
Mikael Sebag RPG Superstar 2014 Top 16 |

Anybody have any homebrew traits they'd like to share? I'm interested in seeing what everybody's got.
Here's one of mine:
Fighter training (Combat): You were formally trained at a fighting academy or served time as a soldier in the army. Count half of any non-fighter levels you possess (rounded down) as fighter levels for the purposes of qualifying for fighter-only feats. These levels stack with any actual fighter levels you possess.
Raised in the wilds (Social): You grew up in an unsettled area of the world, living among the denizens of the natural world and far from the people of the civilized world. You gain a +2 trait bonus to all Handle Animal Checks, but suffer a -2 penalty to Diplomacy, except when making a wild empathy check.
Constructive-criticism about balance for these would also be fantastic!
So, what've you guys got?

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Fighter training (Combat): You were formally trained at a fighting academy or served time as a soldier in the army. Count half of any non-fighter levels you possess (rounded down) as fighter levels for the purposes of qualifying for fighter-only feats. These levels stack with any actual fighter levels you possess.
I could see this one raising some objections, although I don't mind it myself.
Raised in the wilds (Social): You grew up in an unsettled area of the world, living among the denizens of the natural world and far from the people of the civilized world. You gain a +2 trait bonus to all Handle Animal Checks, but suffer a -2 penalty to Diplomacy, except when making a wild empathy check.
This one is decent. It's a +2 bonus instead of the usual +1, but the +1 traits also often make a skill into a class skill as well, and you've put in a penalty to what is usually a more useful skill as well to balance it out.
So, what've you guys got?
I'll spoiler mine, as there are a few of them... (I'd intended to make at least one for every diety, but lost interest. No follow-through!)
Racial traits
Patient Aim: Your inhumanly patient instructors taught you special meditative techniques that enhance your accuracy when you let go of urgency, and await the most auspicious moment to fire. You gain an additional +1 to hit with a single ranged attack if at least one full round is spent aiming.
Patient Spellcraft: You have learned to spend extra time gathering energies from the land around you, and from deep within yourself, to enhance the efficacy of your spells, unlike the frenzied and inefficient spellcasting of the shorter lived races. By taking a full-round action to cast a spell that normally takes 1 standard action, the spell is cast at +1 caster level. By taking 1 minute to cast a spell that normally takes 1 full-round action, the spell is cast at +1 caster level.
Inhuman Patience: You have learned that time is your ally, not your enemy, and that any task worth performing, is worth performing with excellence. Any time you would be capable of 'Taking 10,' you can take even longer (twice as long as necessary to take 10) to 'Take 12.'
Anticipatory Strike: By pausing and measuring the precise advantageous moment in which to strike, you lend both grace and power to your blows. Any time you take a Delay action to ready an attack, you gain a +1 to attack and damage with the delayed attack.
Dance of Blades: You have learned to take the fantastically intricate sword training of your earlier years and shape it into a dazzling display of martial artistry. You can take Perform (blade-dance) as a class skill, and use it to Perform, using a longsword, short sword, rapier or any special elven sword. When you spend a standard action making an Intimidate check by performing an inhumanly graceful display of swordsmanship, you can make additional Intimidate checks as a free action each round to maintain the effect, so long as you remain within combat and within view of the target. If the effect ends (through a failed check, losing line of sight to the target or a cessation in hostilities) you will have to use another standard action to re-initiate it.
Racial (Elf), Azlanti or Qadiran heritage
Wave-Kissed: Whether due to the blessings of a Marid, elemental ancestry or a connection to the Aquatic Elves or Seaborn Azlanti, you were born in the sight of water, and it is there that you feel your best. You can take 10 on Swim checks (even in dangerous conditions), take the run action when swimming in a straight line, and have a +2 trait bonus to all Swim checks. You can also run on top of water as a double move or run action, but cannot end your action on the water's surface without falling in.
Dwarf
Alehouse Stamina: Your upbringing toughened you against a life of working (or fighting) hard and celebrating harder. You have a +2 trait bonus to Fortitude saving throws vs. the effects of intoxication and to resist the effects of a Forced March or other strenuous exertion.
