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Last updated 9. July 2014
There are a lot of traits out there. A lot of them are, quite frankly, not that good. With that in
mind, I have decided to write a guide to the very best traits. In order to be considered for VBT,
a trait should provide a unique benefit or be better than half a feat. Conditional bonuses with
the conditions being outside the player's control – are a big downside.
A *few* halffeat traits will be in the guide, if they are *very* useful and stackable (for example,
Rectionary).
“+1 and it becomes a class skill” will not be in the guide. They are very good traits, but they
are a subject of their own. For a more comprehensive trait guide, go here:
Sourcebooks used (so far) latest entry: Inner Sea Gods
APG, AA Adventurer’s Armory, And Andoran Spirit of Liberty, Animal Archive (no traits),
BoA Blood of Angels, BoN Blood of Night, CoP Champions of Purity, CEoD Cheliax
Empire of Devils, Chronicles of the Righteous (no traits), DoG Dwarves of Golarion, Elves of
Golarion, FG Faction Guide, FoB Faiths of Balance, FoC Faiths of Corruption, FoP
Faiths of Purity, GnoG Gnomes of Golarion, GoG Goblins of Golarion, HoG Halflings of
Golarion, HuG Humans of Golarion, OoG Orcs of Golarion, PFSP Pathfinder Society
Primer, QgttE Qadira gateway to the East, TeoG Taldor echoes of Glory, UC Ultimate
Campaign (note that all the APG traits are also in UC), VboL Varisia birthplace of Legends,
F&P Faiths & Philosophies, ISP Inner Sea Primer, SLC Sargava the Lost Colony, KoG
Kobolds of Golarion, DEP Dragon Empires Primer, Q&C Quests and Campaigns, BoG –
Bastards of Golarion, PoS – People of the Sands, Champions of Balance – CoB, Occult
Mysteries OM, Alchemy Manual (no traits), Inner Sea Combat (no traits), Inner Sea Gods
ISG
Trait categories:
I’ve sorted the traits based on who would want them or what they do. I haven’t done a racial
sorting, because Adopted exists (and counts as both your Racial and Social trait, AFAICT).
Campaign Traits go with all the other traits.
Anyone/Unsorted
Specific Bonus Types
Aid Another
Intimidate/Demoralize
Bluff/Feint
Skills
Noncasters
Saving throws
Gunslingers
Alchemists
Combat Maneuvers
Warriors
Divine Casters (and their friends)
High Int
High Wis
High Cha
Casters
Improvised Weapons
Weapon Proficiency
Opportunity Attacks
Under consideration:
Didn’t make the cut, and why:
Anyone/Unsorted
Undine Loyalty (Race: Undine, BoG): One of your teamwork feats count allies within 10’ as
adjacent.
Split Second Defense (Religion: Milani, ISG): Negate flanking as an immediate action 1/day.
Reactionary (Combat, APG)/Warrior of Old (Race: Elf, APG)/Elven Reflexes(Race: ½Elf,
APG)/Hermean Paragon (Regional Steaming Sea, ISP)/Chance Saviour (Campaign: Carrion
Crown): +2 initiative.
Finding Haleen (Legacy of Fire): +1 Hp and skill point per level, on top of your regular favored
class bonus, if you can strongarm your GM into that reading.
Accelerated Drinker (Combat, CEoD): Drink a potion as a move action. That’s action economy
right there. Does not work with Extracts.
Defensive Strategist (Religion: Torag, FoP/ISG): Not flatfooted in the usual circumstances.
Very nice.
Rich Parents (Social, APG): 900 starting gold is a lot of options at low levels.
Merchant Family (Campaign: RotRL): Selling off your stuff at 60% instead of 50% adds up to
a lot of money.
Specific bonus types (luck, morale etc.)
Optimistic Gambler (Campaign: Second Darkness): Effects that grant you morale bonuses
persist 1d4 rounds longer than they normally would as a result.
Fate’s Favored (Faith, UC): All Luck bonuses improved by 1.
CommunityMinded (Regional: Rahadoum, PoS): Benefit(s): Any morale bonuses you confer
upon your allies through your own abilities or spells last 2 additional rounds.
Aid Another
Helpful (Race: Halfling, HoG): Aid another bonus of +4 instead of +2.
Helpful (Combat, CoP)/Azlanti Inheritor (Race: Gillman, BoG)/Protective Faith (Religion:
Torag, ISG): Aid another bonus of +3 instead of +2.
