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Nobody's mentioned one of my favorites: Charlatan (gnome racial trait). Burn a spell or a spell slot, and instantly gain a one-time bonus on a Bluff check equal to the level of the slot or spell you've burned.

Doesn't sound amazing at first, but if you're a high-Cha spontaneous caster, and you're in town or at the Duke's dress ball, you're probably sitting on a big pile of unused spell slots. And sometimes you just want to tell an amazing, outrageous lie and have it be believed...

Doug M.


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Athaleon wrote:

Student of Philosophy, Bruising Intellect, Clever Wordplay: Moving CHA-based skills to INT.

Wisdom in the Flesh: Moves a STR or DEX based skill to WIS.

Along these same lines (and printed after the post I'm quoting) I really like the flavor of "Voices of Solid Things" which lets you move a non-knowledge INT-based skill to CHA. I really like the flavor of "figuring out how to pick this lock by listening to what it has to say to you."


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PossibleCabbage wrote:
Athaleon wrote:

Student of Philosophy, Bruising Intellect, Clever Wordplay: Moving CHA-based skills to INT.

Wisdom in the Flesh: Moves a STR or DEX based skill to WIS.

Along these same lines (and printed after the post I'm quoting) I really like the flavor of "Voices of Solid Things" which lets you move a non-knowledge INT-based skill to CHA. I really like the flavor of "figuring out how to pick this lock by listening to what it has to say to you."

Love the trait. Brevoy Bandit is nice too. Pick a Profession skill and have it use an ability other than Wisdom! I find it amusing that a barbarian can rage to get a bonus on his strength based profession [cook]! HULK SMASH POTATOES!!! ;)


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Second vote for Blade of Mercy.

+1 damage from a trait, compatible with a greatsword (or any other slashing weapon,) AND you get to do nonlethal damage with no penalty? Love it.


Larger than Life seems like a real good trait if you are playing a gunslinger, especially since it can stack with other intimidate traits.

The only problem with it is that its combat for some reason.


Omnitricks wrote:

Larger than Life seems like a real good trait if you are playing a gunslinger, especially since it can stack with other intimidate traits.

The only problem with it is that its combat for some reason.

It's a crying shame, especially since there are two amazing traits (Never Stop Shooting and Roving Range) competing for the same slot.


Dot for interest


In 3.5 Arcane Thesis did the same thing as Magical Lineage/Wayang Spell Hunter.

Except that you had to be at least 5th level due to the skill prerequisites and it cost you a feat.

As for traits, I am a big fan of Extremely Fashionable since it gets you a +1 on all 3 party face skills (Intimidate, Diplomacy, and Bluff) and it let's you pick one as a class skill. It only applies when you have sufficiently priced clothing on, i.e. any time after level 1. Also it's an Equipment trait so you can still take a Social. It's my go to for anyone that has to do face stuff.

Toilcrafter does the same thing as Master Craftsman in a limited capacity, but for characters that get class abilities like Divine Bond, Arcane Pool, or Warrior Spirit, they give no craps.


PossibleCabbage wrote:
Athaleon wrote:

Student of Philosophy, Bruising Intellect, Clever Wordplay: Moving CHA-based skills to INT.

Wisdom in the Flesh: Moves a STR or DEX based skill to WIS.

Along these same lines (and printed after the post I'm quoting) I really like the flavor of "Voices of Solid Things" which lets you move a non-knowledge INT-based skill to CHA. I really like the flavor of "figuring out how to pick this lock by listening to what it has to say to you."

It's also a godsend for Sorcerers.


Ventnor wrote:


Regional Recluse - I can think of no other trait that gets you Light Shield proficiency. Get a mithral shield, and you have a fairly decent way to boost an arcane spellcaster's armor class. Just any shield can be handy to help a Psychic's AC.

Shoanti Tatto gives you that plus Earthbreaker and Bola.


If you happen to use improvised weapons, Surprise Weapon is a must have. Plus two to attack rolls!

I had a pretty neat concept for a shovel-using eldritch knight with arcane strike to get past DR.


Dragonamedrake’s Guide to Traits while dated, gives a very good breakdown of trait utility. Anyone up for updating it?