Gustatory Adventurer: As a child, it seemed that anything that could fit in your mouth went into your belly, and as an adult, you have a reputation for being willing to sample anything, just once. You gain a +2 trait bonus to Fortitude saves vs. ingested poisons and drugs, or any diseases that are contracted from tainted or corrupted food or drink.
Impressive Beard: You always admired the magnificent beards of the heroes of dwarven legend, and strove at an early age to someday match their appearance, if not necessarily their deeds... You gain a +2 trait bonus to Diplomacy attempts against other Dwarves and a +2 trait bonus to Sleight of Hand checks to conceal one size Tiny item within your magnificently coiffed beard.
Gnome
Alchemical Specialist: Your alchemical training included such a strict focus on a single concoction, that sometimes you feel like it's all you really know how to do. You gain a +3 trait bonus to Craft (alchemy) checks when crafting one particular alchemical preparation (alchemist's fire, or antitoxin, for instance).
Animal Fancier: You have always had a particular fascination with one type of animal, and lucked into an apprenticehip working with an animal handler of exactly that sort of beast. Sometimes you feel as if your chosen animal type understands you better than your own kinfolk. You gain a +2 trait bonus to Handle Animal (or Wild Empathy) checks with one particular type of animal, such as dogs, bears, horses, great cats or birds of prey.
The Nose Knows: You were blessed with a prodigious schnozz, and, all the better, it's actually quite sensitive. You gain a +2 trait bonus to Survival checks to track or forage, so long as your sense of smell could be a factor (in identifying edible foodstuffs / potable water, or following tracks).
Halfling
Quick Slip: A childhood of pranksterism (or perhaps guerilla warfare?) has left you with an uncanny knack for harrying your quarry while remaining unseen. As a full-round action, you can make a single missile attack, and then make a 5 ft. step while attempting a Stealth check at a -10 penalty. If successful, the target of the attack will not be able to tell which 5 ft. square you stepped into.
Big Courage: You talk tough, for such a little fellow, and have the goods to back up what your selling! One round after succumbing to any fear effect, you can make another save to downgrade it one level. (Panicked to Frightened to Shaken to unaffected)
Small Talk: Below the gaze of the larger races, much information passes, as they glide overhead, oblivious. You have learned to tap into the naturally gossipy nature of some of your kin to garner useful information. You have a +3 trait bonus to Diplomacy checks made to gather information in any town that has an established Halfling population.
Gnoll (or Urgathoan Faith Trait)
Carrion Queen/King: You've always had a strange connection with scavenging creatures, and you've leaned to cultivate this connection to influence their behaviors. You have +2 trait bonus to Handle Animal (or Wild Empathy) checks against carrion-eaters such as hyenas and vultures.
Regional Traits
Racial (Elf), Azlanti or Qadiran heritage
Wave-Kissed: Whether due to the blessings of a Marid, elemental ancestry or a connection to the Aquatic Elves or Seaborn Azlanti, you were born in the sight of water, and it is there that you feel your best. You can take 10 on Swim checks (even in dangerous conditions), take the run action when swimming in a straight line, and have a +2 trait bonus to all Swim checks. You can also run on top of water as a double move or run action, but cannot end your action on the water's surface without falling in.
Osirioni Regional
Relic Broker: You spent your childhood in the souk, running errands for merchants and bringing items and messages from collector to buyer and back again. You have a +1 trait bonus to Appraise checks and Appraise is always a class skill. The bonus is doubled to determine the value of goods of Osirion antiquity.
Tomb Rat: A childhood spent squirming your small body into ruins and collapsed areas to bring back ages-lost items for your tomb raider parents has left you with a +1 trait bonus to Climb and Escape Artist checks.
Tomb Raider: You have learned much of Osirioni trapmaking and you can make Search and Disable Device checks higher than DC 20, but only vs. the traps and hazards found in ancient Osirioni tombs and structures.
Ghul-Touched: You, or perhaps your mother, when she carried you, have felt the touch of the bodiless dead souls that haunt the crypts and desert sands. You have a +2 trait bonus to any saving throws you make versus ability drain from undead or to the check to avoid a negative level becoming permanant.
