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I can recommend the traits/drawbacks guide Optimizing Your Backstory. It's fairly up to date.

Liberty's Edge

I get the feeling you may have have had the wrong link on your clipboard, there, PP.


Weapon Training - Ulfen human only. You get a trait bonus on a whole gaggle of pretty decent martial weapons, including greatswords, longswords, and longbows. It's basically River Rat that applies to good weapons.

Regional Recluse - I can think of no other trait that gets you Light Shield proficiency. Get a mithral shield, and you have a fairly decent way to boost an arcane spellcaster's armor class. Just any shield can be handy to help a Psychic's AC.

Grand Lodge

I like Reactionary (+2 to initiative checks). Simple and useful.

Silver Crusade

I haven't seen anyone mention Twitchy from Strange Aeons, which is sarcastically good; +2 to initiative and +1 to reflex saves with very generic flavor.

Silver Crusade

The +1 or +2 traits are goods. But not crazy.

I hate the most powerfull traits, and i think there are all over feat power ones:

Avoiding 1 soft cover

Gaining uncanny dodge

+1 all luck bonus (isnt +1 is +1 a lot of things and scale with other munchking stuff)

Acelerated drinker

The metamagic discounts (limeage and spellhunter)

Changing the char to int or similars in skills

I love traits to color characters or giving skill class


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The Dandy Lion wrote:
I get the feeling you may have have had the wrong link on your clipboard, there, PP.

LOL, here's the guide.


Mondragon wrote:

The +1 or +2 traits are goods. But not crazy.

I hate the most powerfull traits, and i think there are all over feat power ones:

Avoiding 1 soft cover

Gaining uncanny dodge

+1 all luck bonus (isnt +1 is +1 a lot of things and scale with other munchking stuff)

Acelerated drinker

The metamagic discounts (limeage and spellhunter)

Changing the char to int or similars in skills

I love traits to color characters or giving skill class

there is no trait that gives uncanny dodge and the +1 to all luck effects isn't that bad they still have to actually obtain something that gives a luck bonus in the 1st place


Lady-J wrote:
there is no trait that gives uncanny dodge and the +1 to all luck effects isn't that bad they still have to actually obtain something that gives a luck bonus in the 1st place

Fates favored is only so good because there are some really easy ways to get luck bonuses. And I believe that the trait that gives you uncanny dodge is called "defensive strategist" Its not actually uncanny dodge, just the equivalent.


I usually just take something that boosts a weak save and move on. Traits are too much to delve through and I don't use guides.

My time on traits is about 45 seconds.


I usually look for a class skill I want and take a trait for it myself. Usually something like diplomacy or a knowledge skill.

Grand Lodge

I think they are talking about Defensive Strategist it is a good trait.

Fate's Favored is an amazing trait Half orcs, halflings, archelogist bards, oracles, clerics, inquisitors, warpriests. With a lucky horse shoe anyone can get +2 to saves and +5 once a day for 6800. It is a really good trait.


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Grandlounge wrote:

I think they are talking about Defensive Strategist it is a good trait.

Fate's Favored is an amazing trait halflings

Funny thing about halflings, their save bonus, literally called "Halfling luck" is not a luck bonus.


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Mondragon wrote:
I love traits to color characters or giving skill class

Those are the ones I hate because you could wrap 99% of them under a few traits and save a huge amount of room. "Class Skill trait: +1 to [insert skill] and gain it as class skill"

"Focused Skill Trait: Gain +2 [insert skill]"

If people need premade fluff, list each skill and give a handful of reasons for the trait. So at most a small paragraph and a list could replace every one of this type of spell. Then if a new book wanted to add new fluff for the Class Skill or Focused Skill Traits, they could do that without having to reprint the SAME mechanics over and over again. That way there's more room for interesting traits with individual and unique effects.

Grand Lodge

derpdidruid wrote:
Grandlounge wrote:

I think they are talking about Defensive Strategist it is a good trait.

Fate's Favored is an amazing trait halflings

Funny thing about halflings, their save bonus, literally called "Halfling luck" is not a luck bonus.

