Guide to the very best traits


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Scarab Sages RPG Superstar 2015 Top 32

Huldra's Luck is interesting, particularly paired with Fate's Favored


Every grappler wants: Serpentine Squeeze: CMB & CMD for grapple get a +1


StreamOfTheSky wrote:

Yeah, I can't believe I forgot Finding Haleen. I just always kind of assume no sane DM would allow it and thus don't think about it.

By RAI, it's giving you either Toughness or +1 skill point per HD (no feat for that).

By strict RAW, it's actually giving you BOTH. On top of the normal favored class bonus. Read it carefully.

Crazy.

Ok, yeah I looked that up. No way would I allow that in any other campaign. In LoF, ok since it is part of the published AP. But sheesh. I think I'd give up 2 std feats for that.


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I prefer the use of the Ultimate Campaign Background Generator to provide a player with a list of available traits for their PC.

Lantern Lodge

stuart haffenden wrote:
Secane wrote:

What about Dangerously Curious?

Dangerously Curious- You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

The OP isn't including any +1 to a skill traits.

I agree with you however, this trait grants access to every wand on every list. Furthermore scrolls are possible at higher DC's. This trait is worth way more than one feat and should be included on its merits.

My Paladin had a hard time choosing between Dangerously Curious and Magical Knack. Went with Magical Knack in the end, due the boost it gives many Paladin spells.

Still pumping points into UMD. It is just too good a skill to pass up on.


nate lange wrote:
that's exactly the point... you're not raging anymore- the trait extends the morale bonus, not the effect which creates it (which is why you stop taking the AC penalty).

Actually, re-read the benefit...

Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

It does not say the bonus persists, but the effects (which cause the bonus) persist. Pretty much the exact opposite of what you said.


Hmm. Would that mean it extends battledance (from dervish bards) as well? By the same reasoning, you extend the effect not the bonuses.


137ben wrote:

Have you considered extremely fashionable?

It's an equipment trait, so there is minimal competition. It gives a flat bonus to THREE common social skills whenever you are wearing pretty much any magic item.

Asking again...


137ben wrote:
137ben wrote:

Have you considered extremely fashionable?

It's an equipment trait, so there is minimal competition. It gives a flat bonus to THREE common social skills whenever you are wearing pretty much any magic item.
Asking again...

So, I've been busy with school lately, but the last traits are coming. Probably next week.

Extremely Fashionable won't be among them, because a +1 bonus to three different but overlapping skills is just not good enough.


I don't think I'd call them overlapping; complimentary would be a better adjective imo.


Adding Alluring back to the guide.

Dark Archive

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Pupsocket wrote:
137ben wrote:
137ben wrote:

Have you considered extremely fashionable?

It's an equipment trait, so there is minimal competition. It gives a flat bonus to THREE common social skills whenever you are wearing pretty much any magic item.
Asking again...

So, I've been busy with school lately, but the last traits are coming. Probably next week.

Extremely Fashionable won't be among them, because a +1 bonus to three different but overlapping skills is just not good enough.

No, it's really good. Also, you are Extremely Fashionable. My Bard has it but then again he is Absalom's trendiest hipster (Get Sleeves of Many Garments if you are lazy, wow the ladies).

Omen is one of those traits worth making a build on. +1 to Intimidate in class but you get to demoralize something once a day as a swift. Forget it being a class skill, have this as a Barbarain and Intimidating Prowess and you have a punishing beginning to an attack routine. Do it during your charge.

Blood of Pharoahs from People of the Sand is +1 Will, +1 Nobility in class and a choice of an ancient language. It's a whole bunch of odd stuff but why not? It's better than +1 Will which is a superb trait anyway.

Trap Finder from People of the Sand gives +1 Disble Device in class and... Allows you to stop magical traps, just like a rogue. Yes, it is an entire class feature for a trait.

!

Dark Archive

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Bastards of Golarion has many strong traits:

Quote:

Adaptable Flatterer

Category Race
Requirement(s) Fetchling
A life spent avoiding racial mistrust has taught you to humor others effectively when it is useful to do so. You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you.

Any rogue will want to take this.