Kin Guardian (Combat, UC): Additional +2 AC when you use Aid Another to improve a family
members AC.
Battlefield Disciple (Combat, UC): Additional +1 to hit when using Aid Another to aid attack
rolls. Also, +2 to Heal checks to stabilize.
Fools for Friends (Campaign: Second Darkness): +1 to the bonus given and received. And +1
to saves vs. charm, compulsion more or less constantly.
Intimidate/Demoralize
Masterful Demeanor (Race: Chelaxian, CEoD): +3 Intimidate vs. nonhuman humanoids.
Larger Than Life (Combat, UC): Counting as one size category larger for Intimidate is
equivalent to +4 in most cases. And it’s not a trait bonus. Must be wielding a firearm.
Twinned Presence (Magic, UC): Skill trait for Intimidate and if your Eidolon is present, you can
use its size modifier.
Omen (Faith, UC): 1/day swift action to demoralize an opponent. Also, skill trait for Intimidate.
The Rider (Astrological, OM): 1/day immediate action to demoralize, no cost for failure.
Fiery Glare (Race: Ifrit, BoG): Take 10 on Intimidate even in combat.
Bluff/Feint
Dirty Fighter (Race: ½Orc/Orc, OoG): +3 to Bluff when feinting.
Dueling Cloak Adept (Combat, KotIS): You are trained in using your cloak to disguise your
body and deceive your enemies. While wearing a cloak and using an Aldori dueling sword,
you gain a +2 trait bonus on Bluff checks made to feint. Additionally, every time you
successfully feint while wearing a cloak, you gain a +1 dodge bonus to your Armor Class until
your next turn.
Adaptable Flatterer (Race: Fetchling, BoG): +1 to Bluff, +1 attack rolls vs enemies denied Dex
bonus.
Skills
Innocent (Race: Aasimar, BoA): “Believable” or “unlikely” lies always get the +5 “target wants
to believe” modifier.
Patient Optimist (Religion: Erastil, APG)/(Religion: Desna, CEoD): +2 Diplomacy, but only to
influence, only vs hostile/unfriendly, is not enough. But a retry is.
Dealmaker (Equipment, AA): Buy magic items anywhere with a good enough Diplomacy
check. But high risk of being straight out GMblocked.
Inner Beauty (Religion: Shelyn, FoP): +4 to Bluff, Craft, Diplomacy, or Perform, once per day,
after the die is cast.
Agent of Chance (Religion: Nivi Rhombodazzle, FoP/ISG): Allow one ally a reroll on a skill
check 1/day.
Color Thief (Race: Goblin, GoG): +2 Stealth when wearing light or no armor.
Noncasters
Wendifa Apprentice (Faith, F&P)/Alluring (Religion, Dwarves of Golarion)/The Lantern Bearer
(Astrological, OM): Arcane SLA, and Arcane Caster Level equal to your character level.
Trifler (FG, human): prestidigitation 3/day, CL 1.
Unscathed (Magic, UC): +2 to all energy resistances you have. This pushes a resistance of 5
from “functionally immune” to “actually immune” in a lot of cases.
Saving throws
Irrepressible (Faith, Q&C): Cha for Will saves vs charm, compulsion.
Lessons of Chaldira (Religion: Chaldira Zuzaristan, FoP/ISG): Reroll a saving throw 1/day.
Strong Willed (Religion: Cayden Cailean, FoP): +2 vs charm & compulsion.
Birthmark (Faith, APG): +2 vs charm and compulsion is probably more than 50% of Iron Will.
An holy symbol that's concealable, theftproof, disarmproof and sunderproof is just gravy.
Oathbound (Faith, UC): Reroll failed save vs charm or compulsion, 1/day.
Latent Psion (Race:Human, Legacy of Fire): +2 vs. mindaffecting.
Glory of Old (Regional: Five Kings Mountains, DoG): +1 on saves vs. spells, SLAs, poison.
Gunslingers
Black Powder Bravado (Combat, UC): Somewhat unclear wording. But if you’re going to be in
a position to use this, an attack reroll is extra useful for a gunslinger, to avoid misfires.
Larger Than Life (Combat, UC): Counting as one size category larger for Intimidate is
equivalent to +4 in most cases.
Never Stop Shooting (Combat, UC): Diehard for Gunslingers.
Called (Faith, Q&C): Reroll an attack roll of “1”, 1/day.