It is replaceable with adaptable luck which is a luck bonus.

Scarab Sages

Grandlounge wrote:
derpdidruid wrote:
Grandlounge wrote:

I think they are talking about Defensive Strategist it is a good trait.

Fate's Favored is an amazing trait halflings

Funny thing about halflings, their save bonus, literally called "Halfling luck" is not a luck bonus.
It is replaceable with adaptable luck which is a luck bonus.

Which takes an always on +1 to saves for a three use per day +2, or plus three with the trait. It's still a bad deal imo.

Grand Lodge

9 saves at +1 is equal to 3 at +3, so it is better until you exceed 9 saves.

If you have spell craft you can save it for the bad stuff like dominates etc. So it really depends on the character. +2 retroactively is really valuable to.

With the trait I would say they are pretty equal without it it's worse.


Grandlounge wrote:

9 saves at +1 is equal to 3 at +3, so it is better until you exceed 9 saves.

If you have spell craft you can save it for the bad stuff like dominates etc. So it really depends on the character. +2 retroactively is really valuable to.

With the trait I would say they are pretty equal without it it's worse.

I have to say, I'm not a fan of it. I can run into encounters where I make more than 3 saves let alone days. That means using them as the saves come or saving them for when you need them and possibly ending the day with uses. The retroactive part is the only saving grace IMO. Normally missing by 1 and using it is worse that just adding 1 all the time, while using it with the trait opens up missing by 2 which actually give a benefit...

I might think about taking it IF my character was using other luck bonuses and was already taking the trait like an archaeologist: It shines there as you can kick it in when you're surprised and don't have the Archaeologist’s Luck up as a +3 save is competitive vs a static +1 though it means a -1 saves during normal combat using Archaeologist’s Luck so it's a tough choice even then.


some of my favorites

Mutant Eye (especially on a mesmerist with the fearsome guise trick)
Militia +1 to attack on a flank, you have to be from this one country in Tian Xia
Axe to Grind very easy damage booster

I also love the funky traits that add weirdly to class abilities, like Martial Manuscript or those weird gunslinger traits.

Perpetual Companion for knocking out the downside to being a craven halfling (woo, OP!...not really)


ohako wrote:
Militia +1 to attack on a flank, you have to be from this one country in Tian Xia

The healers handbook added something interesting for regional traits. "Each includes a regional trait for characters trained in that tradition who are from there or who have lived there for at least 1 year." It's the first time that the actual requirements for regional traits is explained.

So it seems that the prerequisites can be met being there for a year: spending a few summers in that "one country in Tian Xia" should be enough to take the trait.


Three good ones that have not been mentioned:

Vessel between: +1 to attack on any attack that would be a sneak attack

Mock Gladiator: Choose a weapon. you can deal non-lethal damage ithout penalty.

Death touched: +2 versus mind afffecting saves.

glory of old: +1 on saves versus spells and poisons.


I think this one is interesting
Thoughtful Wish-Maker (Plane of Fire)
You are well acquainted with the many ways words can be twisted.

Benefit(s) You gain a +2 trait bonus on Sense Motive checks. Furthermore, if you succeed at a DC 25 Sense Motive check prior to making any wish granted by an outsider, you become aware of your wish’s potential pitfalls. If you succeed at this check by 5 or more, you figure out how to word your wish in such a way that your words are not twisted.

If your getting a wish with a dc 30 sense motive you get exactly what you want.


^Whoa . . . the DC doesn't scale with the Bluff skill of the Outsider granting the wish?

Edit: Apparently not.

Scarab Sages

Shrouded Casting.

Wizards LOVE being Sorcerers for 1 school.

Scarab Sages

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Bomanz wrote:

Shrouded Casting.

Wizards LOVE being Sorcerers for 1 school.

It's actually pretty bad since you could just take eschew materials. Traits are supposed to be half the power of a feat. This is 1/8th the power of a feat.