Quote:

Azlanti Inheritor

Category Race
Requirement(s) Gillman
You have prominent Azlanti features, which you can use to inspire confidence in your allies. Whenever you use the aid another action to aid an adjacent ally, increase the bonus you grant your ally by 1. This is a trait bonus.
Quote:

Creative Manipulator

Category Race
Requirement(s) Changeling
Once per day, you may reroll a Charisma check you just made. You must take the result of the second roll, even if it is worse.
Quote:

Curse in the Blood

Category Race
Requirement(s) Skinwalker
You gain a +1 trait bonus on saving throws against curses. You treat your caster level as 1 higher when casting spells and spelllike abilities with the curse descriptor (Pathfinder RPG Ultimate Magic 137, 251).
Quote:

Fiery Glare

Category Race
Requirement(s) Ifrit
You can use your unearthly nature to frighten others. You can always take 10 on Intimidate checks, even in combat.

Skill Mastery

Quote:

Finish the Fight

Category Race
Requirement(s) Half-Orc - Orc-Raised
You’re at the bottom of the pecking order, so when you challenge that order, your victory must be absolute. You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.
Quote:

Martyr’s Blood

Category Race
Requirement(s) Aasimar
You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism. As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.

Would probably be better without Finish the Fight.

Quote:

Overwhelming Beauty

Source Bastards of Golarion pg. 21 (Amazon)
Category Basic (Magic)
Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Too bad Mongrelfolk aren't a player race ...

Quote:

Undead Slayer

Category Race
Requirement(s) Dhampir
Filled with wrath against the monsters whose unclean blood makes you an outcast, you gain a +1 trait bonus on attack and damage rolls against undead creatures.

Far better than the Religion Trait of the same name.

Quote:

Undine Loyalty

Category Race
Requirement(s) Undine
You learned early on that teamwork can help keep you safe from troublemakers. Choose one teamwork feat (Pathfinder RPG Advanced Player’s Guide 150) that requires an ally with the same feat to be adjacent to you. You may benefit from that teamwork feat as long as you have an ally within 10 feet of you (though your ally does not benefit from the teamwork feat unless it also has this trait or a similar ability).

Outflank + Paired Opportunist.

Thanks to Nethys for listing them.

Shadow Lodge

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I know you've already done Ultimate Campaign, but Unscathed is really fun on a character with multiple minor energy resistances. Put it on a Suli and they have Resist 7 Acid, Cold, Fire, and Electricity. This means complete immunity to most environmental energy damage (free permanent non-dispellable Endure Elements!) since everything other than lava and immersion caps out at d6 damage. So feel free to casually stroll through a forest fire or use acid as a pleasant facial scrub.

It's also perfectly useful to noncasters so it's not in as stiff competition with most Magic traits.

StreamOfTheSky wrote:

You seem to have bought into the belief that traits are just interesting little flavor details to flesh out a character.

Rather than the wildly imbalanced mechanical mess they are, where one trait can be literally useless and another can be better than a feat. Some traits are so unique and strong that entire builds HINGE upon them.

I think they were intended to be interesting little flavor details...


Will update this week. Thank you for the contributions.


Pupsocket wrote:
Will update this week. Thank you for the contributions.

So, that didn't happen. the guide is not dead yet, though; expect an update when I get my hands on that elemental bloodline book.


The saves section really needs to include Irrepressible. Using your Charisma instead of Wisdom for the most common forms of will saves is an enormous benefit for the vast majority of Sorcerers, Oracles, Bards and Paladins. You can easily be looking at a 10 point swing for a charisma focused character at the mid levels.


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The Amanandar regional trait Militia is one I've grown pretty fond of. If you're going to play a flanker, if your party knows how to position themselves well in combat, and especially if you have some kind of combat pet, an extra +1 to hit is nice for any melee type. Particularly nice for those 3/4ths BAB flank-seeking classes, and no restrictions on weapons like Weapon Focus. For anyone who's going to take the Gang Up feat, this is an especially juicy trait.


http://www.d20pfsrd.com/traits/regional-traits/community-minded

Quote:

Community-Minded (regional - Rahadoum)

Benefit(s): Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.

I consider this to be superior to Optimistic Gambler because it's not a campaign trait, so therefore won't compete with any other traits should you be playing something other than Second Darkness. Plus it effects all your friends and not just you (FAQ defines you as your own ally). And I like the guarantee of a multi-round extension. ;)


And NOW it's updated.


Updated again.


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Another one: Boar Resilience

Quote:

Prerequisite(s) Wereboar-kin

Benefit(s) You are unimpaired by being at exactly 0 hit points. In addition, you can ignore the Endurance prerequisite for the Diehard feat.

Take adopted to get around the prereqs, and you can circumvent the feat tax on Diehard, presuming you didn't want to sleep in armor. Plus, even if you wanted Endurance for other reasons, the trait is still useful on its own.


