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Traits
Character traits are abilities that are not tied to your character's race or class. They can enhance your character's skills, racial abilities, class abilities, or other statistics, enabling you to further customize him. At its core, a character trait is approximately equal in power to half a feat, so two character traits are roughly equivalent to a bonus feat. Yet a character trait isn't just another kind of power you can add on to your character—it's a way to quantify (and encourage) building a character background that fits into your campaign world. Think of character traits as “story seeds” for your background; after you pick your two traits, you'll have a point of inspiration from which to build your character's personality and history. Alternatively, if you've already got a background in your head or written down for your character, you can view picking his traits as a way to quantify that background, just as picking race and class and ability scores quantifies his other strengths and weaknesses.
Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack—they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage. It's certainly possible, for example, that somewhere down the line, a “Courageous” trait might be on the list of dwarf race traits, but just because this trait is on both the dwarf race traits list and the basic combat traits list doesn't mean you're any more brave if you choose both versions than if you choose only one.
Character traits are only for player characters. If you want an NPC to have traits, that NPC must “buy” them with the Additional Traits feat. Player characters are special; they're the stars of the game, after all, and it makes sense that they have an advantage over the NPCs of the world in this way.
Gaining Traits
When you create your character for a campaign, ask your GM how many traits you can select. In most cases, a new PC should gain two traits, effectively gaining what amounts to a bonus feat at character creation. Some GMs may wish to adjust this number somewhat, depending upon their style of play; you may only be able to pick one trait, or your GM might allow three or more. Even if your GM normally doesn't allow bonus traits, you might still be able to pick up some with the Additional Traits feat.
Types of Traits
There are five types of character traits to choose from: basic (split among four categories: Combat, Faith, Magic, and Social), campaign, race, regional, and religion.
++Restrictions on Trait Selection
There are a few rules governing trait selection. To begin with, your GM controls how many bonus traits a PC begins with; the default assumption is two traits. When selecting traits, you may not select more than one from the same list of traits (the four basic traits each count as a separate list for this purpose). Certain types of traits may have additional requirements, as detailed in the section above.
Remember also that traits are intended to model events that were formative in your character's development, either events from before he became an adventurer, or (in the case of additional traits gained via the Additional Traits feat) ones that happened while adventuring. Even if your character becomes a hermit and abandons society, he'll still retain his legacy of growing up an aristocrat if he took the relevant social trait. The one exception to this is religion traits—since these traits require continued faith in a specific deity, your character can indeed lose the benefits of these traits if he switches religions. In this case, consult your GM for your options. She may simply rule that your character loses that trait, or she might allow him to pick a new religion trait tied to his new deity. Another option is that if your character abandons a religion, he loses the associated religion trait until he gains an experience level, at which point he may replace a lost religion trait with a basic faith trait.
Basic Traits
Basic Traits: There are a total of 40 basic traits, which are split evenly among the categories of Combat, Faith, Magic, and Social. Note that each of these four categories roughly equates to the four modes of adventuring, but aren't tied to specific classes. It's perfectly possible to have a religious rogue, for example, or a magic-obsessed fighter. Basic traits are “generic,” and should be able to fit into any campaign setting with a minimum of customization.
Combat
Faith
Magic
Social
Campaign
Campaign Traits: These traits are specifically tailored to give new characters an instant hook into a new campaign. Campaign traits tailored to a specific adventure path.
- Black Sheep
- Boarded In Infamy
- Boarded In The Empire
- Boarded In The North
- Boarded In The Outlands
- Boarded Locally
- Child Of Infamy
- Colonial
- Conspiracy Hunter
- Crew
- Diabolist Raised
- Favored Son/Daughter
- Firebrand
- Get The Cargo Through
- Infernal Bastard
- Jungle Scholar
- Outlander
- Rostlander
- Shadow Child
- Stowaway
- The Pathfinder's Exile
Race
Race Traits: Race traits are keyed to specific races or ethnicities, which your character must belong to in order to select the trait. If your race or ethnicity changes at some later point (perhaps as a result of polymorph magic or a reincarnation spell), the benefits gained by your race trait persist—only if your mind and memories change as well do you lose the benefits of a race trait.