Sovereign Court RPG Superstar 2011 Top 32

graystone wrote:

Those are the ones I hate because you could wrap 99% of them under a few traits and save a huge amount of room. "Class Skill trait: +1 to [insert skill] and gain it as class skill"

"Focused Skill Trait: Gain +2 [insert skill]"

If people need premade fluff, list each skill and give a handful of reasons for the trait. So at most a small paragraph and a list could replace every one of this type of spell. Then if a new book wanted to add new fluff for the Class Skill or Focused Skill Traits, they could do that without having to reprint the SAME mechanics over and over again. That way there's more room for interesting traits with individual and unique effects.

I'd be one of those people that needs the premade fluff - the entire intent of traits is that the mechanical bonuses are small bribes to get you to take the fluff in your backstory. If you strip out the fluff you might as well do away with traits entirely.

Which is why we have so many traits that are different fluff with duplicate mechanics.


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ryric wrote:


I'd be one of those people that needs the premade fluff - the entire intent of traits is that the mechanical bonuses are small bribes to get you to take the fluff in your backstory. If you strip out the fluff you might as well do away with traits entirely.

Which is why we have so many traits that are different fluff with duplicate mechanics.

I get where you're coming from, but on the flip side you end up with power traits leading to oddly homogenized backstories for characters. I mean, it's a running joke in PFS how nearly every wizard was beaten up as a child (reactionary) as an example. You can see similar with magi and their sabbaticals among the Wayangs to learn how to hunt by shocking grasp wild animals.

I've personally done away with the trait table in general and just let my PCs pick two skills to unlock as class skills to reflect their background but to each their own.


ryric wrote:
graystone wrote:

Those are the ones I hate because you could wrap 99% of them under a few traits and save a huge amount of room. "Class Skill trait: +1 to [insert skill] and gain it as class skill"

"Focused Skill Trait: Gain +2 [insert skill]"

If people need premade fluff, list each skill and give a handful of reasons for the trait. So at most a small paragraph and a list could replace every one of this type of spell. Then if a new book wanted to add new fluff for the Class Skill or Focused Skill Traits, they could do that without having to reprint the SAME mechanics over and over again. That way there's more room for interesting traits with individual and unique effects.

I'd be one of those people that needs the premade fluff - the entire intent of traits is that the mechanical bonuses are small bribes to get you to take the fluff in your backstory. If you strip out the fluff you might as well do away with traits entirely.

Which is why we have so many traits that are different fluff with duplicate mechanics.

*shrug* To each their own. Myself, I've never had an issue making my own fluff and will often refluff when allowed. As such, the less space taken up be it the better.

As to "different fluff with duplicate mechanics", is there a reason they need to REPEAT the same mechanics? If they made a generic trait with the mechanics and then just printed additional/extra "premade fluff" in later books, then there would be room for MORE premade fluff or other material. That would make BOTH sides happy wouldn't it?

Think about how much space it'd take up if instead of the feat skill focus, they made individual feats for each skill and just reprinted "Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6." plus a bit of different fluff. You'd take a page or two at least.

Tarik Blackhands wrote:

I get where you're coming from, but on the flip side you end up with power traits leading to oddly homogenized backstories for characters. I mean, it's a running joke in PFS how nearly every wizard was beaten up as a child (reactionary) as an example. You can see similar with magi and their sabbaticals among the Wayangs to learn how to hunt by shocking grasp wild animals.

I've personally done away with the trait table in general and just let my PCs pick two skills to unlock as class skills to reflect their background but to each their own.

LOL Yeah, I find some people doggedly stick to the premade fluff and others just ignore it because it's all the same.