Pyramid Lore: Having studied the ancient writings of your ancestors, you know Ancient Osirioni as a bonus language, and gain a +1 trait bonus on any saving throws against the magical traps often found in Osirioni ruins.
Blade Binder: You have learned special tactics that allow you to entangle another's weapon within the curves of your own with great skill. You have a +2 trait bonus to checks to bind a blade (see the Pathfinder Chronicles Campaign Setting p 119 for rules on Blade Binding).
Secret of Cool Waters: You have learned a secret technique that allows you to survive the harsh desert heat better than most. These techniques cannot be shared with those not of desert blood, and some say that only the blessings of an Efreet can explain such a property! You have a +2 trait bonus to Fort saves vs. heat exposure and you suffer only a -2 penalty to this check from wearing armor or heavy clothing. On any day in which you wish to benefit from this bonus, you must consume twice your normal daily ration of water.
Sungazer Magician: You have spent many days staring at the sun, sometimes through special cloths, other times reflected in water or mica or special mirrors of brass, seeking to divine the secret mysteries of flame from the dancing spots in your eyes. In the light of the sun, any Fire spells you cast (not those activated from a scroll, wand or other device) have a secondary effect that Dazzles their targets for 1 round per level of the spell. Creatures sensitive to daylight suffer double the penalty.
Faith traits
Purchaser - +1 to Appraise checks and always treat Appraise as a Class skill.
Purveyor - +1 to Diplomacy checks and always treat Diplomacy as a Class skill.
Arbiter - +2 to Sense Motive checks to tell if someone is concealing evidence of committing a crime.
Officiant - +1 DC to Command spells that would result in the target being compelled to obey a lawful order or cease an illegal activity. (Telling a fleeing rogue to 'stop,' for instance.)
Banker's Charge - All of your worn or carried gear gains a +2 trait bonus to saving throws to avoid harm and is treated as if it possessed a hardness 2 greater than normal.
Lawbreaker's Demise - You gain a +2 trait bonus to crossbow damage whenever you take a Readied action to interrupt someone doing something unlawful or any creature with the [Chaotic] descriptor.
Asmodeus
Examiner - +2 to checks to determine if something is a forgery.
Fires of Hell - you gain a +1 trait bonus to damage when using alchemist's fire, a fire spell that requires an attack roll, or a weapon with the flaming or flaming burst property.
Forceful - +2 to Intimidate checks against social inferiors.
Binding Contract - anyone who breaks a contract with you suffers the effects of a Bane spell.
Calistria
Deceiver - +2 to Bluff checks to seduce or betray someone who has wronged you.
Pillow Talk - Gather Information is always treated as a class skill for you and you have a +1 trait bonus to Gather Information checks. [Alternately, always a class skill, and if untrained, you get a +2 bonus to GI checks. No bonus if trained.]
Thrice-Stung: You have always had a temper, and it grows with repeated offense, until it bursts out of you. You receive an automatic attack of opportunity (that does count as one of your attacks of opportunity for the round) whenever someone strikes you a third time in a single combat. Any additional attacks from that foe in the same combat, even if there are three more of them, do not give this opportunity.
Three Stings: Your training focused on the three stings of Calistria, and you learned to correct after each attack, granting you greater potency when you strike a foe two or three times in a single round. When using a whip or any ranged piercing weapon, you gain +1 to damage rolls on a second hit in a single round and a +2 to damage rolls on a third hit in a single round. Additional hits in a single round have no increased effect.
Ascetic Release: You can deny yourself pleasure to contain powerful energies within yourself to tap into later. This practice of temporary self-denial affords you a single use of guidance per day, which can be called upon as a free action at any time, but results in you being fatigued for the remainder of the encounter (or an hour, in a non-combat situation) as you abandon your self-control. This fatigue does stack with other sources of fatigue (even similarly temporary ones, such as that following a barbarian rage, and can leave you temporarily exhausted, or even unconscious).
