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Character Traits, Part II

Monday, July 21, 2008

Back on June 23, I gave you a preview of the Character Traits system we're introducing in the Pathfinder Companion line. There, I'd mentioned that there were several different kinds of traits for you to mix and match—with a single trait roughly equaling half a feat in power, by picking to Character Traits your character effectively starts with a bonus feat that's tailored specifically to his or her background and personality.

Today, I'd like to preview what traits look like. Presented below are five of the ten Combat traits. These traits comprise a small portion of the 40 basic traits presented in the Second Darkness Player's Guide, and represent generic traits that you can pick from for any character for any campaign in any setting. Later installments of Pathfinder Companion will present more Golarion-specific traits for race, region, and religion, but these basic 40 traits comprise the baseline for them all. Again, when you pick your two character traits, you can only pick one from a particular category—a character can't have two Combat traits, for example. Picking traits from different categories, after all, is a great way to make a character seem a bit more well-rounded.

But enough of the chatter. On with the preview traits! (Oh, and you'll see lots of "trait" bonuses mentioned; this is a new type of bonus that never stacks with itself, but stacks with other bonuses.)

Anatomist: 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.

Armor Expert: 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.

Bullied: 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 attack 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.

Courageous: 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.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

James Jacobs
Pathfinder Editor-in-Chief

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Character Traits

Monday, June 23, 2008

In the first Pathfinder Companion, the Player's Guide to the Second Darkness Adventure Path, we introduce a new mechanic for tying your character's background and history into the gaming world as a whole. These are Character Traits, a concept we first introduced in the Curse of the Crimson Throne Player's Guide, where the trait you pick gives you not only a small bonus to your character, but ties him or her into the Adventure Path's storyline from the start. Starting with the Pathfinder Companions, we're solidifying this system into something you can use not only for Adventure Paths, but for any campaign.

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"). At the start of a new campaign, you can pick two traits for your character—in effect, gaining a bonus feat that you tailor from two different categories of options. 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 strengths and weaknesses.

At the start, there'll be 40 different basic traits to choose from (ten each, split over the categories of Combat Traits, Faith Traits, Magic Traits, and Social Traits), along with six Second Darkness specific traits (these'll be more like the traits we introduced at the start of Curse of the Crimson Throne), but that certainly won't be the end of the matter. The goal is to continue presenting additional traits in the Pathfinder Companions to come—traits based on your character's race, homeland, and religion. Eventually, the pool of traits you'll be able to choose from should cover just about any type of character background you'd ever want!

One more thing: Character Traits are for PCs. If a GM wants 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.

James Jacobs
Pathfinder Editor-in-Chief

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A Favorable Companion

Wednesday, June 11, 2008

We're finishing up a whole bunch of great products this week, all of which will be available at Gen Con in a couple months. As most of you are probably keenly aware, we launch a whole new Adventure Path in August with the first 96-page chapter of Second Darkness. In addition, we provide the most comprehensive look at Golarion and the Pathfinder Chronicles Campaign Setting with our expansive 256-page campaign setting hardcover. Not to be outdone, of course, is the Pathfinder RPG Beta release, a 400-page behemoth chock full of awesome.

Don't overlook, though, Paizo's release of the first of its new line of products that provide useful flavor and new rules for GMs and players alike: the 32-page Pathfinder Companion. Each Pathfinder Companion will cover some topic related to the campaign setting in great detail, presenting both flavorful information and new character options.

This first Pathfinder Companion fills the role of the Second Darkness player's guide, but goes so much further. In August's Companion, we introduce a structured and expansive traits section. We first introduced traits in the Curse of the Crimson Throne player's guide, but with this player's guide we set out more defined rules and a much greater variety of available traits. In each subsequent Pathfinder Companion, we'll introduce some more traits to give you an even greater selection to choose from.

In fact, to give you a little glimpse at what we've got coming your way, here's a short excerpt and a bit of art for you.

Character Trait Design Philosophy

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 to build your character's personality and history from. Alternately, 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 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.

Mike McArtor
Editor

More Paizo Blog. Link. List this entry. Tags: Character Traits, Pathfinder Player Companion, Portraits, Second Darkness
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