n00bxqb |
You still only get two traits (three if you take a drawback) using the standard rules. The race trait gives you an "extra" one, but it's more like in place of the adopted trait.
Adopted: You were adopted and raised by someone not of your 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.
Can't take a combat trait with a race requirement; must be a race trait.
Gisher |
Which half-elf traits are those? I'm not aware of them.
My guess would be Ekujae Reflexes and Elven Reflexes. I wouldn't be surprised if the latter was written to be a more generic reprint of the former.
Heather 540 |
Yes, those are the identical traits. I want to go through all of the lists, but there are just too many! So I decided not to look through family, region, religion, mount, faction, or campaign lists. I don't know if I'm going to take Adopted. I'm noting down all the traits I really like for my character so I'll only take Adopted if I really want a specific race trait that a half-orc can't take.
John Murdock |
you know instead of taking a social trait to gain a race trait you can always take a human feat (can take it since you are an half-orc ;) ) that make you also member of a specific humanoid race (like storm giant or ogre or elf or drow or dwarf or duergar, etc) so you can take another good social trait and take a race trait for that race and also related achetype/feat/bane/etc. the feat name is Racial Heritage
Murdock Mudeater |
Just so I'm clear on how it works, by taking the Adopted Trait, does it work as being allowed a third trait, or are you still only allowed two? And could you take any trait from any category with a race requirement like the Combat trait Excitable, or only from the Race trait category?
3.
Remember that Adopted is a Social Trait, so taking Adopted will prevent you from taking another social trait. And the related Race Trait, remains a Race Trait, so you can't use Adopted to gain a second Race trait.
Cavall |
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I like Adopted and Excitable as the race trait.
Too many adventurers have grown up having been bullied as a child.
You should see how many paladins are found out in the woods by fairies.
Just slightly less then how many half orc bastards are suddenly favoured by fate the moment they start to self mutilate.
Gisher |
Heather 540 wrote:Just so I'm clear on how it works, by taking the Adopted Trait, does it work as being allowed a third trait, or are you still only allowed two? And could you take any trait from any category with a race requirement like the Combat trait Excitable, or only from the Race trait category?3.
Remember that Adopted is a Social Trait, so taking Adopted will prevent you from taking another social trait. And the related Race Trait, remains a Race Trait, so you can't use Adopted to gain a second Race trait.
Excellent points.
Heather 540 |
Well, I decided not to take Adopted for my half-orc inquisitor. I took the faith trait Fate's Favored to boost the alternative racial trait Sacred Tattoo, and the race trait Weapon Training. Since it's a human trait, my half-orc didn't need to take Adopted for it.
My inquisitor is finished, I redid my monk, and am now redoing my druid.
Murdock Mudeater |
Well, I decided not to take Adopted for my half-orc inquisitor. I took the faith trait Fate's Favored to boost the alternative racial trait Sacred Tattoo, and the race trait Weapon Training. Since it's a human trait, my half-orc didn't need to take Adopted for it.
My inquisitor is finished, I redid my monk, and am now redoing my druid.
Weapon Training is Humans with the Ulfen Ethnicity. Are you able to take ethnicities as a half-orc?
Chess Pwn |
1 person marked this as a favorite. |
Heather 540 wrote:Weapon Training is Humans with the Ulfen Ethnicity. Are you able to take ethnicities as a half-orc?Well, I decided not to take Adopted for my half-orc inquisitor. I took the faith trait Fate's Favored to boost the alternative racial trait Sacred Tattoo, and the race trait Weapon Training. Since it's a human trait, my half-orc didn't need to take Adopted for it.
My inquisitor is finished, I redid my monk, and am now redoing my druid.
Is there a reason that a half-orc from ulfen parent wouldn't count as ulfen? Is there a reason a halfling from ulfen lands wouldn't be an ulfen ethnicity halfling?
Kalindlara Contributor |
Murdock Mudeater |
Is there a reason that a half-orc from ulfen parent wouldn't count as ulfen? Is there a reason a halfling from ulfen lands wouldn't be an ulfen ethnicity halfling?
