Nord-Troms Warhammer Forum
Vil du reagere på denne meldingen? Registrer deg på forumet med noen få klikk eller logg inn for å fortsette.

Trait List

Go down

Trait List Empty Trait List

Poste  Sverre 7/3/2014, 13:47

TRAITS OF NOTE

Trait types:
[Campaign] [Combat] [Equipment] [Faith] [Magic] [Race] [Regional] [Religion] [Social]
The following alphabetical list is limited, too many and too much to say:
*Did not go into [Campaign] here at all.
*Ignore almost all flat saves and skill traits not related to UMD, Perc or stealth. Too many, too easy, to get if you want something tailored.
*List of ways to get +2 initiative at the bottom.

[Combat] 'Accelerated Drinker' Drink potion as a move action
[Combat] 'Anatomist' +1 to confirm crit
[Combat] 'Armor Expert' reduce ACP by 1
[Combat] 'Berserker of the Society' +3 rage rounds
[Combat] 'Blade of the Society' +1dmg on SA
[Combat] 'Coherent Rage' bluff, escape artist, handle animal or stealth while raging
[Combat] 'Defender of the Society(Fighter)' +1AC while wearing armor
[Combat] 'Dirty Fighter' +1 dmg to flanked foes.
[Combat] 'Honored Fist of the Society' +1 Ki point for monk.
[Combat] 'Killer' bonus dmg to crit based on weapon.
[Combat] 'Slippery' +1 stealth, now class skill.
[Combat] 'Threatening Defender' when use Combat Expertise, +1 to hit.

[Equipment] 'Heirloom Weapon' Choose: [1]Prof w/ weapon [2]+1 to AOO [3]+2 to 1 kind of CMB **Trait lost if you lose weapon.

[Faith] 'Exalted of the Society' Channel energy +1 times per day.
[Faith] 'Unnatural Presence' can intimidate animal and vermin.

[Magic] 'Dangerously Curious' +1 UMD, now class skill.
[Magic] 'Desperate Focus' +2 Concentration
[Magic] 'Focused Mind'+2 concentration
[Magic] 'Gifted Adept' +1 caster level for 1 spell
[Magic] 'Magical Knack' +2 caster lvl to spellcasting class up to HD.
[Magic] 'Magical Lineage': 1 spell(any spellvl), 1 lower metamagic spellevel change
[Magic] 'Pragmatic Activator' UMD now class skill based on INT instead of CHA.
[Magic] 'Two World Magic' get a cantrip/orison from other spellist.

[Race - Dwarf] 'Grounded' +2 Balance related acrobatics, +1 reflex.
[Race - Dwarf] 'Militant Merchant' +1perc vs surprise. Per class skill.
[Race - Dwarf] 'Ruthless' +1 critt confirmation.
[Race - Dwarf] 'Tunnel Fighter' +2init, +1w-dmg on crit(multiplies). Has to be underground.
[Race - Dwarf] 'Zest for Battle' +1(trait) dmg on w-dmg, when you have morale bonus to hit.
[Race - Gnome] 'Animal Friend' +1 will save(req animal inside 30 ft) handle animal class skill.
[Race - Goblin] 'Balloon Headed' +1 Perception and class skill. -8 to squeeze head.
[Race - Goblin] 'Big Ears' +2 Perception
[Race - Goblin] 'Color Thief' +2 Stealth if you wear light or no armor.
[Race - Goblin] 'Goblin Foolhardiness' +1 to hit larger opponents, if no ally in adjacent.
[Race - Hafling] 'Helfpfull' Aid another gives +4 instead of +2.
[Race - Human] 'Bred for War' +1 intimidate and +1 to CMB (must be 6 ft+ tall)
[Race - Human] 'Carefully Hidden' +1 will and +2 save vs all divine effects.
[Race - Human] 'Historian' +1 know history and bardic know.
[Race - Human] 'Masterful Demeanor' +3 to intimidate vs non-human humanoids
[Race - Human] 'Open Palm of Irori' +1 Acrobatics and knowledge religion, if ki pool, [Swift] 1/day +2dmg(precision) on 1 dmg roll.
[Race - Human] 'Shield Bearer' +1dmg on shieldbash, 1/day free action +2ac to adjacent ally 1rnd. has to stay adjacent.
[Race - Tiefling] 'Dark Magic Affinity' Spells with [evil] +1 CL
[Race - Tiefling] 'Ever Wary' Dex to ac before you act, but still flat footed(SA works).
[Race - Tiefling] 'Shadow Stabber' +2 melee w-dmg rolls vs targets that can't see you.
[Race - Tiefling] 'Suicidal' 1/day,[Immediate] make yourself target of attack aimed for adjacent square.
[Race - Tiefling;Foulspawn] 'Repulsive' +1CMB overrun and reposition.
[Race - Tiefling;Grimspawn] 'Deadly Rush' +2 Crit confirmation as part of a charge.
[Race - Tiefling;Hungerseed] 'Big Boned' +1CMB to overrun, +1CMD trip.
[Race - Tiefling;Shackleborn] 'Chain Master' +2CMB to trip with whip/spiked chain.

