Friday, March 1, 2013

1/2 Feats: TRAITS

Traits

What did your character do before braving the dungeons of the world? Does she hail from the wastes of the far north (Highlander) or is she a street urchin from the capitol (Child of the Streets). Traits, also called 1/2 feats, are an optional rule that help flesh out a PC's past by providing flavor to your background and a small game advantage: +1 to a skill, extra coin at level 1, a class skill, or a contact from their past- a patron to help out in times of need.

Traits listed here are distilled into their game benefits for ease of character creation. Read the full description by clicking "Traits" above.


Trait Limits: 2 from- Basic, Regional, or Religion; +1 Campaign Trait at player creation.

Basic Traits are split into 4 categories- Combat (C), Faith (F), Magic (M), and Social (S). Each represents a small choice on the part of the player to help define a character, personalize her, or have an aide to for roleplaying the character.

Race Traits (RT) give one of the core races something in their history to set them apart from others of their race.

Regional Traits (Reg) give a player a basic background area to paint their PC's homeland around. The areas are very generic- desert, forest, mountain- but help define a Ranger, Barbarian, or Druid PC in particular. Limit 1 Region for a starting PC.

Religion Traits (Div) give a PC a closer tie to one of the game world's religious orders and are listed by the deity's alignment and NOT by a specific deity so they can be used in any campaign.

Campaign Traits (CT) are adventure hooks for specific campaigns and become part of a players history and help develop ties to places, important NPCs patrons or friends, or create a reason for 4+ adventures, from 4+ races, with 4+ classes, with entirely different backgrounds a reason to adventure together or end up under the roof of the same inn on the same night...

Combat Traits

Could also be considered physical traits- most represent some form of adversity in a PC's past.
  • Anatomist: +1 trait bonus rolls to confirm critical hits
  • Armor Expert: reduce armor check penalty by 1
  • Bullied: +1 trait bonus on attacks of opportunity attack rolls unarmed. Need a level as a Monk or the  Improved Unarmed Strike feat to be able to use this trait
  • Courageous: +2 trait bonus on saving throws vs. fear effects 
  • Deft Dodger: +1 trait bonus on Reflex saves
  • Dirty Fighter: Hit a foe you are flanking, deal +1 damage 
  • Fencer: +1 trait bonus on attacks of opportunity with daggers, swords, and similar blades
  • Killer: deal additional damage equal weapon's critical hit modifier on a successful critical hit; damage is added to the final total
  • Reactionary: +2 trait bonus on Initiative checks
  • Resilient: +1 trait bonus on Fortitude saves.

Faith Traits

Traits that help determine a PC's conviction, omens surrounding their birth, or belief in a guiding philosophy as well as dedication to a deity.
  • Birthmark: +2 bonus on all saving throws vs charm and compulsion effects
  • Caretaker: +1 bonus on Heal checks / Heal is a class skill
  • Child of the Temple: +1 bonus on Knowledge (nobility & religion) / 1 is a class skill
  • Devotee of the Green: +1 bonus on Knowledge (geography & nature) / 1 is a class skill
  • Ease of Faith: +1 bonus on Diplomacy checks / Diplomacy is a class skill
  • History of Heresy: +1 bonus on all saving throws made against divine spells.
  • Indomitable Faith: +1 bonus on Will saves
  • Sacred Conduit: Channel Energy- +1 bonus to the save DC of channeled energy.
  • Sacred Touch: Standard Action- stabilize a dying creature by touching it
  • Scholar of the Great Beyond: +1 bonus on Knowledge (history & planes) / 1 is a class skill

Magic Traits

Arcane traits tied to spellcasting and perceiving magic- Though not fully useful for non-mages, these traits could explain a knack for magic or offer an explanation for multi-classing as a mage later.  
  • Classically Schooled: +1 trait bonus on Spellcraft checks / (class skill)
  • Dangerously Curious: +1 bonus on Use Magic Device checks / (class skill)
  • Focused Mind: +2 trait bonus on concentration checks.
  • Gifted Adept: Pick one spell for this trait—+1 caster level on that specific spell
  • Hedge Magician: Craft a magic item- reduce required gp cost by 5%
  • Magical Knack: Pick a class—your caster level is +2 as long as this bonus doesn't raise your  caster level above your current Hit Dice
  • Magical Lineage: Pick one spell—When you apply metamagic feats to to it, lower spell's level by 1 lower to determine spell's final adjusted level
  • Magical Talent: Choose a 0-level spell—cast it 1/day (save DC is Charisma-based)
  • Mathematical Prodigy: +1 bonus on Knowledge (arcana & engineering) / 1 is a class skill
  • Skeptic: +2 trait bonus on all saving throws vs  illusions.