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Affable (Champions of Purity): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Two great class skills for the price of one.

Sovereign Court

El_Jefe wrote:

Affable (Champions of Purity): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Two great class skills for the price of one.

Whoa, that's ridiculously good. I've been in scenarios where halving the gather info time alone would be worth a trait.


Blood of Dragons (Ultimate Campaign): Benefit: gain low-light vision

Sovereign Court

But LLV is a blehg ability. How often do you see variable light radius calculations actually being used?


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Ascalaphus wrote:


Whoa, that's ridiculously good. I've been in scenarios where halving the gather info time alone would be worth a trait.

Yeah. Most of the classes have one or the other as class skills, but for classes like Sorcerers that don't it's great.

Mother's Rage: You receive a +1 trait bonus on Survival checks, and you treat your caster level as +1 higher when summoning creatures.

This trait loses steam over time, but it makes low level summoning viable, especially in combination with Acadamae Graduate.


There are two traits that I used for my Zen Archer Monk that are very situational, but that I find work quite well for my character.

The first is Wisdom in the Flesh. It allows you to substitute your WIS modifier for the physical modifier (STR or DEX) for any one skill and make it a class skill. Good for something like Disable Device if you want to make your monk the backup skill monkey and make it less MAD.

The second is an Aasimar racial trait Enlightened Warrior. This allows you to keep taking monk levels with a N or NG alignment. This comes in very handy if you want to take levels of something like barbarian. I took Serene Barbarian (3rd party) and I find that the two classes go quite well together. Now, it could be argued that I shouldn't be required to use that trait for that class, but my DM didn't feel like debating it at the time and neither did I. There are lots of interesting applications for it though.


CKorfmann wrote:


The first is Wisdom in the Flesh.

This one is in the guide already.


El_Jefe wrote:
This one is in the guide already.

I thought it might be. Sorry, I didn't take the time to look over them all first.


my favorite = wisdom in a flesh .


Pathfinder Adventure, Adventure Path, Lost Omens, Pawns, Rulebook Subscriber
StreamOfTheSky wrote:
Fate's Favored: +1 to all luck bonuses. Amazing with Archaeologists, Halflings, tattooed Half-Orcs, or anyone wearing a Jingasa of the Fortunate Soldier and/or using a stone of good luck. [Faith, Anyone]

Why halflings, particularly?


Adaptable luck is a luck bonus for halflings.

prototype00


StreamOfTheSky wrote:
Fate's Favored: +1 to all luck bonuses. Amazing with Archaeologists, Halflings, tattooed Half-Orcs, or anyone wearing a Jingasa of the Fortunate Soldier and/or using a stone of good luck. [Faith, Anyone]

dont forget destined bloodline bloodragers--they get a level-scaling luck bonus to AC and saves.

A halfling bloodrager using the bloodrager FCB ends up with a hilariously high AC against anything medium-sized or bigger(see: pretty much everything in the game)

Silver Crusade

Pupsocket wrote:

I'm going to compile a list of the very best traits, and I'll be happy to take suggestions.

The benchmark I'm going for is "unique ability" or "better than half a feat". Conditional bonuses - with the conditions being outside the player's control - will be rated very low.

"+1 to skill X and it's now a class skill" won't be in the guide. They're good traits, but they're a subject all of their own.

I'm going with RAI over RAW. See First Memories - by a mechanistic reading, it will give you an additional set of SLAs if you've traded away Gnome Magic for Magical Linguist, but that's not the interpretation I'll be assuming.

Magic Traits:

Beast of the Society: For a level 4 or 5 Druid, doubles your one daily Wild Shape.

Gifted Adept: +1 CL is a useful boost. Not a Trait bonus, for purposes of stacking.

Havok of the Society: 1 point of force damage is very useful to ensure that a "rider" effect on the spell works.

Magical Knack: The +2 CL for multiclassed characters.

Magical Lineage: The -1 SL adjustment for metamagic.

Naturally Gifted (Gnome): An additional daily use of one racial SLA, floating. Very useful in some builds, like low-level Summoners.

Two-World Magic: Mostly used to get Touch of Fatigue for a Magus, but has other uses.

Faith

Birthmark: +2 vs charm and compulsion is probably more than 50% of Iron Will. An holy symbol that's concealable, theft-proof, disarm-proof and sunder-proof is just gravy.

Unnatural Presence (Old Cults): Intimidate vs vermins, animals.

Combat

Accelerated Drinker: Even with all the limitations, it's an action economy booster.