Imbicatus wrote:
Bomanz wrote:

Shrouded Casting.

Wizards LOVE being Sorcerers for 1 school.

It's actually pretty bad since you could just take eschew materials. Traits are supposed to be half the power of a feat. This is 1/8th the power of a feat.

On the other hand, if you're a feat-starved non-sorcerer spontaneous caster (or a sorcerer archetype that traded Eschew Materials away) with a majority of your spells in one school, then this can cover more than half your spells...


PossibleCabbage wrote:
Athaleon wrote:

Student of Philosophy, Bruising Intellect, Clever Wordplay: Moving CHA-based skills to INT.

Wisdom in the Flesh: Moves a STR or DEX based skill to WIS.

Along these same lines (and printed after the post I'm quoting) I really like the flavor of "Voices of Solid Things" which lets you move a non-knowledge INT-based skill to CHA. I really like the flavor of "figuring out how to pick this lock by listening to what it has to say to you."

:( linguistics isn't on the list


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If you are doing kingmaker....

Quote:

Weapon Training

http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Weapon%20Trainin g

Source Inner Sea Races pg. 196
Category Race
Requirement(s) Human - Ulfen
As soon as you were old enough to hold it, you were trained to defend yourself with traditional Ulfen weapons. You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

And...

Quote:

Sword Scion

http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Sword%20Scion

Source Kingmaker Player's Guide pg. 12
Category Campaign
Requirement(s) Kingmaker
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Grab a longsword. You now have +1 to hit, +1 damage and +1 CMB with it.

Also grab a longbow. You have +1 damage with it, if you need to reach out and touch someone.

And if you find a magical weapon that isn't a longsword...well, you'll probably still get the +1 damage.


Any new good ones?


Eyebiter mesmerists rejoice- there is a trait in Wilderness Origins ("tundra walker") that makes you immune to dazzled!

No need for extra eyes, your time on glaciers has made you ace at squinting.

Also of interest to people who want to play Caligni and other darklands folk, assuming you can justify how your darklands person ended up on the crown of the world (IIRC one of the Pathfinder novels implies there is an entry point to the Darklands around there, and doors go both ways.)


Not new ones, but didn't see them mentioned earlier.

Power of Suggestion - This trait gives you the ability to make observers believe one object is another, at a fixed DC. Used correctly, you can make outrageous lies that don't depend on any opposed check. The most straightforward use of this trait would be to "create" legal documents on the fly.

Resilient Martyr - Triples healing done from total bed rest, which means tripled healing with the Heal skill unlock. Becomes ridiculously great for someone using Healer's Hands.


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Inspiring [Quests & Campaigns] Std action, grant +1 morale to an ally within 30’ who can see & hear me. Ally can use it on any d20 before your next turn. Cannot use on self. Can only benefit once/24 hours. Useful for that out-of-combat roll: disabling device, dispel magic, remove disease, etc.

Kin Guardian [Ult Campaign] Your Aid Another to assist AC yields an additional +2 for members of your family. Great for Bodyguard characters who are into adoption.

Vandal [Heroes of the Wild] +2 Strength checks to break objects; and ignore 2 hardness when damaging an object with a weapon, natural weapon or unarmed attack. For your non-roguey breaking & entering characters.

Tireless [Exchange, PFS Guide] +1 HP. And other stuff of minimal concern. Take this at first level for survivability. Retrain at second level.

Inspired [Ult Campaign] 1/day roll twice & take the better for any skill or ability check. Initiative! Day job!

Priest-Blessed [Faiths and Philosophies] 3/day when targeted by a harmless divine spell, +1 CL as it relates to me. For that self-buffing divine caster.

Strength of Submission [Divine Anthology] Razmiran. +1 trait HnD when affected by a [compulsion]. Examples: Aid, Abadar’s Truthtelling, Bane, Bless, Confusion, Good hope, Heroism, Greater heroism, Prayer, etc.

Desperate Focus [] or Focused Mind [APG] +2 Concentration checks (not just casting defensively).

Havoc of the Society [Faction Guide] Whenever you cast a spell that deals damage, +1 force damage. Useful for when you have a rider effect that takes effect upon damage, but the target just may be immune to the primary damage. E.g. Dazing fireball.