Social Traits

Reflect a PC's social level, your upbringing in a merchant class family or as a gutter snipe; also helps determine your relationships with family, siblings, friends, rivals, and foes. 

  • Adopted: Select a Racial Trait from your adoptive parents' race
  • Bully: +1 trait bonus on Intimidate checks / (class skill)
  • Canter: (Low-born) Anyone who Bluffs to deliver a secret message gets +5 on their roll. You get a +5 when you intercept it using Sense Motive 
  • Charming: +1 on Bluff or Diplomacy  on someone attracted to you / +1 to the save DC of language-dependent spells you cast on them as well
  • Child of the Streets: (Low-Born) +1 on Sleight of Hand / (class skill) 
  • Fast-Talker: +1 on Bluff checks / (class skill)
  • Natural-Born Leader: All NPCs or creatures under your leadership gain +1 morale bonus on Will saves to avoid mind-affecting effects / With Leadership feat gain +1 to Leadership score.
  • Poverty-Stricken: (Low-Born) +1 bonus on Survival checks / (class skill)  
  • Rich Parents: (High-Born) One-time benefit of 900 gp
  • Suspicious: +1 trait bonus on Sense Motive checks / (class skill)

Racial Traits

DWARVES: Only dwarves may select one of these traits.
  • Goldsniffer: +2 on Perception checks related to finding metals, jewels, and gemstones.
  • Tunnel Fighter: While Underground, +2 on initiative checks / +1 weapon damage for critical hits (multiplied by critical hit modifier)
ELVES: Only elves may select one of these traits.
  • Forlorn: +1 trait bonus on Fortitude saving throws.
  • Warrior of Old: +2 trait bonus on Initiative checks.
GNOMES: Only gnomes may select one of these traits.
  • Animal Friend: +1 trait bonus on Will saving throws when an animal is within 30' / Handle Animal is a class skill
  • Rapscallion: +1 trait bonus on Escape Artist checks / +1 trait bonus on Initiative checks.
HALF-ELVES: Only half-elves may select one of these traits.
  • Elven Reflexes: +2 trait bonus on Initiative checks
  • Failed Apprentice: +1 trait bonus on saves against arcane spells.
HALF-ORCS: Only half-orcs may select one of these traits.
  • Brute: +1 trait bonus on Intimidate checks / (class skill) 
  • Outcast: +1 trait bonus on Survival skill checks / (class skill)
HALFLINGS: Only halflings may select one of these traits.
  • Freedom Fighter: +1 on skills/attack rolls while escaping capture or in helping a slave escape / Escape Artist is a class skill
  • Well-Informed: +1 on Diplomacy (gather info) and Knowledge (local) / 1 is a class skill
HUMANS: Only humans may select one of these traits.
  • Scholar of Ruins: +1 on Knowledge (geography & dungeoneering) / 1 is a class skill
  • World Traveler: Select one skill from: Diplomacy, Knowledge (local), or Sense Motive; +1 on that skill (class skill)

Regional Traits

  • Desert Child (desert): +4 on saves to resist hot conditions / +1 on saves vs fire effects.
  • Highlander (hills/mountains): +1 on Stealth checks (class skill); +2 in hilly/rocky areas
  • Log Roller (forest): +1 on Acrobatics checks / +1 to CMB to resist trip attacks
  • Militia Veteran (town/village): Select one skill from: Profession (soldier), Ride, or Survival.  +1 on that skill (class skill) 
  • River Rat (marsh/river): +1 damage with a dagger / +1 on Swim checks (class skill) 
  • Savanna Child (plains): Select one skill from: Handle Animal, Knowledge (nature), or Ride. +1 on that skill (class skill) 
  • Vagabond Child (urban): Select one skill from: Disable Device, Escape Artist, or Sleight of Hand. +1 on that skill (class skill)

