Traits


Rules Questions


Whats the basic scoop on traits? They are essentially minor tweaks to your character to reflect racial, cultural or environmental influences, essentially to add a little individuality and color right? Is there a hard rule on how many a character should have?

Sczarni

Indeed. Be sure to read up on the first three paragraphs in the Advanced Players Guide. Each character gets 2 traits, and each has to be from a separate category.


What Nefreet said.

There is an additional traits feat that can grant more if you are really interested

Sczarni

In the Advice forum there are a few threads dedicated to trait optimization that focus more on the mechanical benefits of traits, if that's what you're interested in. Usually a trait is similar in ability to half a feat, but some are viewed as even more useful, and some builds rely entirely on certain trait interactions.


Ok thanks, I see them as a great tool to help make a character fit a given culture or background. Two seems pretty limiting given the number of racial traits some races get, but I suppose you could get a little crazy with them if not careful.


Also don't confuse race traits and racial traits. Two entirely different things. One is a category you may pick from based on your race; the other is the abilities you automatically get because of your race. Mind you, I might just have reversed them :)

Sczarni

Yes, people get Race traits and Racial traits mixed up all the time.


Lathiira wrote:
Also don't confuse race traits and racial traits. Two entirely different things. One is a category you may pick from based on your race; the other is the abilities you automatically get because of your race. Mind you, I might just have reversed them :)

Right, the things you see under the race's description in the CRB, APG or ARG are racIAL traits. There is a basic set given, the APG and ARG give you alternatives that can be switched out in place of the mainline.

Take the gnome, for example:

Gnome Racial Traits wrote:


+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

These can be modified or exchanged for other racial traits in the APG and ARG section on the gnome race, for example:

Alternate Racial Traits wrote:


Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

...

Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier. This racial trait replaces gnome magic.

...

Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.

...

So, every gnome starts out with the above listed racial traits, those are what makes him a gnome. He could exchange the "Obsessive" racial trait for the "Academician" racial trait to customize his character. He could also trade the "Gnome Magic" racial trait for the "Fell Magic" racial trait, but he could not add the "Magical Linguist" if he already has the "Fell Magic" racial trait because they both replace the "Gnome Magic" racial traits.

Think of racIAL traits as archetypes for your race.

RacE traits come from the New Rules chapter of the APG. (And other places, including the Guide to Organized Play.)

There are 8 categories of traits, you can choose two but no more than one from any category:
Campaign, (In PFS the only campaign traits you are allowed to use are the ones from the Guide to Organized Play associated with your faction.)
Race, (Causing no end of confusion.)
Regional, (Pretty self explanatory.)
Religion, (Associated with a specific deity)
And then four sub categories of Basic traits:
Combat
Faith, (Not to be confused with Religion, these are generic to all the deities.)
Magic
Social

Some examples:

Traits wrote:


Combat Traits:
Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Faith Traits:
Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Race Traits (Gnome):
Only gnomes may select one of these traits.

Animal Friend: You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.

Rapscallion: You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.

Religion
Ear for Music (NG)(Shelyn): You spent countless hours of your youth in one of your goddess’s temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.

So, if you are a gnome fighter who is a worshiper of Shelyn, you might want to take "Rapscallion" (Race) and "Anatomist" (Combat). Or, you could take "Ear for Music" (Religion) and "Sacred Touch" (Faith) since they are in different categories. But you couldn't take "Rapscallion" (Race) and "Animal Friend" (Race) since they are in the same category. (You also might not want to take "Rapscallion" (Race) and "Reactionary" (Combat) because they both give you a trait bonus to initiative and trait bonuses don't stack: You would end up with a +2 bonus to initiative, not +3.)

Think of racE traits as bonus feats that are limited by category.

Again: RacIAL traits are like archetypes for your race, racE traits are like bonus feats limited to a short list and category.

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