[Regional - Amandar] 'Militia' +1 to hit when flanking.
[Regional - Andoran] 'Equality for All' +2CMB and CMD vs opponents 2+ size larger than you
[Regional - Chu Ye] 'Mizu Ki Hikari Rebel' +1 dmg with unarmed attacks.
[Regional - Dwarf] 'Blooded' +1 w-dmg against giants, goblin and orcs.
[Regional - Dwarf] 'Glory of Old' +1 on save vs spell, spellike abi and poison.
[Regional - Hills or Mountains] 'Highlander' +1 Stealth, +2 in hilly/rocky areas, Class skill.
[Regional - Hold of Belzken] 'Dominator' +2 intimidate to demoralize in combat.
[Regional - Jalmeray] 'Secret of the Impossible Kingdom' +1 CL to 1 spell.
[Regional - Kyonin] 'Iadaran Illusionist' +1 CL checks with illusion, +1 will save to disbelieve ill
[Regional - Marsh or River] 'River Rat' +1dmg dealt with dagger, +1 swim, swim class skill.
[Regional - Minata] 'Wayang Spellhunter' 3rd-lvl spell or below, metamagic feat 1 lvl lower than normal.
[Regional - Nidal] 'Uskwood Hunter' +1 stealth, class skill
[Regional - Po Li] 'Chosen Child' Starting money increase by 900 gp.
[Regional - Qadira] 'Alchemical Prodigy' choose one 1st-L spell from other spell list. Can brew it with Brew potion feat.
[Regional - Quadira] 'Elemental Pupil' +1 dmg for spells of 1 Energy type.
[Regional - Quadira] 'Watching Taldor' +1 initiative, draw as a free action, act in surprise round.
[Regional - Quain] 'Quain Martial Artist' +1 dmg when using unarmed strikes.
[Regional - River Kingdoms] Choose: Escape Artist, Intimidate or Stealth. +1 and class skill.
[Regional - Sargava] 'Sargavan Guard' Reduce ACP by 1.
[Regional - Sodden Lands] 'Abendego Spellpiercer' +2 concentration when spellcasting.
[Regional - Valashmai Jungle] 'Valashmai Veteran' +1 perception, +1 survival, one is now class skill

[Regional - None] 'Survivor' +1 to initiative and sense motive, SM now a CS.

[Religion] 'Eyes and Ears of the City(Abadar)' +1 perception + CL.
[Religion] 'Lessons of Chaldira(Chaldira Zuzaristan)' 1/day reroll failed save.
[Religion] 'Potent Concoctions(Ghlaunder)' 2 poison types, +1 DC when you use them.
[Religion] 'Purity of Faith(Iomedae)' +1 will save and +1 on all saves vs evil outsider.
[Religion] 'Wisdom in the Flesh(Irori)' Select 1 str/dex skill, it now use wis instead and becomes class skill.
[Religion] 'Underlying Principles(Nethys)' +1 UMD, now class skill.
[Religion] 'Cleansing Light(Sarenrae)' Channel energy on undead, reroll all die showing 1.
[Religion] 'Serpentine Squeeze(Ydersius)' +1 to grapple CMB and CMD.

[Social] 'Adopted' Get a race trait from your adoptive parents race.
[Social] 'Maestro of the Society' +3 bardic perf per day.
[Social] 'Rich Parents' starting gold increases to 900.

*NB
[1] [Religion] 'Wisdom in the Flesh(Irori)' only trait that can give fly to class skill.
[2] [Equipment] 'Heirloom Weapon' Has been subject to errata as its original form was concidered OP.
[3] *NB trait bonuses don't stack. There is some bonuses obtained by traits that will stack however, but they are rare.
[4] +2 flat initiative traits:
[Race - Half-Elf] 'Elven reflexes'
[Race - Elf] 'Warrior of Old'
[Regional - Steaming Sea] 'Hermean Paragon'
[Combat] 'Reactionary'
[Race - Dwarf] 'Tunnel Fighter' +2init, +1w-dmg on critt(multiplies), has to be underground.

[5] Link to more comprehensive guide, and the reason I made the shortened list:
https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEmCdhA/edit


Sist endret av Sverre den 7/3/2014, 21:11, endret 2 ganger (Reason for editing : 'Heirloom Weapon' var feil + la til [Regional - Po Li] 'Chosen Child')

Sverre
Peasant

Antall Innlegg : 22
Join date : 25.03.2011

Til Toppen Go down

Til Toppen

- Similar topics

 
Permissions in this forum:
Du kan ikke svare på temaer i dette forumet