Less Effort [Agents of Evil] Select one abjuration or transmutation spell on your spell list. +2 CL when you cast it, or it is cast on you. I'm fond of pairing with Shield of faith or Prot/evil.

Magical Knack [APG] +2 CL in one class, max your current HD. (Great for multi-classing, Paladin, Ranger, Bloodrager)

Transmuter of Korada [Champions of Purity] +1 CL Transmutations. 1/day Extend a stat buff spell (e.g. bull’s strength).

Unscathed [Ult Campaign] Each type of Energy resistance you have (if any) increases by 2 points. Suli, Tiefling, Aasimar! Oracle of the apocalypse!

(Azlanti) Enduring Spellcraft [Inner Sea Races] +1 CL for duration only.

(Dwarf) Tunnel Fighter [Ult Campaign] While underground, +2 Initiative & +1 weapon damage for crits (multiplied). For your characters built for extended dungeon crawls - Emerald Spire.

(Half elf) Bifurcated Magic [Inner Sea Races] +1 CL to two classes, max = HD. Doesn’t stack with other trait bonuses, e.g. Magical knack. For the theurge types.

(Half orc) Cruel Rager [Agents of Evil] 1/rage, regain 1 round of rage if you confirm a crit while raging.

(Half orc, raised by Orcs) Finish the Fight [Bastards of Golarion] +1 attack rolls vs opponents you injured in the past 24 hrs.

(Half orc) Lasting Ferociousness [Agents of Evil] You may use orc ferocity for 2 rounds, instead of 1.

(Human, Azlanti) Enduring Spellcraft [Inner Sea Races] +1 CL for duration only

(Tiefling) Blessing of Darkness [Blood of Fiends] Whenever someone capable of channeling negative casts a beneficial spell on you, they act as if they were one level higher for that spell’s effect.

(Tiefling) Chain Master [Blood of Fiends] +2 CMB trip with spiked chain
or whip.

Bellis Honey Master [Andoran, Andoran Spirit of Liberty] DR 3/- swarms, +1 saves vs their poison & distraction.

Blighted Physiology [Numeria, People of the River] +1 natural AC; sickened 1 rd anytime I receive magical healing

Cloistered Upbringing [Any city, Heroes of the Streets] +1 saves vs Su channeled energy or abilities powered by ki, and regain 1 additional hp when healed by Su effects.

Destined for Greatness [Large city, Dungeoneer Hdbk] You start with a kit ≤300 gp. Replenished whenever you enter a settlement, pop 2500+.
Zombie slayers kit is a good one.

Enemy of the Undead [Geb, Inner Sea Primer] +2 saves vs spells & SLAs from undead.

Erutaki Sky Reader [Crown of the World, Adv Class Origins] 1/day, +2 luck on a save, *after the roll*.

Free Agent [River Kingdom, Pirates of the IS] +2 saves vs charm & compulsion.

Giant-Harried [Regional, Giant Hunter’s Hdbk] +1 CMB & CMD vs larger.

Huldra’s Luck [Irrisen, People of the North] 1/day, +1 luck on a save, attack roll or skill check. (After the roll.)

Mivoni Duelist [Mivon, People of the River] +1 damage when I am the only one threatening. (Doesn’t specify weapon damage.)

Nidalese Shadowcaster [Nidal, Inner Sea Primer] +1 CL one [shadow] spell. Not a trait bonus.

Precocious Spellcaster [Taldor, Taldor] +1 CL with one cantrip & one 1st level spell. Not a trait bonus.

Prismati Player [Andoran, Andoran] +1 to hit with fist sized rocks & similar. +1 concentration.

Prophet of Burrows [Blood of the Beast] Ratfolk, +5% money earned from a skill check.

Secret of the Impossible Kingdom [Jalmeray, Inner Sea Primer] +1 CL with one spell. Not a trait bonus.

Slave Taker [Okeno, Pirates of the IS] +1 damage when inflicting non-lethal. Not a trait bonus.

Tianjing Temple Guard [Tianjing region, Dragon Emp Primer] +1 on AoO with polearm weapons. Polearms: bardiche, bec de corbin, bill, crook, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.