The way it's written, ethnicities seem like a human-only option, mechically speaking. That's why I asked. Not sure what the intention here is.
The Winter Half Orcs, or Frostkin, are listed as potentially having "Ulfen ancestry" but they are not listed ethnically ulfen. This is a subrace of half orc, but not an enthnicity.
Regarding the Halfling, the link I have says "Human-Ulfen" for the requirements of this trait, so even if a halfling can be ulfen, the wouldn't qualify. Link might be wrong.
Murdock Mudeater |
But if it is mechanically a human only thing then it doesn't matter. Half orcs are mechanically human, right? It's what allows all sorts of other things, like picking their favored class bonuses and feats.
Maybe. Totally not sure. Seems weird that Half-Orc has options at all, if they are also eligible for both human and orc items too. Why not just require human + orc, instead of making a seperate half-orc group? Dunno, confusing.
As GM, I wouldn't push this one either way, since I'm just confused on it. Not sure that it really matters much, either.
thaX |
1 person marked this as a favorite. |
Keep in mind the PFS clarification about the Gnome traits in the Companion book, as they were "Racial" traits that was sorted into the basic trait catigories. One can take one of the Gnome social traits with Adopted from that book if your GM would allow for the Clarification (or your playing PFS)
This would be/is an exception to the normal rule.
Brother Fen |
It's always a good idea to choose your traits based on the type of game that you're playing in, specifically as it pertains to the environment. In the city, urban based traits are useful. Campaign based traits are always useful for their specific campaign and so on and so forth.
If you just want some utilitarian traits, things like armor master and reactionary give useful bonuses.
Murdock Mudeater |
It's always a good idea to choose your traits based on the type of game that you're playing in, specifically as it pertains to the environment. In the city, urban based traits are useful. Campaign based traits are always useful for their specific campaign and so on and so forth.
If you just want some utilitarian traits, things like armor master and reactionary give useful bonuses.
I hate that PFS bans campaign traits. Especially Peg Leg, from Skull and Shackles, just an awesome trait.
For utilitarian traits, I often take Muscle of Society (+2 Str for carry weight), which can be extremely helpful for low Str characters.
mdt |
Brother Fen wrote:It's always a good idea to choose your traits based on the type of game that you're playing in, specifically as it pertains to the environment. In the city, urban based traits are useful. Campaign based traits are always useful for their specific campaign and so on and so forth.
If you just want some utilitarian traits, things like armor master and reactionary give useful bonuses.
I hate that PFS bans campaign traits. Especially Peg Leg, from Skull and Shackles, just an awesome trait.
For utilitarian traits, I often take Muscle of Society (+2 Str for carry weight), which can be extremely helpful for low Str characters.
Any time the GM allows it I get tattoo's of Muleback Chords and Heavy Load Belt. Then any character can haul a moose on their back. :) If they don't allow tattoo's, I try to stack the same enchantments on the cloak and belt items. If they don't allow either, I usually find a new GM. While it's fun for me, it's not very powerful for the cost, and usually I find GMs that are that inflexible don't run very good games.
taks |
1 person marked this as a favorite. |
Brother Fen wrote:It's always a good idea to choose your traits based on the type of game that you're playing in, specifically as it pertains to the environment. In the city, urban based traits are useful. Campaign based traits are always useful for their specific campaign and so on and so forth.
If you just want some utilitarian traits, things like armor master and reactionary give useful bonuses.
I hate that PFS bans campaign traits. Especially Peg Leg, from Skull and Shackles, just an awesome trait.
For utilitarian traits, I often take Muscle of Society (+2 Str for carry weight), which can be extremely helpful for low Str characters.
Well, in their defense, campaign traits tend to be much more powerful than regular traits, albeit often geared toward the campaign itself.
Heather 540 |
In my current campaign, Iron Gods, my archaeologist Bard took a campaign trait, but the only benefit it really gave was letting my character speak Androffen. When she died and I had to make a new character, I didn't even bother going with the campaign traits and took ones that boosted my Will and gave me a damage boost while flanking. They go along nicely with my Outflank and Pack Flanking feats.