Wasp Companion: Calistria's favor has come to you in the form of a Calistrian Wasp, unknown among arcanists who do not follow Our Lady of Vengeance. If you have the Arcane Bond feature, you add the Calistrian Wasp to your list of potential familiars. As a Familiar, the Wasp gains an Intelligence score and qualifies for Feats and skills, with Weapon Finesse as it's first Feat. The Wasp grants the user a +3 to Perception checks.
Calistrian Wasp - Tiny Vermin; HD 1/2d8 (2 hp); Init +4; Spd 10 ft., climb 10 ft., fly 60 ft. (good); AC 18 (+2 size, +4 Dex, +2 Natural armor), touch 16, flat-footed 14; Base Atk/Grapple +0/-12; Atk sting +2 melee (1d2-4 plus poison); Full Atk sting +2 melee (1d2-4 plus poison); Space/Reach 2 1/2 ft./0 ft.; SA Poison, SQ Darkvision 60 ft., Vermin traits; Saves Fort +2, Ref +4, Will +1, Str 2, Dex 18, Con 10, Int -, Wis 13, Cha 11; Hide +12, Spot +9, Survival +1*; Poison, injury, Fort DC 10, 1d2 Dex/1d2 Dex (save is Fort based); +8 racial bonus to Spot checks, +4 racial bonus to Survival checks to determine direction / orient itself. +8 size bonus to Hide checks.
Cayden Cailean
Fool's Courage: Everyone is said to be braver under the effects of strong drink, but you take this to a new height, gaining a +1 to saves vs. fear effects for every level of intoxication.
Freedom's Draught: You spent some time in captivity in the past, perhaps even after being drugged and pressed into service on a ship at sea. You have resolved to never let this happen again, and in the course of escaping a lifetime of slavery, developed a +2 trait bonus to Disable Device, Escape Artist or Strength checks to break free of bindings, manacles or restraints. Additionally, these rolls are never penalized by the effects of intoxication.
Desna
Sparkling Travelers: Gazing up at the stars, it sometimes seemed that you could feel them dancing over your palms as your imagination soared. Your spiritual connection to Desna has made this dream a reality. If you are a spellcaster with the use of orisons or cantrips, you are treated as always having dancing lights prepared as an additional zero-level spell, but can only cast it at night. Non-spellcasters or spellcasters who do not gain the use of cantrips (such as Paladins and Rangers) cast the spell at CL 1 up to 3 times per day + 1 / day per point of their Charisma or Wisdom modifier (whichever is better), but can still only evoke the effect at night.
True Dreamer: As long as you can remember, sometimes you would have dreams, and some aspect of them would come true, often days later. Upon joining the clergy, you learned that you would be able to refine this gift. When you become capable of casting the augury spell, you will be able to cast it as a special ritual that requires a full eight hours of undisturbed rest to reveal itself, in the form of prophetic dreams. You add your wisdom score to the chance of an accurate answer, and if the augury pertains to a specific event that occurs within the next day, you gain a +1 trait bonus to attack rolls, skill checks and saving throws during that encounter, if you received an accurate augury, but suffer a similar penalty if the augury failed.
Erastil
Cooperative Strength: You were always a team player, and find that your presence can sometimes make the difference between success and failure, when a group must coordinate their actions. When you use the Aid Other action, you can provide a +3 bonus to your allys attack roll, armor class or skill check, instead of a +2 bonus to the chosen roll. You can also perform an Aid Other action as a move action, but the bonus is reduced to +1.
Provider: Erastil provides, and as a young man in a family with no father to provide for them, you took it upon yourself to be the hunter who brought home game for your family. Those days are past, and your situation has changed, but a youth spent providing for your family has left you with a +4 trait bonus to Survival checks to provide sustenance so long as you have a longbow in hand.
Gorum
Divine Armor: The first time you pulled a mail shirt over your lanky frame, you felt the power coiled within the metal links, as if the heat of the forge and the force of a thousand hammer-blows lay trembling below the surface. As a Cleric of Gorum, you are proficient with heavy armor, but you draw so much inspiration from your worn armor that you suffer a form of Divine Spell Failure equal to 5% per level of the Cleric spell you wish to cast. This divine spell failure is canceled out by the arcane spell failure value of the armor you wear, so that you can cancel out 40% worth of divine spell failure with a suit of halfplate, allowing you to cast up to 8th level Cleric spells with no chance of divine spell failure (and a light or heavy shield can add an additional 5% or 15%, to allow you to cast 9th level Cleric spells).