As to your houserule, I'd be a bit bummed by it if I had to use it. I tend to play skill monkeys and they'd be hit hard by this. For instance, a Gathlain Phantom Thief literally can use it as it already has every skill as a class skill.


derpdidruid wrote:
Lady-J wrote:
there is no trait that gives uncanny dodge and the +1 to all luck effects isn't that bad they still have to actually obtain something that gives a luck bonus in the 1st place
Fates favored is only so good because there are some really easy ways to get luck bonuses. And I believe that the trait that gives you uncanny dodge is called "defensive strategist" Its not actually uncanny dodge, just the equivalent.

that trait is no were near uncanny dodge tho its cant be cause flat footed in a surprise round you didn't get to act in which is very very different and much less useful than you just cant be caught flat footed and invisible people don't get bonuses vs you


I can count the number of time's I've seen a significant threat use greater invisibility on one hand and regular invisibility isn't a combat spell at all. While the number of times I've been downed in the Surprise round because of gimped AC I couldn't begin to tell you.

The surprise round immunity is what makes uncanny dodge good is what I'm getting at here.


derpdidruid wrote:
The surprise round immunity is what makes uncanny dodge good is what I'm getting at here.

You have a very different experience than me with uncanny dodge. I can count a one hand the times it's meant anything in surprise round but I literally can't count the number of times it's matters with invisible/flatfooted. Most characters that want uncanny dodge have plenty of initiative and perception, making them unlikely to be surprised or becoming flatfooted because of a low initiative roll. Maybe your group builds more surprised focused encounters?


It's probably just a build thing.

For instance, I play a lot of 6th level casters and I love me some invisibility purging magic, so I suppose it doesn't seem like a big thing too me. While I also have a habit of playing "dodge tanks" or melee that wear little armor, while also undervaluing perception, so it feels like a big thing to me.

So for my play style it's a great trait, for you, maybe not so much.


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Tarik Blackhands wrote:

I get where you're coming from, but on the flip side you end up with power traits leading to oddly homogenized backstories for characters. I mean, it's a running joke in PFS how nearly every wizard was beaten up as a child (reactionary) as an example. You can see similar with magi and their sabbaticals among the Wayangs to learn how to hunt by shocking grasp wild animals.

I've personally done away with the trait table in general and just let my PCs pick two skills to unlock as class skills to reflect their background but to each their own.

I kind of don't mind this kind of thing, especially for PFS it kind of connects things in a way.

For example Magical Lineage for Magi: If a huge number of Magi are born of wizards/witches/etc it kind of makes sense. They may not be as powerful at spell-casting as their parents were, but that heritage still comes out in them in a noticeable way.
Likewise Fey-Foundling Paladins: Sure it seems strange that the inherently-chaotic Fey seem to end up as Lawful Paladins, but to me it seems to imply that the church (any LG church) is taking in the "foundlings" (Read - Orphans). The ones who show an aptitude are trained in certain disciplins ... hell maybe they become Paladins to help overcome their Chaotic Nature?
(I know Fey Foundling is a feat not a trait, but it's a similar concept)

Going back to your example of bullied wizards, that doesn't seem that unlikely. Wizards tend to have below average physical stats (or at least STR) and below average CHA - You have someone physically weak who's not great at social situations - that sounds like exactly the kind of person who will get bullied. There's nothing about being a wizard that says you have to be a bully/victim, but on a large enough scale you start to see trends.

In a persistent game-world like PFS these trends can sometimes make the world seem more internally consistent, not less.

(I'm fully aware that not everyone will agree with me here, but it's something to think about)


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MrCharisma wrote:
In a persistent game-world like PFS these trends can sometimes make the world seem more internally consistent, not less.

For me, it does more to stifle creativity than foster it. For instance, why can't I take reactionary and have it be 'fluffy animal lover: The character's love of small furry animals let her to chase and hug any she could find. Keeping up with their quick reflexes has helped her move quickly. You gain a +2 trait bonus on initiative checks."

Much more interesting than being one of 3 people in the party that was beaten as a child...

Silver Crusade Contributor

Adopted > Excitable?


graystone wrote:
MrCharisma wrote:
In a persistent game-world like PFS these trends can sometimes make the world seem more internally consistent, not less.

For me, it does more to stifle creativity than foster it. For instance, why can't I take reactionary and have it be 'fluffy animal lover: The character's love of small furry animals let her to chase and hug any she could find. Keeping up with their quick reflexes has helped her move quickly. You gain a +2 trait bonus on initiative checks."