Armor Expert: Useful for offsetting non-proficiency penalty as well.

Bullied: +1 on unarmed AoO. Marginally worth it for specialized builds, for example Snake Fang, but not as a general ability.

Defender of the Society: Trait bonus to AC all the time? Nice.

Dueling Cloak Adept: Specialized, but...

Don't forget Quan Martial Artist! That +1 Damage with Unarmed Strikes goes a long way when being a Weapon Finesse build. It makes the early levels suck less.


Is Trap finder not on this list?


How about Power of Suggestion? It lets you mind screw people into believing you over their own eyes, and it uses flat DCs; same difficulty to mind screw that god as a peasant. Even checks with multiple similarity issues can be trivial with bluff focused characters.

Don't have an invitation to the high society dinner, but you do have any piece of paper? DC 20 check, even if they have a level 20 inquisitor with max ranks of Sense Motive as a door man.

Want to bring all your highly dangerous looking weapons and armor inside? Check DC 25-40 depending on DM. No, this isn't full plate it is a tuxedo and this is not a still bloody battle axe, it is my umbrella. Just be prepared to have to explain this to everyone around you every minute or so.

Guard: "Halt criminal scum, drop your weapons! Wait, what was that? I'm so sorry sir, I guess it was just a trick of the light again. Please forgive us."


I couldn't find Sound of Mind on your list. It boosts Will saves by +2, but only mind-affecting ones.

I cross referenced spells that offer a will save that isn't mind- affecting. I had a tough time finding any that worried me. Most of them are illusions. The nastiest illusions (color spray, phantasmal killer, rainbow pattern) actually are mind-affecting.

The Exchange

Tin Foil Yamakah wrote:
Regional: wayang spellhunter

after seeing so many (nearly 100?) topics/posts in the message boards about how the Wayang Spellhunter trait is the best thing since buttered bread..

I had to do some searching to discover what it is all about
(because I'd like that advantage too!)

It turns out that it is NOT an all inclusive thing like Magical Lineage is..

PZO9421 Dragon Empires Primer wrote:

The following are regional traits for Minata.
Belem Pirate: The hidden coves and bays of the island
of Belem have been your home throughout most of
your career as a pirate, and the winding waterways of
Minata have trained you well in the art of sailing. You
gain a +1 trait bonus on Knowledge (geography) checks
and Profession (sailor) checks, and one of these skills
becomes a class skill for you.
Wayang Spellhunter: You grew up on one of the
wayang-populated islands of Minata, and your use of
magic while hunting has been a boon to you. Select a
spell of 3rd level or below. When you use this spell with a
metamagic feat, it uses up a spell slot one level lower than
it normally would.

Essentially having this trait is derived from choosing your character's background as having come from living your whole life as a pirate, on an island, from a land which is basically the in-game equivalent of China, on the other side of the planet from the Inner Sea.


Achaicus wrote:
Tin Foil Yamakah wrote:
Regional: wayang spellhunter

after seeing so many (nearly 100?) topics/posts in the message boards about how the Wayang Spellhunter trait is the best thing since buttered bread..

I had to do some searching to discover what it is all about
(because I'd like that advantage too!)

It turns out that it is NOT an all inclusive thing like Magical Lineage is..

PZO9421 Dragon Empires Primer wrote:
<snip>
Essentially having this trait is derived from choosing your character's background as having come from living your whole life as a pirate, on an island, from a land which is basically the in-game equivalent of China, on the other side of the planet from the Inner Sea.

Well, that IS my backstory. And I didn't even know about this trait then.

/cevah, from a northern Minata island.


First of all; GREAT THREAD. Secondly, I was reading through Campaign Traits the other day and saw this:

Quote:

Serpent Runner [Link]

Source Varisia, Birthplace of Legends pg. 31 (Amazon), Shattered Star Player's Guide pg. 5
You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you’ve pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent’s Run:

•Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower.
•When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.
•You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

I especially like the bolded option. It makes TWF a much more viable option for Rogues starting at 1st level. Take this trait and the Weapon Focus feat and you can TWF with no penalty to your primary weapon and only a -1 to your secondary weapon (assuming you use twin weapons).

Also very cool for the TWF Fighter Archetype. They can take the TWF with two One Handed Weapons option and still have no penalty on their primary weapon and only a -1 on the secondary weapon.


I think Fed-Up Citizen from Hell's Rebels deserves a mention. Skill trait for Disguise, it helps hide you from Detect Law and Detect Good, *and* +1 on saves vs. mind-affecting

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