Whip Specialist [Okeno, Pirates of the IS] +1 damage with whips. Not a trait bonus.

Affinity for the Elements [any Elemental Lord, Inner Sea Gods] +1 DC to your spells from one element.

Bestial Wrath [Rovagug] +2 confirm crits.

Chosen of Iomedae [Iomedae, Champions of Purity] Light 1/day, CL 1. Mw Longsword. 2x duration & radius whenever light is cast upon the sword.

Mother’s Teeth [Lamashtu] 1d2 secondary bite

Opportune Slayer [Lamashtu] +2 damage with AoO.

Propitiation [any Dwarf diety] Pick one at the beginning of each day: Appraise, one Craft, Diplomacy, Intimidate or Knowledge local. You gain +2 to that skill all day.

Scarred by War [Dalenydra] +1 trait Diplomacy outside of combat. +1 hp when you heal others with class abilities, feats, spells, spell-completion and spell-trigger magic items.

Wisdom in the Flesh [Irori, APG] Pick one Str, Con or Dex based skill. Change to Wis modified & becomes class skill. (Only way to get Fly as a class skill. Choosing a Dex based skill might allow it to be used in a rage.)

Blackthorn Rancher [Lambreth, People of the River] Specialize in Handle Animal & +3 hp Animal companion or bonded mount.

Blessed Touch [Faith, Champions of Purity] You heal +1 hp when you Lay on Hands, Channel energy or cast a cure spell. (Great w/ Alt Chan.)

Flames of Hell [Religion, Inner Sea Gods] +1 DC channel energy. Not a trait bonus.

Sacred Conduit [Faith, APG] +1 DC channel energy.

Deathtouched [Racial, any race, Ult Campaign] +2 vs mind-affecting.

Sound of Mind [Zi Ha region, Dragon Emp Primer] +2 vs mind-affecting.

Envoy of Healing [Sarenrae] Reroll natural 1s when you channel energy, fervor or lay on hands to heal the living. 0 PFS


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Cavall wrote:
Don't know if two trait bonuses would stack there

Not only do they not, but it's also been clarified that all traits that a granting an unlisted bonus are in fact granting a "trait" bonus.

~ ~ ~

My list o'goodies:

* Accelerated Drinker (potions down the hatch as a move-action)

* Cautious Warrior (stackable Dodge for fighting-defensively builds)

* Deadeye Bowman (that one jackass in the party always blocking your shot no longer does)

* Defender of the Society (AC+1 in heavy/medium armor is better than Dodge because it works while you're flat-footed)

* Dangerously Curious (every Cha-based martial character without rogue levels should have this at some point)

* Glory of Old (dwarves essentially are +1 to all saves 95% of situations)

* Intrepid Volunteer (for the halfling Mouser/Vexing Dodger to base Climb off dex instead of str)


Slim Jim wrote:
Not only do they not, but it's also been clarified that all traits that a granting an unlisted bonus are in fact granting a "trait"

Sensible, but do you have a source for this?


I was hoping nobody would ask me that, because I don't remember, aside from seeing it cited here once.


Trifler- prestidigitation is a really nice spell, depending on how forgiving your GM is. This trait gives three casts per day without being a spell caster.

In terms of usability, prestidigitation is one of the best spells for the uses given by a trait. It lasts for 1 hr per cast, and the trait gives you 3 casts.


Δaedalus wrote:
Community Minded: Forget Lingering Performance, this does the whole feat right here! For the price of one feat, this and Memorable can practically quadruple your Bard's performance/da!

Community Minded helps the bard's inspire courage bonus to saving throws, but not its bonus to combat, since that is a competence bonus.

/cevah


Entomophobe drawback: might be worth it if you are not doing Mummy's Mask, or other swarm-heavy scenarios. RAI description seems to only imply invertebrates, although Monkey or dead cat (Ubashki) swarm and their Distraction ability might still have an effect if your DM is RAW-minded...

(this is not an excuse to go screaming the place down like Willie from Temple of Doom... or maybe it is...?)


For any caster who doesn't like losing spells while grappled, pinned, or entangled, I recommend:

Desperate Resolve - You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.