Much more interesting than being one of 3 people in the party that was beaten as a child...

I guess what I'm saying is that even if these traits make your character less interesting (because you're all bullied adventurers) it can end up making the world as a whole more interesting (from a sociological perspective anyway).

In relation to your example of "Fluffy Bunny Catcher", why not try a different trait like:

You’ve learned that taking an enemy by surprise can end a combat before it begins.

Benefit: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

or if you're a Ranger:

Thanks to your time as a society member, you’ve mastered the art of tracking.

Benefit: You gain a +1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.

or if you're a Gnome:

EXCITABLE wrote:
Benefit: You gain a +2 trait bonus on all Initiative checks.

The first two only give you +1 Initiative, but that shouldn't be enough to break your character concept. The 3rd is actually identical to Bullied, so next Gnome you make maybe switch it up.

For reference I found all those links (and more)
HERE by typing "Initiative" into the search bar above "Benefit". (<-EDIT: I don't know why there's a line break in the middle of this sentence, I couldn't get rid of it 0_o)

You can also search HERE and often find slightly more accurate versions of things (I'm more used to the PFSRD so I use it more often).


Kalindlara wrote:
Adopted > Excitable?

It looks like Excitable is a Combat Trait not a Race Trait, so I don't think that works ... But I only know this because I thought the same thing =P

If it's a home game talk to your GM, it hardly seems OP since it's just a re-skin of the trait you were going to take anyway.

(PS if it does work then great, it just doesn't look like it to me)


graystone wrote:
MrCharisma wrote:
In a persistent game-world like PFS these trends can sometimes make the world seem more internally consistent, not less.

For me, it does more to stifle creativity than foster it. For instance, why can't I take reactionary and have it be 'fluffy animal lover: The character's love of small furry animals let her to chase and hug any she could find. Keeping up with their quick reflexes has helped her move quickly. You gain a +2 trait bonus on initiative checks."

{. . .}

Anybody going to open a rescue and support service for all the poor animals traumatized during the maturation of characters like these?


MrCharisma: Those are fine and all but none reflect my characters love of fluffy animals or mentions bunnies of rabbits!!!

UnArcaneElection wrote:
graystone wrote:
MrCharisma wrote:
In a persistent game-world like PFS these trends can sometimes make the world seem more internally consistent, not less.

For me, it does more to stifle creativity than foster it. For instance, why can't I take reactionary and have it be 'fluffy animal lover: The character's love of small furry animals let her to chase and hug any she could find. Keeping up with their quick reflexes has helped her move quickly. You gain a +2 trait bonus on initiative checks."

{. . .}

Anybody going to open a rescue and support service for all the poor animals traumatized during the maturation of characters like these?

That's not fair, she only occasionally pets fluffies too hard and she doesn't even squeeze them hard enough to pass out any more!!!

If anything, you should be looking at that wizard over there. No matter how much I pet/hug his gopher, it doesn't stop twitching. He must have done something to it... ;P


MrCharisma wrote:
For example Magical Lineage for Magi: If a huge number of Magi are born of wizards/witches/etc it kind of makes sense. They may not be as powerful at spell-casting as their parents were, but that heritage still comes out in them in a noticeable way.

Magical Lineage isn't the trait which annoys me. The one that does is Wayang Spellhunter. I don't know how many apprentice spellcasters drop by Minata in a given year, but you could clearly make good money shipping them there.

Traits could certainly do with some standardisation of mechanics to simplify the text, to help creation of new ones, and most importantly to set some limits as to what is appropriate.

BTW the trait search I like best is the d20pfsrd one.


From WotR, 'Chance Encounter' isn't bad. 1/day reroll on acrobatics, bluff, disguise, slight of hand, or stealth.

If you're a character who plans on using bluff or stealth or disguise, that can be a real lifesaver.

Also, 'Touched by Divinity.' Gain a 1st level domain spell once per day.

