Trait questions


Rules Questions


Hi all,
I have a few perplexities about some traits...apparently many of them have some silly restrictions that make them nearly worthless, but I wanted to understand if I misunderstood:

Potent Concoctions seemed a powerful trait, albeit very specific, since it granted a +1 DC to two poisons. It also came with the need to be a worshipper of Ghlaunder, which sucked a bit, but I had already a crazy idea for that...however...I read better:

"Choose any two poisons from the table on page 559 of the Pathfinder RPG Core Rulebook"

...so on top of being already situational, it restricts the poison selection to the sucky and hyper-expensive Pathfinder RPG Core Rulebook poisons? Am I getting it right? :-?

Propitiation seemed another interesting trait since it allowed:
"At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day."

Seemed a very nice trait, but then I checked each and every god listed under Dwarven Deity pantheon...

...in fact this trait restricts a character's alignment so that Chaotic Neutral isn't permitted with these deities...

...I was wondering however, Dwarven Deity means "belonging to dwarven deity pantheon" or "worshipped by dwarves"?

Because that would include Cayden Cailean and Gorum, giving a little bit of freedom...

( While it is fine that a character is required to worship a deity, it is really bad to be restricted by some "fluff" requirement in a character's creation... )

I had also a doubt about the Secret Keeper faith trait, which states:
"Avoiding inquisitors and agents of your enemies has required you to become a practiced liar. You gain a +3 trait bonus on Bluff checks when they are opposed by another’s Sense Motive check."

While there are a few exceptions, almost all Bluff checks to deceive or lie are opposed by another's Sense Motive...this means the character has an amazing +3 bonus to this application of Bluff??

Also the trait Trustworthy +1 Bluff bonus applies to this Bluff application, right?

"You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you."

What is the meaning of "cover identity" for the Deep Cover trait?
"You have lived a double life since your youth, perhaps to avoid persecution for your true identity or in service to an enemy of the people or group associated with your cover identity. You can always take 10 on Bluff and Disguise checks to assume and maintain your cover identity. Bluff or Disguise (your choice) is a class skill for you."

Is this in fact an automatic "Take 10" on any Bluff and Disguise check to disguise and tell lies associated to one's disguise?

The Merabian Mentorship trait:
"You were apprenticed to a renowned alchemist of Merab, and she taught you how to recognize elemental reagents by taste. Upon imbibing a potion containing a spell on your formula list of a spell level you are capable of casting, you can attempt a Spellcraft check (DC 15 + extract level). On a success, you can immediately add the spell to your formula book."

...is only accessible to Suli?

The description states only "the following regional trait is available to characters with ties to Thuvia" however...even if it is associated to the suli race.

Thanks,
Skarm


Skarm wrote:

Potent Concoctions seemed a powerful trait, albeit very specific, since it granted a +1 DC to two poisons. /.../

...so on top of being already situational, it restricts the poison selection to the sucky and hyper-expensive Pathfinder RPG Core Rulebook poisons? Am I getting it right? :-?

Yup.

*

Skarm wrote:

Propitiation seemed another interesting trait since it allowed:

/.../

...I was wondering however, Dwarven Deity means "belonging to dwarven deity pantheon" or "worshipped by dwarves"?

Dwarven Deity pantheon. So no Chaotic Neutral character can benefit from Propitiation.

*

Skarm wrote:

I had also a doubt about the Secret Keeper faith trait, which states:

While there are a few exceptions, almost all Bluff checks to deceive or lie are opposed by another's Sense Motive...this means the character has an amazing +3 bonus to this application of Bluff??

Also the trait Trustworthy +1 Bluff bonus applies to this Bluff application, right?

Yup, +3 to basically all Bluff checks. But it would not stack with Trustworthy as Trait bonuses doesn't stack with eachother.

*

Skarm wrote:

What is the meaning of "cover identity" for the Deep Cover trait?

Is this in fact an automatic "Take 10" on any Bluff and Disguise check to disguise and tell lies associated to one's disguise?

It is an automatic "Take 10" for bluff and disguise checks to assume and maintain your cover identity.

So if your cover identity is 'Steve', then you could take 10 on the disguise check to become 'Steve', and the bluff check to say "Hi, my name is Steve".
You could not take 10 on a lie claiming that your house is on fire, just because you're dressed as 'Steve' for the moment.

*

Skarm wrote:

The Merabian Mentorship trait:

/.../
...is only accessible to Suli?

Yup. Clear as day.


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Skarm wrote:
( While it is fine that a character is required to worship a deity, it is really bad to be restricted by some "fluff" requirement in a character's creation... )

That "fluff" is literally what makes your character who they are. If you're willing to worship the demigod of parasites and disease (for a +1 DC to two poisons), then that says more about your character than any lofty "my parents are dead" backstory.

Ghlaunder: Obedience wrote:
Craft a small poppet in the shape of a flea, tick, stirge, or other such plague-carrying creature, using natural materials such as straw, and mixing your blood with foul-smelling mud or dung to bind the poppet together. As it dries over the course of an hour, recite verses invoking virulence, filth, and affliction on the living while applying leeches to your flesh. At the end of the hour, burn the poppet and the leeches, inhaling the foul vapors while meditating on the purging effects of disease on the living while your leech-drawn blood burns in sacrifice to Ghlaunder. If you are affected by a disease, any ability score damage or drain you would take from that disease today is halved; if you would take 1 point of ability score damage, you instead take none. You can still contract diseases and spread them to others as normal.

This is a practice that most followers of Ghlaunder willingly does every single morning. If you can't imagine your character doing so, then Ghlaunder worshiping just might not be right for your character concept.


Traits aren't just half-feats. Traits are intended to flesh out your character background in a way that provides a bit of mechanical benefit commensurate with that background. Tossing away the "fluff" is tossing away the entire point of the trait rule system.

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