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with the right builds some combinations can be really ridiculous:
Fortunate + harrower prestige class + silent aviary had the gm force me to retire the character after 2 weeks of card drawing (basically 4 rolls for a daily deck of many things pick the best and if all bad just fail the will save and use plane-shift to get back)

i had a toilcrafter (mentioned above) who since he have to worship Droskar also used his guiding ring with Fortunate trait to roll twice when making items for 50% off was getting a net of 2+1 crafting cost (tried making 4 pearls of power 1 failed only once so for 1k gp which would cost to make 2 pearls i got 3)

adopted > half orc > tusked let any undine that pick the acid breath weapon alt racial ability to also start right at level 1 with the broken 'Noxious bite' feat (build a monk with feral combat training or brawler for close combat weapon upgrade at level 5, and go to town on anything with fort saves.


Linebreaker is a trait I'd recommend to any martial character, especially those with reduced movement speed.

It adds 10 ft to your base speed when charging, so you'd move 60 instead of 40 ft if you're low-lv in heavy armor. Basically twice as good as Fleet for the only action in combat where movement matters.

=====

@zza ni

Well, Noxious Bite is both a monster feat and 3.5 material so I'm not sure it would ever be considered available to a PC in a normal campaign.

While drawing several times from the Deck of Many Things is clever, it can also only be done if the GM is trying to intentionally sabotage their own campaign by providing/allowing the deck in the first place.

The Fortunate/Guiding Ring combo is hilariously broken, though. Especially since the ring is dirt cheap.


Wonderstell wrote:

...

@zza ni

...
While drawing several times from the Deck of Many Things is clever, it can also only be done if the GM is trying to intentionally sabotage their own campaign by providing/allowing the deck in the first place.

The Fortunate/Guiding Ring combo is hilariously broken, though. Especially since the ring is dirt cheap.

that is why i used the silent aviary and not the deck of many things which is an artifact. you can craft the silent aviary (and were talking about a level 16 minimum character here, for harrower 10th ability, so he got the cash)

Shadow Lodge

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.


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so..about trait combos, forgot my fevorite:

Strength of Submission(trait) + sow thought (level 1 spell) = permanent +1 to attack and damage (i umd sow tought, if i can't cast it on myslef. usualy something i don't mind thinking as my own tought like 'i love my god and the trait he grant me' )

this should bring forth a rapid growth of the church of Razmir ;)


zza ni wrote:

so..about trait combos, forgot my fevorite:

Strength of Submission(trait) + sow thought (level 1 spell) = permanent +1 to attack and damage (i umd sow tought, if i can't cast it on myslef. usualy something i don't mind thinking as my own tought like 'i love my god and the trait he grant me' )

this should bring forth a rapid growth of the church of Razmir ;)

That's better than a feat O.o


Not only that, but Sow Thought is *permanent*, with no side effect (since you're casting it upon yourself and can word it as innocuously as you like). So, no need to even be a caster -- just buy a scroll and, if you lack UMD, have a buddy (one you really trust) cast it on you.


Yeah, that trait and its abuseability immediately caught my eye the first time I read the book. I honestly have no idea what the writer was intending the trait to do - when you're under a nasty compulsion effect like Confusion or Dominate Person, the very last thing you want is more power to kill your own teammates. Which only leaves beneficial compulsion effects, but that doesn't really fit the description well.

As Sow Though effects a creature, it could be made into a potion.

If the GM is veto'ing Sow Though on the grounds of being a racial spell for Changelings, Anonymous Interaction is the next cheapest spell.


Derklord wrote:

Yeah, that trait and its abuseability immediately caught my eye the first time I read the book. I honestly have no idea what the writer was intending the trait to do - when you're under a nasty compulsion effect like Confusion or Dominate Person, the very last thing you want is more power to kill your own teammates. Which only leaves beneficial compulsion effects, but that doesn't really fit the description well.

As Sow Though effects a creature, it could be made into a potion.

