.
You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you'll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn't prevent you from selecting this trait. You'll simply not be able to make use of it until a later point if you do. Source: Second Darkness Player's Guide.
Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on Saving Throws against fear effects. Source: Second Darkness Player's Guide.
You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Source: Second Darkness Player's Guide.
You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons. Source: Second Darkness Player's Guide.
You have seen horror and death as far back as you can remember. Maybe you are unfazed by the gruesome, or have become a cynic as a defense against the dark realities of the corners of the world. You have a +2 trait bonus on saving throws against Fear. Source: Wayfinder #1 ("Tools of the Trade: Hunters of the Dead" By Ernesto “Montalve” Ramírez)
You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus. Source: Second Darkness Player's Guide.
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Source: Second Darkness Player's Guide.
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves. Source: Second Darkness Player's Guide.
These traits rely upon conviction of spirit, perception, and religion, but are not directly tied to the worship of a specific deity. You do not need a patron deity to gain a Faith Trait, as these traits can represent conviction in one's self or philosophy just as easily as they can represent dedication to a deity.
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result. Source: Second Darkness Player's Guide.
As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Source: Second Darkness Player's Guide.
You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. Source: Second Darkness Player's Guide.
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you. Source: Second Darkness Player's Guide.
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Source: Second Darkness Player's Guide.
You were raised with heretical views that have made it not only difficult for you to accept most religious beliefs, but you also have had to live with the fact that you or those you love were often treated as pariahs. As a result, you have turned your back on religious teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells. Source: Second Darkness Player's Guide.
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result. Source: Second Darkness Player's Guide.
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Source: Second Darkness Player's Guide.
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it. Source: Second Darkness Player's Guide.
Your great interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. Source: Second Darkness Player's Guide.
These traits are associated with magic, and focus on spellcasting and manipulating magic. You need not be a spellcaster to take a Magic Trait (although several of these traits aren't as useful to non-spellcasters). Magic Traits can represent a character's early exposure to magical effects or childhood studies of magic.
Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you. Source: Second Darkness Player's Guide.
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Source: Second Darkness Player's Guide.
Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Source: Second Darkness Player's Guide.
When you were younger you suffered a brush with death. Perhaps you were almost killed by a wight, close to dying from a grievous wound, or actually died and were raised. Since then you have not been the same. You can see beyond the veil, able to see ghost and spirits and detect the taint of the undead. You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth). Source: Wayfinder #1 ("Tools of the Trade: Hunters of the Dead" By Ernesto “Montalve” Ramírez)
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. Source: Second Darkness Player's Guide.
You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%. Source: Second Darkness Player's Guide.
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice. Source: Second Darkness Player's Guide.
One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Source: Second Darkness Player's Guide.
Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based. Source: Second Darkness Player's Guide.
Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. Source: Second Darkness Player's Guide.
Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions. Source: Second Darkness Player's Guide.
Social Traits are a sort of catch-all category—these traits reflect the social upbringing of your character, your background with high society or lack thereof, and your history with parents, siblings, friends, competitors, and enemies.
You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race. Race traits can be found in Pathfinder Companion products—if you don't have access to a selection of race traits, it's best to simply pick a different social feat. Source: Second Darkness Player's Guide.
You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Source: Second Darkness Player's Guide.
You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don't phase you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt. Source: Second Darkness Player's Guide.
Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Source: Second Darkness Player's Guide.
You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. Source: Second Darkness Player's Guide.
You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Source: Second Darkness Player's Guide.
You didn't choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. Be careful when using your family name – it's better known than you are. You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family's fame precedes you. Source: Wayfinder #1 ("Tools of the Trade: Hunters of the Dead" By Ernesto “Montalve” Ramírez)
You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score. Source: Second Darkness Player's Guide.
Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus to Survival checks, and Survival is always a class skill for you. Source: Second Darkness Player's Guide.
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances and your starting cash increases to 900 gp. Source: Second Darkness Player's Guide.
You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Source: Second Darkness Player's Guide.
You knew you were going into a world where none go unscathed, and there is no turning back, so you decided to forsake your past in order to protect your loved ones. You earn +1 trait bonus to Linguistics when used to forge documents, and choose one as a class skill. You have no old friends or family to go in times of need, yet at least they remain safe from your enemies finding and taking their wrath out on them. Source: Wayfinder #1 ("Tools of the Trade: Hunters of the Dead" By Ernesto “Montalve” Ramírez)
These traits are specifically tailored to give new characters an instant hook into a new Adventure Path. Campaign traits tailored to a specific Adventure Path can always be found in that Adventure Path's Player's Guide.
Race traits are keyed to specific races or ethnicities. In order to select a race trait, your character must be of the trait's race or ethnicity. If your race or ethnicity changes at some later point (as could be possible due to the result of polymorph magic or a reincarnation spell), the benefits gained by your racial trait persist— only if your mind and memories change as well do you lose the benefits of a race trait. Of course, in such an event, you're also likely to lose skills, feats, and a whole lot more!