Religion Traits

  • Lawful Good
    •  Divine Warrior: +1 on melee damage when you cast a divine spell that affect weapons
    • Guardian of the Forge: +1 on Knowledge (engineering & history) / (1 is a class skill)
    • Patient Optimist: +2 on Diplomacy to influence hostile/unfriendly creatures; retry once if roll fail
  • Neutral Good
    • Ear for Music: +1 on one type of Perform / +2 Knowledge (local) regarding art/music
    • Flame of the Dawnflower: Critical hit with a scimitar, deals +2 damage
    • Starchild: Automatically determine true north /  +4 Survival to avoid becoming lost
  • Lawful Neutral
    •  Eyes and Ears of the City: +1 on Perception checks / (class skill)
    • Wisdom in the Flesh: Select any 1 Strength, Constitution, or Dexterity-based skill: Make checks using your Wisdom modifier instead / (class skill)
  • Chaotic Neutral
    •  Divine Companion: +1 Sense Motive and Diplomacy (gather info) / 1 is a class skill
    • Veteran of Battle: +1 Initiative checks / during surprise round draw a weapon (not a potion or magic item) as a free action
  • Neutral
    •  Child of Nature: +2 on Survival checks to find food/water / +1 Knowledge (nature) /    1 is a class skill
    • Magic is Life: +2 on saves vs death effects as long as a spell effects you. If reduced to -HP while under the effects of any spell, you are stabilized and stop bleeding
    •  Undead Slayer: +1 on weapon damage vs undead.
  • Lawful Evil
    •  Demon Hunter: +3 on Knowledge (planes) about demons / +2 Will saves vs mind-affecting spells / effects from demons.

Campaign Traits

Traits that tie a PC to a specific adventure path or region frequented in the Pathfinder game world