Gozreh
Waterbearer: You've never lacked for water, no matter how arid the surrounding lands, but it wasn't until you were older that you discovered the secret behind your everfull waterskin. If you are a spellcaster capable of using orisons or cantrips, create water is added to orisons / cantrips known or prepared as a free bonus spell, but is always cast at CL 1. If you are not a spellcaster (or a spellcaster with no access to cantrips / orisons, such as a Paladin or Ranger), you can cast create water three times per day plus one additional time / day per point of your wisdom or charisma modifier (whichever is higher), but still only at caster level 1.
Iomedae
Shining Steel: To your eyes, a blade of steel is more than just forged metal, it is a beacon of honor, a symbol of justice and a standard of chivalry. By focusing on this faith, you can cast light on a longsword in your own hand as a full-round action at will. The light extinguishes immediately if the weapon leaves your hand (or is sheathed). The effect persists as if you cast it at your caster level, or caster level 1, whichever is higher.
Irori
Knowledgeable Fist: Your training included much lore, which you have been schooled to apply in martial practice by studying the fighting style of your opponent and applying precisely matched techniques to devastating effect. By spending a single round within melee range of a target taking no offensive actions and making an appropriate Knowledge check (local for humanoids, arcana for dragons and magical beasts, etc) at DC 15, you can gain mystical insight sufficient to add +1d6 precision damage to a single attack on that studied target in the next round. While you cannot take any offensive action during your round of study, you can take the Aid Other action to assist an allies attacks.
Lamashtu
Favored Cousin: Your cult upbringing has brought you into contact with many servants of Lamashtu, some fair, some foul. You gain a +1 to Diplomacy or Intimidate rolls when interacting with Demons, Gnolls, Goblinoids or Minotaurs and you can learn Abyssal, Gnoll or Goblinoid with your bonus languages, regardless of your starting race or class.
Method in the Madness: Growing up around users of exotic drugs and mind-blasting practices, you have learned to subtly influence those around you whose wits are addled. When you cast lesser confusion, you can enhance the effect by concentration, expending your move action for the round of casting to require the subject to roll twice for the effect, and performing the action of your choice. When you cast confusion, you can attempt to do the same, expending your move actions to maintain this directed confusion on a single target in the area of effect, or requiring full concentration (no actions at all, other than a 5 ft. step each round) to force all afflicted to roll two times and perform the action of your choice.
Nethys
Iron Handed: The 'iron-handed' monks who took you in revered Nethys as both Destroyer and Protector. You gain a +1 trait bonus to damage rolls on attempts to Sunder and +1 trait bonus to your Armor Class when Fighting Defensively, using Total Defense or Combat Expertise.
Arcane Channeling: You can expend a use of Channel Energy as a move-equivalent action to increase the caster level of the next spell cast in that round. For every 1d6 of Channel Energy you are capable of releasing, the caster level of the affected spell is increased by 1, but no spell can be increased by more caster levels than the spell level of the spell itself.
Minor Magic: Magic has always surrounded you, filling your life with glamor and wonder. You can spontaneously transform any 0-level spell into a prestidigitation spell as a full-round action, cast at your full caster level. If you do not have any 0-level spell slots, you can still cast prestidigitation as a full-round action three times / day, plus once per day for every point of your wisdom or charisma modifier (whichever is higher). In this latter case, the spell is cast at caster level 1.
Special: Minor Magic is also available as a Magic Trait.
Arcane Savant: Your studies included endless cataloging of minor magical trinkets and enspelled texts and curios for the collector you studied under. Through dint of endless repetition and tiresome experience, you gain the 1st and 2nd rounds equivilance of information on the 1st round of viewing an item using any detect magic spell that have you personally cast.
Mixologist: Raised in a 'brewery' of sorts, your mentor often tested new potion formula on you before declaring them fit for sale. You have learned to concentrate and savor the potency of potions you consume as a result of this unusual experience. Any potion you consume affects you as if it were prepared at +1 caster level.
