
Dabbler |

Here's an idea I am using in my games now. I like traits, and I think they have a place as more than just background. After all, 'background' is 'everything that has happened before' and that includes adventuring career. So rather than starting with one or two, I start PCs with one and then allow them to add one after each significant 'chapter' in the adventure (like each module in an adventure path). This represents personal and background development, much like ordinary experience gains, but can be used to add flavour or other hooks to the character. Players are encouraged to select for flavour rather than effect.

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That's a pretty nifty idea.
I'd probably create a small pool of traits for achievements.
For example:
Kobold Friend
You gain a +1 bonus on Diplomacy and Bluff Checks against Kobolds. Having spent some time with kobolds you have learned some secrets to Trap Making, gaining a +1 bonus on Craft (Trap).
Prerequisite: Must have made peaceful contact with a tribe of Kobolds.
Talented Investigator
You gain a +1 bonus on Perception and Sense Motive Checks. Furthermore you may treat one of these skills as a class skill.
Prerequisite: Must have solved the murder of *IMPORTANT NPC*, and brought the killer to justice (either personally or by testifying at a trial).
Dwarven Defender
You gain a +2 bonus on CMD checks vs Trip and Bullrush effects. Furthermore you gain a +1 bonus on Intimidate checks vs Giants and Goblins, having spent so much time with the Dwarven people some of their prowesses and prejudices have rubbed off on you.
Prerequisite: Must have spent at least (1 to 6) months living in a Dwarven settlement.
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Frankly this is a brilliant idea and I'm swiping it for my Kingmaker game, and makes a perfect solution for what to do with the various achievements I've been giving them.

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I've been doing this already. Just let me find the ones I gave my players... Most of them won't make that much sense unless I write a lot more, but I feel they are still good examples.
The Devoted Husband
Baron Nikolaj is a happily married man, with a beautiful young bride who he is devoted to- the Lady Canachel. He regularly presents her with gifts from his travels, and thinks of her often while off on adventures. His devotion to her grants him a +2 bonus on will saving throws to resist magical compulsion.
Inspired by allowing an ad hoc 'married' +1 bonus againsr the Babao Sith's seductive dancing- this +1 bonus was all that allowed him to pass and he was the only member of the party to do so.
The Informed Advisor
Spymaster Alyan Thalion Edasseril has set up a complex network of agents all over the kingdom of Hirudor. He regularly receives and processes reports of even minor activities in the kingdom and little escapes his notice. He may henceforth treat Knowledge (Local) as a class skill and gains a single rank in Knowledge (Local) skill checks immediately.
Player absolutely loves skills, and as a Spymaster I felt this was a good reward. A rank in the skill rather than a +1 bonus allowed him to use it on the session the trait was granted.
The Militia’s Pride
General Richter Serrow does not yet have an army- but respect for him among the militia and guardsmen for his rare combination of battle prowess and fine leadership has taught Richter to inspire his companions to even greater heights of potency. The attack bonus granted from his Inspire Courage ability is treated as one point higher- as long as Richter is able to roar something inspiring in the heat of battle. The damage bonus is unaffected.
Newer player, not much to go on RP-wise yet but he has high strength and charisma, and was publicly seen slaying the werewolf by militiamen.
The Stubborn Gorumite
Royal Assassin Davor Mason has been hacked at by a scythe tree, suffered numerous doses of poison, taken numerous gaping wounds and has had his blood drained by a vicious but beautiful fey- repeatedly. His stubborn refusal to die has gone beyond even his half-orc heritage, and he has the scars to prove it. Davor gains a +1 bonus to intimidate checks and naturally recovers ability point damage at twice the normal rate.
Hilarity ensued on the session this was granted- he was the target of a random wyvern attack and survived several rakes and a 60 feet tumble from the skies.
The Only Arcanist
Magister Karina mostly just wishes to be left to her studies- but being the only real authority on the arcane in the whole kingdom has been a source of constant irritations and interruptions to her precious work- and worse, she has been forced to have to speak to these peasants to solve their petty problems. The moody witch has been pushed to the very edges of her patience and has learnt to keep an eye out for those visiting her and conceal herself from their meddling. Karina gains a +1 bonus to all concentration checks, perception and stealth checks.
Player is my gf, due to general shyness and english not being her first language shes quite passive as a character- we decided that with 7 charisma and her background she is generally grumpy and doesn't care much for anyone. Class is Witch.

Astrolabe |

Here's an idea I am using in my games now. I like traits, and I think they have a place as more than just background. After all, 'background' is 'everything that has happened before' and that includes adventuring career. So rather than starting with one or two, I start PCs with one and then allow them to add one after each significant 'chapter' in the adventure (like each module in an adventure path). This represents personal and background development, much like ordinary experience gains, but can be used to add flavour or other hooks to the character. Players are encouraged to select for flavour rather than effect.
Dabbler,
That's an awesome idea. I'm always impressed by how creative the community is, I'll be running this by my DM if you don't mind :D