If the GM is veto'ing Sow Though on the grounds of being a racial spell for Changelings, Anonymous Interaction is the next cheapest spell.

that one might be problematic since you might forget you cast it on yourself. (you might remmber you casted a spell on yourself, but what spell?!?)

for a 2nd level permanent bard spell id go with Mindlocked Messenger and just never deliver the messege ;)


Uh, I missed that Mindlocked Messenger was lower level for Bards (and Mesmerists)!
Anonymous Interaction shouldn't really be problematic, though, the amnesia is only for what happened in one single minute. Just have someone tell you afterwars that you cast the spell on yourself and you'll be fine. Of course, there aren't many classes that couldn't cast Mindlocked Messenger instead...


Well, if Sow Thought is not allowed due to racial spells, how about Egorian Diplomacy or Make Lost? Egorian Diplomacy needs to be cast as part of an intimidate against you that you fail, but is a Cleric 1st spell so easy access. Make Lost you can cast on yourself safely (or have as a potion), and is a Hunter/Ranger 1 or Druid 2, so nearly as easy access.

I recommend these spells, as they are instant and cannot be dispelled.
The spells Sow Thought, Anonymous Interaction, and Mindlocked Messenger are permanent and subject to dispelling.

Egorian Diplomacy: bard 1, cleric 1, inquisitor 1, magus 1, mesmerist 1, oracle 1, psychic 1, skald 1, warpriest 1
Make Lost: bard 2, druid 2, hunter 1, ranger 1, skald 2

/cevah


Cevah wrote:
Well, if Sow Thought is not allowed due to racial spells, how about Egorian Diplomacy or Make Lost?

Both have instantaneous durations, Strength of Submission needs an ongoing effect.


And loss of memory is not an ongoing effect? It is not a magical effect, but it is ongoing.

/cevah


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You aren't "under the effects of a compulsion effect". Those two spells do not have an effect line.

Relevant rules:
"If the spell creates an effect, the effect lasts for the duration."
"Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting."
CRB pg. 216

You may still be affected, but the effect of an instantaneous spell is over the moment the spell is cast (as far as the rules are concerned).


It does sort of seem like "being under a harmless compulsion effect to turn a trait into something better than a feat" is the sort of thing that will invite "Dispel Magic" from the GM.


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Yeah, I'd carry an extra potion or two of Inception Spell Sow Thought.

In the same book is also Angradd’s Valor (+1 on charge attack rolls, nice for a pounce build) and Meditative Rest (wake up 5 minutes before your nightly rest is over, spend all unused spell slots on long duration buffs, and still regain those spell slots 5 mins later).


@Pizza Lord:
Sounds like you think the whole creature needs to be seen to be sneak attacked. This includs the inside, since it could be seen when you get swallowed. So how would you rule this: Halfling Rogue vs. 20' tall giant, and the upper half of the giant is in a cloud spell like obscuring mist? The head is totally concealed by the mist per the rules, however, there is no way the halfling could even reach to attack the upper half of the body. Yet, without the mist the same reach would get sneak attack as appropriate.

Unless the vitals are noted specifically in a location, there is no reason to deny access just because some of the creature is not visible.

I think you are placing to many assumptions on how it works. I grant that you need clear sight of your attack spot, but not limiting vitals to just locations on the outside. They do call them the vital organs, don't they?

/cevah


while this is all interesting... traits are really determined by class & character design, so one size will never fits all.

If your character is an arcane caster, wayang spellhunter and magical lineage are hard to beat. Many GMs prefer you don't put them on the same spell. Shrouded Casting is terrible. Burning a spell slot to gain a small bonus on a skill check is a terrible waste on top of burning a trait to do it.

Multiclassed casters will need magical knack.

Beyond that it's hard to beat +1 on a save and that's where character design and class come into play. What is your PC gonna do and what will help them do it?


Ack. My previous post in this thread was a duplicate from another thread.

Please ignore it here.

/cevah


Ryze Kuja wrote:
zza ni wrote:

so..about trait combos, forgot my fevorite:

Strength of Submission(trait) + sow thought (level 1 spell) = permanent +1 to attack and damage (i umd sow tought, if i can't cast it on myslef. usualy something i don't mind thinking as my own tought like 'i love my god and the trait he grant me' )

this should bring forth a rapid growth of the church of Razmir ;)

That's better than a feat O.o

got this today in a loot (was on a spy's body) made my day.

just right for the next time im going with the above trait...

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