- Advantageous Distraction (Goblin)
- Adventurous Explorer (Halfling)
- Amazingly Ugly (Half-Orc)
- Animal Friend (Gnome)
- Animalistic Affliction (Human)
- Arcane Inheritor (Human)
- Artistic Dilettante (Human)
- Assimilated Native (Human)
- Auspicious Tattoo (Human)
- Balloon Headed (Goblin)
- Beast Rider (Half-Orc)
- Big Ears (Goblin)
- Big Mouth (Half-Orc)
- Blade Bravado (Human)
- Born To The Water (Human)
- Bouncy (Goblin)
- Bred For War (Human)
- Bred To Entertain (Dhosari)
- Brute (Half-Orc)
- Businessman (Gnome)
- Calm The Storm (Dhosari)
- Colonial Entitlement (Human)
- Colonial Sympathizer (Human)
- Color Thief (Goblin)
- Deadeye (Half-Orc or Orc)
- Defiant (Dhosari)
- Dirty Fighter (Half-Orc or Orc)
- Dog-Sniff-Hate (Goblin)
- Elven Reflexes (Half-Elf)
- Ever Home (Human)
- Failed Apprentice (Half-Elf)
- Forlorn (Elf)
- Foul Belch (Goblin)
- Freedom Fighter (Halfling)
- Glib Barrister (Human)
- Goblin Foolhardiness (Goblin)
- Goldsniffer (Dwarf)
- Helpful (Halfling)
- Horse Lord (Human Trait; Ranger Archetype)
- Infernal Influence (Human)
- Keeper Of The Ancestral Scrolls (Human)
- Lettered (Halfling)
- Market Rat (Human)
- Master Of The Sudden Strike (Human)
- Masterful Demeanor (Human)
- Mindlessly Cruel (Half-Orc)
- Nomadic (Tribal Human; Halfling Racial Characteristic)
- Open Palm (Human)
- Outcast (Half-Orc or Orc)
- Perfect Servant (Halfling)
- Proud Tribesman (Tribal Human)
- Providential Passenger (Halfling)
- Pustular (Goblin)
- Rage Of Storms (Half-Orc or Orc)
- Rapscallion (Gnome)
- Rude Songs (Goblin)
- Scholar Of Ruins (Human)
- Scrounger (Halfling)
- Servile (Dhosari)
- Stargazer (Human)
- Student Of Magic (Human)
- Successful Shirker (Halfling)
- Superstitious (Human)
- Tongue Of Many Towns (Human)
- Trailblazer (Human)
- Tribal (Half-Orc or Orc)
- Tunnel Fighter (Dwarf)
- Tusked (Half-Orc or Orc)
- Ugly Swine (Goblin)
- Unbreakable Hate (Half-Orc or Orc)
- Voice Of Velvet (Human)
- Warrior Of Old (Elf)
- Well-Informed (Halfling)
- World Traveler (Human)
Regional
Regional Traits: Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain). In order to select a regional trait, your PC must have spent at least a year living in that region. At 1st level, you can only select one regional trait (typically the one tied to your character's place of birth or homeland), despite the number of regions you might wish to write into your character's background.
