Trait Selection Question


Rules Questions

Grand Lodge

About to start Shattered Star and allowing 2 traits (1 campaign + 1 any) plus 1 additional trait if a drawback is chosen. One of my players has chose a trait from the magic basic list and wants to select another magic trait from the faction list. I'm flexible about it, but I would like to be able to interpret the trait selection rules correctly.

My question: Are the Factions traits considered a separate source for purposes of trait selection (so you can chose a magic trait from the Basic list and a magic trait from the Faction list) or are they lumped in with the four Basic list of traits (Combat, Social, Magic, and Religion) for purposes that 2 traits cannot be chosen from the same list?


if one is from the basic (magic) trait list and the other is from the faction trait list it should be fine.
if they are both from the same list it need to be house-ruled by the GM.


As zza ni already pointed out, faction traits are their own thing. Archives of Nethys has a very straight-forward list of all types at the entry page for traits.

Magic traits are marked as such. While other traits might be about spellcasting or the like, the category in brackets matters and there is only one for a given trait. So a faction trait can never be a magic trait.

You can safely ignore the "basic" part, it's just to inform readers that combat, faith, magic and social traits are very generic and open for (almost) all characters.

Finally, be careful with drawbacks. Ambitious players are likely to pick up a drawback which (almost) never affects them. This way they (basically) gain a free trait, which widens the power gap between them and other players a bit. Which can reduce fun for both sides: They are more prone to complain about "useless" fellow adventurers, while the others will feel more like powerless bystanders.


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SheepishEidolon wrote:
Finally, be careful with drawbacks. Ambitious players are likely to pick up a drawback which (almost) never affects them. This way they (basically) gain a free trait, which widens the power gap between them and other players a bit. Which can reduce fun for both sides: They are more prone to complain about "useless" fellow adventurers, while the others will feel more like powerless bystanders.

I second this. As a GM, I let players go after than 3rd trait if they want it, but I get to pick the drawback. If they don't like that, they are more than able to take the Additional Traits feat to get more.

Grand Lodge

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Thanks everyone for the comments and info!


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I agree with the others regarding the drawback selection… you should either select the drawbacks yourself as a GM or have your players seek approval for their choice of drawback. For example: if a player selects Betrayed, make sure they actually intend to use sense motive before you approve it. Betrayed is one of the easiest drawbacks to ignore as a player regardless of class. For social drawbacks like that one, you may even need to force use of the associated skill check.


DeathlessOne wrote:
I get to pick the drawback

This is a great idea. Thank you.

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