Rovagug
Adept of Destruction: Everything dies. You have leaned the not-so-gentle art of tearing things apart and gain a +1 trait bonus to damage on Sunder attempts, or when striking to damage unliving objects (including Constructs, but not Undead).
Urgathoa (or Gnoll Racial Trait)
Carrion Queen/King - You have +2 to Handle Animal (or Wild Empathy) checks against carrion-eaters such as hyenas and vultures.
Urgathoa
Children of the Night – summon monster, summon nature's ally or summon swarm spells that you cast to summon bats, rats and wolves (including fiendish or dire versions thereof) are at +1 caster level.
Achaekek
Red Mantis Rend – when you score a critical hit with a sawtooth sabre, you tear the jagged edge of your sword in such a way as to inflict 2 additional points of damage. Note that this trait does not give proficiency with the sawtooth sabre.
Alseta
Guardian at the Threshold – when you take the Fighting Defensively or Total Defense action while standing in a doorway or threshold, you add an extra +2 to your armor class, and you gain a +2 trait bonus to the attack rolls of any attacks of opportunity you make.
Brigh
Secret of Making – you gain a +5 trait bonus to craft checks to determine how long it takes to craft material. This bonus is only added to a successful roll, to indicate the amount of crafting completed, and cannot be used to succeed a check that would otherwise have failed.
Kurgess
Will to Win – you have a +1 trait bonus to saves vs. fear, and a +2 trait bonus to any contested skill or ability check.
Naderi
Neriad's Succor - You can hold your breath for the normal 2 x Con rounds, and choose to share that ‘breath’ with another as a standard action via a kiss. You can transfer any number of rounds you have remaining with a single kiss. If the subject is already suffocating / drowning, they gain a temporary reprieve, but automatically fail the DC 10 Con check and begin suffocating / drowning again when your loaned breath expires. You can kiss an unconscious person, and they stop drowning for the duration of your loaned breath, even if they are not capable of consciously holding their breath, but a disabled person will continue to suffer hit point loss, if they are not stabilized. You cannot use this ability if you are under the effects of water breathing, as your lungs are filled with water, not breath.
Sivanah
Spectral Dancers – you gain two additional uses of the Copycat ability from the Trickery Domain. If you do not have access to the Trickery Domain, this trait has no effect.
Zyphus
Tragic Circumstances – whenever a foe rolls a natural 1 to strike you, he instead strikes himself with that attack. This only happens once per day, and affects the first such instance, even if you would prefer to save it for later.
Osirioni Faith Traits
Apep's Lieutenant - Whenever you use a Summon Nature's Ally or Summon Monster spell to summon a Snake (Viper or Constrictor) or Crocodile (normal or Giant), whether mundane or augmented by the Fiendish template, you gain the ability to communicate with the creatures summoned as if you shared their language. If you use an additional material component of wand to staff sized sticks of wood, for snakes, or planks of lumber or logs, for crocodiles (all of which must be within touch range and unattended and not part of a structure, if not necessarily carried on the casters person), the spell's duration increases by one minute.
Khepri's Blessing - You have received an unusual blessing, and the servants of Khepri respond to your call. Whenever you cast a Summon Monster spell (as an arcane or divine spell) to summon one or more celestial giant fire beetle, celestial giant bombardier beetles or celestial giant stag beetles, you extra rounds of duration equal to the level of the spell, and you can command the creatures as if you spoke Celestial even if you do not.
Special: If you are a druid, you add Giant Fire Beetle, Giant Bombardier Beetle and Giant Stag Beetle to your Summon Nature's Ally I, II and V lists, respectively, and gain the same duration bonuses above, but you do not gain the ability to communicate with them in Celestial.
Venom of Wedjet - As a standard action, you can spontaneously convert (and cast) any divine or arcane spell of at least 1st level into a 1st level Close range ray spell that produces a gout of blinding venom. It's effects are the same as Color Spray on the single target struck, but the spell is Conjuration, and it's saving throw is Fortitude based. A spell higher than 1st level can be spontaneously converted into a metamagic enhanced version of the spell as a full-round action, if the appropriate metamagic feat is known.