SHACKLES- 
  • Ancient Explorer : +1 Knowledge (History and Local) and one of these is a class skill; Add either Cyclops or Polyglot as a bonus language. 
  • Barroom Talespinner: +1 Diplomacy and 1 category of Perfomance checks and one of these is a class skill; once per week make a DC 15 Knowledge (local) check to see if you know a popular tale; +1 to influence NPCs in taverns and inns
  • Besmara's Blessing: The Pirate Queen is said to have blessed you at birth; +1 Perception and Profession (Sailor) checks; once per week reroll a Profession (sailor) check and take the higher roll
  • Buccaneer's Blood: An ancestor was an infamous Free Captain of the Shackles; +1 Intimidate and Profession (sailor) checks; +1 bonus to your Disrepute and Infamy score (optional system) 
  • Dockside Brawler: You grew up in a port city such as Riddleport or the Shackles; +1 damage with brass knuckles and improvided weapons
  • Eye for Plunder: +1 Appraise and Perception checks to find concealed/secret objects; begin campaign with 50 sp worth of trade goods
  • Ilizmagorti Native: You grew up in an imfamous port and learned to be wary of others; +1 Sense Motive checks (counts as a class skill); make untrained Knowledge (local) checksregarding brigands in a specific campaign region. 
  • Peg Leg: You have learned to live with your disability and suffer none of the drawbacks of a peg leg; +1 Fortitude saves; +1 damage rolls vs. one natural preditor who cost you your leg when you were younger. 
  • Ship's Surgeon- Father was a carpenter and ships doctor; +1 Craft (Carpentry) and Heal checks and Heal is a class skill
  • Touched by the Sea: One of your ancestors was a sailor and it's in your blood; +1 Swim checks and Swim is a class skill; underwater attack roll penalties are reduced by -1
 SANDPOINT
  •  Favored Son/Daughter: Born/raised in Sandpoint; well-liked but seen as a goody-goody and a snitch; +1 Knowledge (local) and it is a class skill; Choose 1 law-abiding sitizen as an ally
    • Tavern Owner: Guaranteed a place to eat/sleep for free; contacts with local merchants (+10% for selling treasure)
    • Sherrif: Can call in favors once per game session (get out of a legal jam, hook you up with town guard or a one time +10 bonus on Bluff, Diplomacy, or Intimidate vs locals)
  • Black  Sheep: Born and raised in Sandpoint; Seen as a troublemaker by ligitimate citizens; +1 Knowledge (local) and it is a class skill; Choose 1 notorious NPC as an ally
    • Apothecary: Start game with 400 gp worth of poison; he'll sell you more as long as you don't reveal him as a seller
    • Bitter Nobleman: their damaged reputation has set the town against them; you provide odd jobs for him/her as an agent; choose one of (Bluff, Sleight of Hand, or Stealth) gain +1 at the skill and it is a class skill to you
  • Outlander: Not from Sandpoint, but made it here as a newcomer
    • Lore Seeker: The areas rich history drew you here; +1 Knowledge (Arcana) checks and it is a class skill; +1 caster level to any 3 arcane spells (+1 DC and effects)
    • Exile: Forced to flee homeland and are being pursued by foes; +2 Initiative checks
    • Missionary: Came to expand your faith; +1 Knowledge (religion) and it is a class skill; +1 caster level to  any 3 Divine spells (+1 DC and effects)
  • Eager Performer: (Rise) You're not from Sandpoint but have heard that its theater rivals those of the larger coastal cities- +1 to any 1 Perform skill; choose 1 spell from the Enchantment school and increase its save DC by +1
  • Family Ties: (Rise) While not a Varisian, you were raised by these nomadic people and have fallen with the Sczarni and have a family friend in Sandpoint (Jubrayl Vhiski at Fatman's Feedbag) +1 Knowledge (Local) and it is a class skill; Speak/read Varisian
  • Friends & Enemies: (Rise) A recent family member help Daviren Hosk put down a goblin tribe outside of Sandpoint, they have since passed away but not before telling you to go to the Goblin Squash Stables and mention their name- Start play with a heavy, combat trained, horse, a military saddle, saddlebags, bit & bridle and a month of feed + reduced stabling at the stables
  • Giant Slayer: (Rise) Your homeland was razed by marauding giants and since then you have been trained since childhood in combat techniques against them- +1 Bluff, Perception, and Sense Motive checks and +1 on attack & damage rolls vs giants
  • Goblin Watcher: (Rise) Grew up in Sandpoint and have watched the goblins on Junker's Beach and learned from them over the years- +1 Perception & Appraise checks; +5 Appraise on determining the most valuable item in a treasure hoard 
  • Hagfish Hopeful: (Rise) You passed through Sandpoint as a child and saw your father compete in the Hagfish Challenge and win, since then you too wish to compete, take the coin and carve your name into the rafters- +2 Fortitude saves vs. disease and poison
  • Merchant Family: (Rise) You share a not-so-distant relative to one of the 4 noble founding families of Sandpoint and either grew up in Magnimar (cousin to Valdemar or Deverin) or in Sandpoint- Increase GP limit of any settlement increased by 20%; resell items at +10% 
  • Monster Hunter: (Rise) You have followed stories of the Sandpoint Devil and Old Murdermaw and have traveled to Sandpoint to seek them out and make a name for yourself- +1 attack & damage rolls vs. Aberrations and magical beasts
  • Scholar of the Ancients: (Rise) You have studied the ancient legends of Varisia and have heard of the ruins in Sandpoint and have traveled there to study them yourself- +1 Knowledge (Arcana and History); begin speaking/reading Thassilonian (ancient language of a lost empire)
  • Student of Faith: (Rise) You have heard of the cathedral at Sandpoint and its dedication and are fascinated about the idea that under its roof are temples to six deities not one- +1 caster level on cure spells; +1 on the DC saves when you Channel Energy
  • Sandpoint Faithful: (Rise) You've come to Sandpoint to celebrate the consecration of the new cathedral- Start with a silver holy symbol to 1 deity and gain +1 hp every time you are healed through magic
  • Thrill Seeker: (Rise) You grew up outside of Sandpoint as either a farmer, fisherman, or shop owner and stand to inherent it but the thrill of adventure calls to you and you have gone to Sandpoint for the Swallowtail Festival- +5' movement during the first round of combat; start play with 3 star candle fireworks

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