Alchemists
Strong Arm, Supple Wrist (Combat, QgttE): +10’ range on a thrown weapon, if you move at
least 10’.
Meticulous Concoction (Magic, UC): 1/day +2 save DC or +2 rounds duration.
Firebug (Combat, Q&C): +1 trait bonus to attack rolls with thrown splash weapons.
Combat Maneuvers
Heirloom Weapon (Equipment, AA, errata): +2 to one CM with your weapon of choice. Make
Whole and Masterwork Transformation makes this trait a constant +2.
Final Embrace (Race: Dhampir, BoN): +2 to pin a target.
Bred for War (Race: Shoanti, HuG): +1 CMB, +1 Intimidate.
Snowstride (Regional: Darklands, KoG): Trip/Bull rush creatures up to two sizes bigger than
yourself. +1 Acrobatics.
Serpentine Squeeze (Religion: Ydersius, FoC): +1 to CMB and CMD when grappling.
Warriors
Militia (Reginal: Amanandar, DeP): +1 trait bonus to attack rolls when flanking.
Finish the Fight (Race: Halforc, orcraised, BoG): +1 trait bonus vs. opponents you have
injured in the last 24 hours.
Threatening Defender (Combat, CEoD): If you have Combat Expertise, this trait is +1 AC.
Serpent Runner (Campaign: Shattered Star): Penalty for primary weapon reduced by 1 when
TWF’ing.
Sword Scion (Campaign: Kingmaker): +1 trait bonus to all attack rolls with a longsword or
Aldori dueling sword. No ifs ands or buts, just +1 to hit.
Defender of the Society (Combat, FG, Pathfinder Society Fighter only): +1 AC when wearing
medium or heavy armor.
Armor Expert (Combat, APG)/Sargavan Guard (Regional: Sargava, ISP)/Serpent Runner
(Campaign: Shattered Star specific armor): ACP reduced by 1. That’s mithral breastplate at
0. And these traits stack.
Mizu Ki Hikari Rebel (Regional: Chu Ye, DEP)/Quain Martial Artist (Regional: Quain, DEP) :
+1 damage on unarmed strikes.
Mother’s Teeth (Religion: Lamashtu, GoG)/Tusked (Race: ½Orc/Orc, OoG): Gain a bite
attack. Subtle differences.
River Rat (Regional, UC): +1 damage with daggers, also a skill trait for Swim.
Shield Bearer (Race: Ulfen, HuG): +1 damage with shield bash, +2 AC to an ally 1/day.
Veteran of Battle (Religion: Gorum, APG)/Watching Taldor (Regional: Qadira, QgttE): +1
initiative and free weapon draw in surprise rounds. That means you can charge in the surprise
round and full attack in the regular round.
Deadeye Bowman (Religion: Erastil, ISG): When using a longbow, a single creature does not
provide soft cover.
Shieldtrained (Religion: Gorum, ISG): Heavy shields are considered light weapons. Shields
are considered simple weapons.
Divine Casters (and their friends)
PriestBlessed (Faith, F&P): +1 CL for friendly divine spell targetting you, 3/day.
Birthmark (Faith, APG): +2 vs charm and compulsion is probably more than 50% of Iron Will.
An holy symbol that's concealable, theftproof, disarmproof and sunderproof is just gravy.
Blessing of Darkness (Race: tiefling, BoF): +1 CL when a negative energy channeler casts a
spell on you.
High Int
Clever Wordplay (Social: Scrolls, PFSP): Intelligence for any one Chabased skill.
Bruising Intellect (Social, UC): Int for Intimidate and class skill.
Pragmatic Activator (Magic, UC): Int for UMD
Student of Philosophy (Social, Q&C): Int to Diplomacy for persuasion (not Gather
Information), and to bluff for lying (not feinting).
High Wis
Wisdom in the Flesh (Religion: Irori, APG): Wis for any one physical skill.
High Cha
Planar Savant (Faith, UC): Charisma for Knowledge (Planes).
Irrepressible (Faith, Q&C): Cha for Will saves vs charm, compulsion.
Creative Manipulator (Race: Changeling, BoG): Reroll Cha check 1/day – this assumes that
the trait can be used on chabased skill checks.
Casters
Focused Mind (Magic, APG)/Unbreakable Hate (Race: ½Orc/Orc, OoG)/Abendego
Spellpiercer (Regional: Abendego, ISP)/Unhappy Childhood (Campaign, CotCT)/Hero
Worship (Campaign: Jade Regent): +2 to Concentration checks. Betterthanhalf of Combat
Casting, as it applies to all Concentration checks.