Elves of Golarion Faith Traits
Findeladlara
Eye of the Artisan - You gain a +1 trait bonus to Knowledge (architecture & engineering checks) and a +2 trait bonus to Appraise checks to determine the quality / value of art objects.
Ketephys
Huntsman's Eye - You have spent long years practicing the arts of striking the vital spots of prey that is not aware of your presence. You gain a +2 trait bonus to bow damage on any target that is flat-footed or denied it's Dex bonus against your attack. This is treated as precision damage.
Faithful Companion - You are treated as 2 levels higher in any class that grants Summon Familiar or Animal Companion (but no higher than your character level), so long as the familiar is a hawk or the companion is a riding dog. If you have levels in both sorts of classes, and have both a hawk familiar *and* a riding dog companion, you are treated as 4 levels higher in each class, still up to a maximum of your character level.
Yuelral
Crystallomantic Lore - You can create Ioun Stones as if you possessed the necessary feats and spells (must meet casting level prerequisite). If you have the necessary feats and spells you can craft Ioun Stones at 75% of the cost and in 75% of the time.

Felgoroth |

Fighter training (Combat): You were formally trained at a fighting academy or served time as a soldier in the army. Count half of any non-fighter levels you possess (rounded down) as fighter levels for the purposes of qualifying for fighter-only feats. These levels stack with any actual fighter levels you possess.
I like this 1. It would be interesting to have 1 for each class using some sort of class feature, like 1 for a Bards bardic music, 1 for a Barbarians rage, 1 for a Clerics channel energy, etc. etc. etc. I'd have to see them played before I could say whether or not it would be overpowered though. Also, I'd list my homebrew traits but they're all specific to my homebrew setting and races so I'll spare you guys a bunch of links :P

Bwang |

'Fighter training' works well for me! I'm replacing the set I have that do something like this. Your's is much better written than mine. I have a trait/feat combo that allows up to half your actual Fighter levels as the bonus or all if the feat is taken. Only one may be taken.
I would like to see how you write up a similar trait for some of the other core classes.
As for Set's list...Holy Cow! I gotta cull some of these for my game.

Mikael Sebag RPG Superstar 2014 Top 16 |

Fighter training, in retrospect, is probably better balanced by being more like that trait Magical Knack which is like, 1/2 the effect of the Practised Spellcaster feat for, well, spellcasters.
Fighter training (Combat): *Fluff* . . . You are treated as having two fighter levels (in addition to any you may already possess) for the purposes of qualifying for fighter-only feats. Your effective fighter level cannot exceed your current Hit Dice.
You can really use the Magical Knack trait as the model for most other classes by simply picking a class feature most appropriate to the fluff and balance of the established traits.

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Fighter training, in retrospect, is probably better balanced by being more like that trait Magical Knack which is like, 1/2 the effect of the Practised Spellcaster feat for, well, spellcasters.
Fighter training (Combat): *Fluff* . . . You are treated as having two fighter levels (in addition to any you may already possess) for the purposes of qualifying for fighter-only feats. Your effective fighter level cannot exceed your current Hit Dice.
You can really use the Magical Knack trait as the model for most other classes by simply picking a class feature most appropriate to the fluff and balance of the established traits.
Plus Won!

Knight who says Neek! |

I would go with what I call "Inheritance traits". In fiction there are always objects that get passed down from generation to generation. Note that you dont get the proficiency or skill to use them--that will come from the proper class.
Wizardly Inheritance: Your family have been wizards for centuries. You start play with your father's first wand. It is a wand of magic missile with 2d4 charges left.
Martial Inheritance: You are from a long line of knights and warriors. You start play with a masterwork longsword (+1 to attack) and a well worn but dependable Breastplate.
Elven Inheritance: Although neither an elf or half-elf, your family has befriended the elves for centuries. Upon your coming of age, the Elves have gifted you with a beautifuly carved Composite Longbow (+2 str.
Drunken Inheritance: You pa got you in your first bar fight at 8. You get +1 to damage with improvised weapons and +1 to bluff rolls to feint.