These race traits are available to all characters of the appropriate race.
You've long been a friend to many among the desert's animal life, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you. Source: Legacy of Fire Player's Guide.
You spent countless hours of your youth wandering the open campuses of the Music Academy and the Choir College, listening to wonderful musicians and singers and daydreaming of your life as a bard. You gain a +1 trait bonus to one category of Perform checks and a +2 trait bonus to any Knowledge (local) checks that deal with the local music scene. Source: Taldor, Echoes of Glory.
You have spent long hours working for a crime lord, either as a low-level enforcer or as a guard or bouncer. You're adept at frightening away people and gain a +2 trait bonus on Intimidate checks. Source: Taldor, Echoes of Glory.
Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. Source: Taldor, Echoes of Glory.
You come from a family whose ancestors worked in the platinum mines. Your parents never explained why they've never returned to the mines, but they did make sure that you knew your way around a fight against undead foes. You gain a +1 trait bonus to weapon damage against undead. Source: Legacy of Fire Player's Guide.
Art for you is a social gateway and you use it to influence and penetrate high society. You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you. Source: Taldor, Echoes of Glory.
One of your parents was a member of the Elven tribe of the Southern Expanse, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on initiative checks. Source: Legacy of Fire Player's Guide.
As a child, your parents sent you to a distant wizard's tower as an apprentice so that you might learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of magic and how to resist them. You gain a +1 trait bonus to saves against arcane spells. Source: Taldor, Echoes of Glory.
Your years spent in libraries reading every musty tome you could find about ancient lost civilizations has given you insight into the subjects of history and the arcane. You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you. Source: Taldor, Echoes of Glory.
There are no major elven settlements in the southern desert, and like many of the region's elves, you were forced to grow up among shorter-lived races like humanity. Having lived outside of traditional elven society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws. Source: Legacy of Fire Player's Guide.
Although halfling slaves are not as common in southern desert as they are in some countries, they still make up a quarter of slaves sold at the slave markets of the south. Your parents allowed escaping slaves to hide in your home frequently, and the stories you've heard from these escaping slaves instilled into you a deep loathing of slavery. You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you. Source: Legacy of Fire Player's Guide.
One of your ancestors was genie-kind. Select an element (air, earth, fire, or water). You gain a +1 trait bonus on saving throws against attacks that utilize that element (cold for air, acid for earth, fire for fire, and electricity for water), and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype. Source: Legacy of Fire Player's Guide.
Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past. You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you. Source: Legacy of Fire Player's Guide.
The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in a psionic land, this power remains potent in your mind as well and protects you from mental assault. You gain a +2 trait bonus on saves against mindaffecting effects. Source: Legacy of Fire Player's Guide.
A large tribe of orcs adapted to life in the desert. Although this tribe is long extinct, some half-orcs carry the traits of this tribe in their particularly large jaws, broad shoulders, and shockingly pale eyes. You often have dreams of hunts and strange ceremonies held under moonlight in the desert sands. Some ascribe these dreams to racial memory, others to visions or prophecies. These dreams have instilled in you a fierce sense of tradition. You gain a +1 trait bonus on all Will saving throws. Source: Legacy of Fire Player's Guide.
You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you. Source: Taldor, Echoes of Glory.
You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught. You gain a +1 trait bonus to Escape Artist checks and a +1 trait bonus to initiative checks. Source: Taldor, Echoes of Glory.
From the moment you could walk and talk, the nearby ruins fascinated you. You joined every expedition you could find, volunteered as a porter for the Explorer Society, and sometimes just set out on your own to explore as many of the ruins as you could. Because of this, you have special insight into the geography of the local area as well as expertise at exploring lost places. You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you. Source: Taldor, Echoes of Glory.
You have an almost instinctive ability to sense danger and peril in ruined structures. Whenever you're in ruins, you gain a +2 trait bonus on initiativechecks and a +1 trait bonus on saving throws against traps and natural hazards. Source: Legacy of Fire Player's Guide.
You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you are one of the more knowledgeable people in your home town and you gain a +1 trait bonus to Gather Information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you. Source: Taldor, Echoes of Glory.
Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you. Source: Legacy of Fire Player's Guide.
Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain). In order to select a regional trait, your PC must have spent at least a year living in that region. At first level, you can only select one regional trait (typically the one tied to your character's place of birth or homeland), despite the number of regions you might wish to write into your character's background.
You spent a portion of your childhood working for the Dusk, the guild responsible for policing and watching over all trade that takes place in the notorious night markets. You have quite a bit more spending cash than most others of your age as a result, and start with twice the normal amount of starting gold. In addition, your reputation remains strong in the night market, and any transactions you make there 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. Source: Legacy of Fire Player's Guide.