You want Obscuring Mist? Disguise Self? Enlarge Person? Expeditious Retreat? Protection from Evil? True Strike? Endure Elements? Comprehend Languages? Feather fall? Gotta worship the right god but any class can have one! Plenty that remain great forever.

Silver Crusade

Those are cool, but they're A) campaign traits B) from a Mythic campaign.


Rysky wrote:
Those are cool, but they're A) campaign traits B) from a Mythic campaign.

Yes, though I will note the other Wrath ones aren't all that, so it's not that they just turned things up because things get mythic.

"+2 CMB vs Demons", "+2 Concentration Check", etc..

Scarab Sages

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As has already been said, not only is "best" subjective, but it's not fair to put Campaign traits on the level of normal traits, since most of them are obviously designed to be far superior. That said, here are a few I appreciate (this thread would be better off called "favorite traits"):

Unhinged Mentality (religion trait for Lamashtu-worshippers): +2 to saving throws versus fear, confusion, and insanity - this is a potentially broad umbrella, markedly and strictly better than some similar traits from competing deities (like Groetus's Broken Mind or Erastil/Desna's Stoic Optimism).

Gold Finger (PFS Exchange Faction trait): +1 to Disable Device and Sleight of Hand, make one of those a class skill - make an amateur thief out of anybody, OR make a real thief even better!

Eastern Mysteries (PFS retired Qadira Faction trait): +2 to the DC of any spell you cast 1/day - as good as a feat? I dunno, but it's certainly great for a trait!

Armor Expert (basic Combat trait): reduce armor check penalty by 1 - very hard to argue with if you're a heavy armor fan!

Dirty Fighter (basic Combat feat): +1 damage when attacking a flanked foe - it's Sneak Attack For Kidz!

Lunar Birth (People of the Stars): +1 to saving throws versus all spells and spell-like abilities cast by Humans - there sure are a lot of nasty Humans out there, so this is pretty useful!

Shaper of Reality (religion trait for the Eldest): +1 to CL of a Conjuration or Transmutation spell 1/day - Conjuration and Transmutation are probably the two broadest schools of magic, so this has a lot of good applications!

Advantageous Distraction ("We Be Goblins Too!" Chronicle): 1/day as a swift action, become somehow distracted in a serendipitous manner (like suddenly bending over to look at a nice toadstool), gaining +2 dodge bonus to armor class for 1 round - a wonderful defensive bonus for when you really need it, for the silliest of reasons!

Sovyrian Pantheist (Religion trait for the Elven deities): Look at that sucker - a cornucopia of quirky! We need more of this kind of thing, not less!

Numerological Gift (Ru-Shi Dhampir race trait): A randomly-rolled number 3-18 becomes your 'totem' that, once per day when rolled on a d20, can be declared a natural '20' - better hope you roll low!

Guiding Spirit (Haunted Heroes): 1/day as a swift action, roll two d20s and take the better - if either of these rolls are a natural '20,' you can use it AGAIN that day!


derpdidruid wrote:

I can count the number of time's I've seen a significant threat use greater invisibility on one hand and regular invisibility isn't a combat spell at all. While the number of times I've been downed in the Surprise round because of gimped AC I couldn't begin to tell you.

The surprise round immunity is what makes uncanny dodge good is what I'm getting at here.

i can count on one hand the times i've been flat footed in a surprise round i cannot however count the number of times i've been made flat footed during all of the other rounds in combat


there is a trait that gives you a weapon created by a special material and gives you +1 to hit with any weapon that is created with that material


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Zautos' wrote:
there is a trait that gives you a weapon created by a special material and gives you +1 to hit with any weapon that is created with that material

Ancestral Weapon has already been mentioned.


dot


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Markov Spiked Chain wrote:

Or the obvious best trait ever:

Mutant Eye. 50% more eyes. BAM.
There's no feat that even gets you 10% more eyes. Clearly OP.

Would an Eyebiter Mesmerist still be dazzled when their eyeball familiar is out of their body if they had an extra eye to begin with? If not, score!


Whatever complements the character you're trying to portray?

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