- Acolyte Of The Living God
- Alchemist Inventor
- Ancient Heritage
- Antiquities Smuggler
- Aristocratic Noble
- Artifact Hunter
- Aspiring Hellknight
- Bandit
- Bounty Hunter
- Candidate For Perfection
- Cavalry Rider
- Cheep To Feed
- Child Of The Crusades
- Chivalrous
- Citizen Of Eldr
- Citizen Of Klbt
- Cliff Jumper
- Cliff Master
- Cosmopolitan
- Crusader Tactician
- Cynic
- Deep Sea Diver
- Desert Child (Desert)
- Desert Merchant
- Desert Nomad
- Devotee Of Prophecy
- Disbeliever
- Dominator
- Dump Salvager
- Dusk Dancer
- Enemy Of The Undead
- Equality For All
- Fixer
- Forbidden Cultist
- Forest Diplomat
- Freed Slave
- Freedom Fighter
- Friend Of The Dead
- Friend Of The Fey
- Genie Caller
- Goblin Pirate
- Highlander (Hill or Mountain)
- Historian
- Hotspur
- Illusionist
- Imperial Soldier
- Inspiring Speaker
- Jungle Guard
- Jungle Guide
- Jungle Walker
- Legalistic Liberation
- Linebreaker
- Log Roller (Forest)
- Magical Wastes Survivalist
- Mammoth Master
- Merchant Child
- Militia
- Militia Veteran (any town)
- Monkey Goblin
- Mountain Guide
- Orphan
- Paragon
- Perseverance
- Pesh Addict
- Plainsman
- Pomp And Pageantry
- Purchased Loyalty
- Ranged Defender
- River Rat (any river)
- Riverfolk
- Savanna Child (plains)
- School Apprentice
- Scion Of Goblinblood
- Seafarer
- Secret Of The Impossible Kingdom
- Secret Revolutionary
- Shadowcaster
- Signaler
- Silent Hunter
- Silent Watcher
- Soldier Of The Faith
- Stormrunner
- Stormy Spellpiercer
- Sun-Blasted
- Superstitious
- Superstitious Ward
- Swordlord Page
- Technical Tinkerer
- Touched By The Sky
- Treerazer's Bane
- Tribesman
- Unafraid
- University Graduate
- Viking Blood
- Wanderer (Regional Trait; Monk Archetype)
- War Of Nobles
- Water Brave
- Wealthy Dabbler
- Wharf Rat
- Winter Soul
- Winter Warrior
- Wood Hunter
Religion
Religion Traits: Religion traits indicate that your character has an established faith in a specific deity; you need not be a member of a class that can wield divine magic to pick a religion trait, but you do have to have a patron deity and have some amount of religion in your background to justify this trait. Unlike the other categories of traits, religion traits can go away if you abandon your religion, as detailed below under Restrictions on Trait Selection.
- A Shining Beacon (LG)
- Affinity Of The Elements (Elemental Lords)
- Agent Of Chance (CG)
- Arbiter Of Truth (Gerana)
- Arcane Depths (N)
- Axis Of Evil (Rolterra)
- Backstabber (NE)
- Bane From Below (Ferrakus)
- Bastion Of Knowledge (Yolana)
- Battlefield Surgeon (LE)
- Beacon Of Order (Toma Thule)
- Blessing Of The Feast (Demon Lord of Cannibals)
- Blooded (Nise)
- Bloody Expertise (Shade)
- Born Of Resistance (Yolana)
- Broken Mind (CN)
- Burdened Beasts (Kamus)
- Call For Help (CG)
- Cards Of Destiny (Rolterra)
- Careless Whispers (Nemyth-Vaar)
- Centered (LN)
- Child Of Nature (N)
- Child Of The Coin (Shankhil)
- Civic Speaker (LG)
- Class Warfare (Tulis)
- Cleansing Light (NG)
- Cog In The Great Machine (Shankhil)
- Consummate Craftsmanship (Linium)
- Contract Master (LE)
- Core Arcanum (Linium)