You were born and raised in the western badlands and hills. Even if you were born in a city, you often had to travel the dangerous trails with your family. Predators, gnolls, and worse haunt the Highlands, and you've become something of an expert at evading them. You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas. Source: Legacy of Fire Player's Guide.
You were raised on stories of heroic knights and benevolent wizards, and wish to emulate their great deeds. You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks. Source: Taldor, Echoes of Glory.
You were born and raised in the southern desert, in the rocky deserts that border the land. You are accustomed to high temperatures and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects. Source: Legacy of Fire Player's Guide.
You spent a significant portion of your childhood as a slave, but were freed from slavery several years ago by a benevolent master who purchased you from an auction after your previous master's death. Yet while the memories of your difficult childhood still haunt you, the hard life did toughen you. You gain a +1 trait bonus on Fortitude saves. Source: Legacy of Fire Player's Guide.
One of your close relatives was a gifted merchant, and taught you early in life how to see the innate value in any object. You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you. Source: Legacy of Fire Player's Guide.
Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you. Source: Taldor, Echoes of Glory.
You grew up an orphan on the streets, and spent many years of childhood in the Night Market. The strange and often horrific sights you saw forced you to grow up fast—there's little that can shock or unsettle you. You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls and all skill checks for the next minute. Source: Legacy of Fire Player's Guide.
You spent several of your teenaged years addicted to pesh, a habit that you may or may not have kicked. Certainly, the habit consumed much of your savings. You start with only half of the normal starting cash as a result, but your knowledge of the pesh addict lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you. Source: Legacy of Fire Player's Guide.
You worked for a pesh dealer, either by selling the drug on the street or helping to organize shipments to other regions, which involved a certain amount of smuggling. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. Source: Legacy of Fire Player's Guide.
Before you even began your training as a spellcaster, you spent a great deal of time studying cantrips and simple spells on your own. Because of this, you developed some innate magical abilities without any outside guidance. Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level. Source: Taldor, Echoes of Glory.
You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you. Source: Taldor, Echoes of Glory.
You were born and raised in the rolling savannas that dominate the nation's interior. You spent many of your youth exploring these vast reaches, and know much of the savannah's secrets. Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Source: Legacy of Fire Player's Guide.
Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you. Source: Taldor, Echoes of Glory.
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Source: Taldor, Echoes of Glory.
You study magic at a social club, wowing your friends with your recent discoveries and showing off your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level. Source: Taldor, Echoes of Glory.
Religion traits indicate that your character has an established faith in a specific deity; you need not be a member of a class that can wield divine magic to pick a religion trait, but you do have to have a patron deity and have some amount of religion in your background to justify this trait. Unlike the other categories of traits, religion traits can go away if you abandon your religion, as detailed below under Restrictions.
These religion traits are available to all characters of the listed religion.
Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy checks. Source: Taldor, Echoes of Glory.
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. Source: Legacy of Fire Player's Guide.
You have studied well the many religious texts that chronicle Dawn's never-ending struggle against Wrath and his monstrous offspring. Your fighting style works particularly well when you utilize slashing weapons against aberrations. You gain a +1 trait bonus to slashing weapon damage against all aberrations. Source: Legacy of Fire Player's Guide.
You simply cannot and will not accept that your god is dead. Your faith in his teachings and religion are stronger than ever. You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you. Source: Taldor, Echoes of Glory.
From an early age, you were trained by militaristic order of clerics. You are devoted both to the teachings of the valor goddess and to spreading those teachings by force. Your divine spells gain a +1 trait bonus to melee weapon damage. Source: Taldor, Echoes of Glory.
Your religious training was entwined with your work serving the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks. Source: Legacy of Fire Player's Guide.
Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. 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. Source: Legacy of Fire Player's Guide.
You feel safe and secure in urban environments, even in cities whose laws you find unjust—it is the physical fact of the city that you take solace in. In any settlement, you gain a +2 trait 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. Source: Legacy of Fire Player's Guide.
You have sworn your life to stopping the propagation of the undead; your god has heard and approved your choice. You earn a +1 trait bonus on weapon damage rolls when battling the undead. Source: Wayfinder #1 ("Tools of the Trade: Hunters of the Dead" By Ernesto “Montalve” Ramírez)
In order to maintain your devotion to sun goddess in a hostile kingdom and stay alive, you and your fellow worshipers developed a complex system of hand signs and facial gestures to identify yourselves as faithful in the Cult of the Sun Goddess. You gain a +1 trait bonus on Bluff and Sense Motivechecks. One of these skills (your choice) is always a class skill for you. Source: Taldor, Echoes of Glory.
Your meditation on the nature of strength and speed allows you to focus your thoughts to achieve things your body might not be able to do on its own. Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you. Source: Legacy of Fire Player's Guide.
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose—this feat cannot enable you to select a dwarf character trait if you are an elf, for example.