Gifted Adept (Magic, APG)/Secret of the Impossible Kingdom (Regional: Jalmeray, ISP): +1
CL for one spell.
Precocious Spellcaster (Regional: Taldor, TeoG): +1 CL for one 1st level spell and one
cantrip. Not a trait bonus, so stackable.
Domineering (magic, Q&C): +1 DC for one Enchantment spell.
Havoc of the Society (Magic, FG, Sorcerer only): 1 point of force damage is very useful to
ensure that a "rider" effect on the spell works.
Magical Knack (Magic, APG): +2 CL for a multiclassed caster or a Ranger/Paladin.
Magical Lineage(Magic, APG)/Wayang Spellhunter (Regional: Minata, DEP): 1 SL
adjustment for metamagic for 1 spell.
Transmuter of Korada (Magic, CoP): +1 CL for an entire school? Yes please.
Affinity for the Elements (Religion: Elemental Lords, FoC/ISG): +1 DC for spells of one
element.
TwoWorld Magic (Magic, SLC): Add a 0. level spell from another class to your class list.
Unseen but not undone (Magic, UC): Cast a bloodline spell Stilled 1/day. Once is usually all
you need, and there’s no SL adjustment.
Eastern Mysteries (Campaign: Qadira Faction, GtOP): +2 DC for one spell 1/day.
Overwhelming Beauty (Magic, BoG): +1 DC for mindaffecting against creatures that share at
least one subtype.
Kuthite Caster (Religion: ZonKuthon, ISG): +4(!) Concentration when casting
shadow/pain/darkness spells.
Improvised Weapons
Rough & Ready (Equipment, AA): Eliminate the 4 for improvised weapons and gain +1 to hit
instead. Tools of the trade include basically anything you can imagine, especially if you take
Profession: Gardener.
Surprise Weapon (Combat, UC): +2 trait bonus on attack rolls with improvised weapons.
Humble Beginnings (Regional: Varisia, VboL): Choose one (bad) improvised weapon, count
as having Catch OffGuard.
Dockside Brawler (Campaign: Skulls & Shackles): +1 trait to damage with improvised, brass
knuckles.
Weapon Proficiency
Heirloom Weapon (Equipment, AA, errata): Gain proficiency with a martial weapon (such as
Waraxe for a Dwarf). Make Whole and Masterwork Transformation makes this trait almost as
good as full proficiency.
Rough & Ready (Equipment, AA): Eliminate the 4 for improvised weapons and gain +1 to hit
instead. Tools of the trade include basically anything you can imagine, especially if you take
Profession: Gardener
Shoanti Tattoo (Race: Shoanti, VboL): Proficiency with Earthbreaker, Klar, Shoanti Bola.
Varisian Tattoo (Race: Varisian, VboL): Proficiency with Starknife, Bladed Scarf. +1 save vs
compulsion, charm.
Shieldtrained (Religion: Gorum, ISG): Heavy shields are considered light weapons. Shields
are considered simple weapons.
Opportunity Attacks
Tianjing Temple Guard (Regional: Tianjing, DEP): +1 trait bonus on AoO with polearms and
AoO is pretty much the reason you’re using a polearm in the first place.
Heirloom Weapon (Equipment, AA, errata): +1 trait bonus on opportunity attacks with specific
weapon.
Opportune Slayer (Religion: Lamashtu, ISG): +2 damage on opportunity attacks.
Opportunistic (Religion: Calistria, ISG): +1 trait bonus on opportunity attacks with whips,
daggers, swords.
Under consideration:
Muscle of the Society (Combat, PFSP): +2 on some Str checks. But +2 Str for carrying
capacity is great for the Str 7 characters.
Memorable (Social, Q&C): fear and mindeffecting conditions you create, that last at least 2
rounds, last an additional round.
Didn’t make the cut, and why:
Theoretical Magician (+2 spellcraft): Because it’s a Magic trait, and thus facing hard
competition. Spellcraft is really not that useful for noncasters.
Beast of the Society: Really only worthwhile at level 45.
Alluring (dwarf): arguments about “attractive”, better ways to gain CL
Curse in the Blood (Race: Skinwalker, BoG): +1 save vs curses, very circumstantial; +1 CL for
curses, that’s a lot of spells actually, but CL doesn’t seem to matter.