- Corpse Friend (Rajuk Amon-Gore)
- Corpse Hunter (N)
- Covenant Of Abaddon (NE)
- Cultural Bridge (Veiloaria)
- Dawn Renewal (NG)
- Deathspeaker (NE)
- Deck Fighter (CN)
- Defensive Strategist (LG)
- Defiant Dance (Ul'Ul)
- Deformed (CE)
- Demon Hunter (LE)
- Demon Hunter (LE)
- Demonic Persuasion (CE)
- Destroyer Of Mal (Mal)
- Destructive Blows (CE)
- Divine Courtesan (CN)
- Divine Warrior (LG)
- Dragonslayer (CE)
- Ear For Music (NG)
- Elven Pantheist (any elven deity)
- Empty Heart, Full Heart (N)
- Empyreal Focus (Empyreal Lords)
- Eyes And Ears Of The City (LN)
- Eyes Of The Father (LG)
- Eys Of The Wild (N)
- Faithful Artist (CG)
- Faithful Of A Dead God (Dead God)
- Fatal Trapper (NE)
- Fiendish Confidence (LE)
- Flame Of The Dawnflower (NG)
- Flames Of Hell (LE)
- Flounderer (CE)
- Fortified Drinker (CG)
- Frenzied Follower (Ul'Ul)
- Fury (God of Disaster)
- Gift Of The Master Gambler (Eshsalqua)
- Good Dreams (CG)
- Good Natured (CG)
- Guardian Of The Forge (LG)
- Hallowed Patience (Ithreia)
- Harbinger Of Mal (Mâl)
- Hatred Of The Gods (CE)
- High Tolerance (Vortain)
- Holy Schemer (CN)
- Honey Tongued (LN)
- Illuminator (NG)
- Induced Mysticism (Vortain)
- Infiltrator (Shade)
- Inner Beauty (NG)
- Inoculated (NE)
- Intense Artist (NG)
- Iron Grip (CN)
- Know The Land
- Lessons Of Caution (NG)
- Loreseeker (LN)
- Lover Of Law (LN)
- Magic Is Life (N)
- Mother's Rage (CE)
- Mother'sTeeth
- Myketan Part Timer (Myketa)
- Nimble Fingers, Keen Mind (N)
- Nurturing Sacrifice (Aleria)
- Opener Of Doors (LN)
- Opportunistic (CN)
- Paletius' Inspiration (Paletius)
- Paletius' Revelation (Paletius)
- Passion's Rapture (Aleria)
- Patient Optimist (LG)
- Peace Of Winter's Night (Ithreia)
- Poisoned Words (Lyvalia)
- Potent Concoctions (CE)
- Power Of Purity (Kamus)
- Practiced Deception (NE)
- Propitiation (any dwarven deity)
- Provider (LG)
- Purity Of Faith (LG)
- Red Eye Of Wrath (Nemyth Vaar)
- Restless Hunger
- River Born (Chiuta)
- River Freedom (CN)
- Sacred Smasher (God of Disaster)
- Saren's Berserk (Saren)
- Scaled Friend (Chiuta)
- Scaly Ally (LG)
- Scars Of Tulis (Tulis)
- Secret Knowledge (NE)
- Seer Of Reality (LN)
- Self Sacrifice (NG)
- Sense Of Order (LN)
- Sensing Imperfection
- Serpentine Squeeze (CE)
- Signature Poison (Lyvalia)
- Skill Of The Unseen (Ferrakus)
- Sound Of Corruption (Eshsalqua)
- Spirit Guide (N)
- Spirit Of Honor (Gerana)
- Spirit Talker (Tribal)
- Staff Of The Wayfinder (Veiloaria)
- Starchild (CG)
- Stoic Optimism (CG)
- Strength Of The Barghest
- Strong Heart (CN)
- Strong Swimmer (N)
- Strong Willed (CG)
- Talented Organizer (CG)
- The Arm Of Nise (Nise)
- The Breaker (Fenris Kul)
- The Burning Throne (Fenris Kul)
- The Flexing Arm (NG)
- Unbending Will (Toma Thule)
- Undead Slayer (N)
- Underlying Principles (N)
- Unhinged Mentality (CE)
- Unmerciful Blade (Rajuk Amon-Gore)
- Unspeakable Bond (CG, CN, CE)
- Untamed (Saren)
- Venom Drenched (NE)
- Veteran Of Battle (CN)
- Vindictive Strike (CE)
- Voice Of Myketa (Myketa)
- Wisdom In The Flesh (LN)
- Wisdom's Waking (Neria)
- Wise Teacher (LG)
- Wolf Cub (NE)
- Written In Stone (Neria)