Custom Traits

Traits are special features you take at character creation to both flesh out your character and provide minor skill/stat bonuses. You can have two at creation.

All of the traits available in the Pathfinder core rules can be taken, except in some situations where they refer to specific Pathfinder places or gods.

The custom Paxia traits are divided into five categories:

Personal Traits

Personal Traits represent certain traits reflecting decisions or attitudes of the character unrelated to the other topics. In some ways they can be goals, or personal philosophies.

Revolutionary

At some point or another, you've decided that the country needs change, violently if need be. Perhaps you've read the treatises on liberalism by Clencerian scholars, or perhaps you've lived under a harsh regime and have decided enough's enough. Either way, you strike with a vengeful vigour against your establishment enemies, and your fervour brings others to your side.
Pick a government, preferably one involved with a place you have links with. You gain a +1 trait bonus to your attack rolls against members or enforcers of the government (ministers, clerks, down to soldiers or policemen). You also get a +1 trait bonus to your leadership score if or when you take the Leadership feat.
You lose this feat if the government changes to something of your liking, or you make peace with the current government.

Vanguard of the Ancient Regime

Nothing fills you with greater pride than allegiance to your nation, and nothing fills you with greater disgust than those who would try to subvert it. Or perhaps, you feel you have more to gain from the current system than any new one. Either way, you find yourself striking harder and faster against those who would overthrow the rightful rulers of the land, and you find it easy to lure like-minded folks to your cause.
Pick a government, preferably one involved with a place you have links with. You gain a +1 trait bonus to your attack rolls against deliberate enemies of the state, such as subversives, rebels, spies, traitors or revolutionaries. You also get a +1 trait bonus to your leadership score if or when you take the Leadership feat.
You lose this bonus if the government changes to something not to your liking or become a rebel yourself.

Educated

At some point you had access to a good education that gave you a good helping of theoretical knowledge. At least some of it has been retained.
Choose two Knowledge skills. You gain a +1 trait bonus to these skills. Furthermore, one of them is always a class skill for you.

Street Rat

You've lived on the streets for awhile, long enough to fend for yourself. You've learned that a quick mouth and sharp eyes can save your life many, many times.
You gain a +1 trait bonus to diplomacy and perception. Furthermore, one of them is always a class skill for you.

Trickster

Perhaps you're a conman. Or a liar. Or perhaps you're just an inventive prankster. Either way, you're good at lying- and good at sensing lies.
You gain a +1 trait bonus to bluff and Sense Motive. Furthermore, one of them is always a class skill for you.

Horseman

You know your way around horses- you know how to ride them, how to calm them, and how to look after them. You might be an accomplished horseman or a stablehand, but either way, horses are something you understand.
You gain a +1 trait bonus to the Ride skill, which is always a class skill for you. Furthermore, you gain a +1 trait bonus to the Handle Animal and Knowledge (nature) skills on rolls related to horses.

Merchant

At some point or another, you entered an occupation dealing with trade. You became good at getting your money's worth for a product, as well as persuading a hesitant customer to give into temptation and give you his gold.
You gain a +1 trait bonus to the Appraise and Diplomacy skills. Furthermore, one of them is always a class skill for you.

Country of Expertise

You're highly learned about a particular country. Maybe you lived there, or had relatives there; or perhaps you studied it especially closely in a school or academy.
Select a nation. You gain a +1 trait bonus to Knowledge (history) and Knowledge (geography) on rolls regarding that nation, as well as a +1 trait bonus to Diplomacy when talking to people from that nation. You also may take the nation's most common language as a known language.

Athlete

Either through training or constant exposure, you've found yourself rather adept at certain athletic activities.
Select two skills out of Acrobatics, Climb and Swim. You gain a +1 trait bonus to these two skills, and one of them is always a class skill for you.

Spy

You are adept at the cloak-and-dagger arts. Perhaps you've spied on government places or functions, or perhaps you've followed or stalked a crime boss or a particular person. Either way, you've gained a knack for hiding.
You gain a +1 trait bonus to the Disguise and Stealth skills. Furthermore, one of these always counts as a class skill for you.

Favoured Persona

When you go undercover, there's one style you use more than most. A certain combination of clothing, actions, even a personality… Experience with this disguise has made you -very- good at it… But there is, of course, always a risk that people will remember that disguise and keep it in mind if you're found out.
Design a particular disguise persona, with a brief description on appearance, behaviour and name. You gain a +3 trait bonus to Disguise whenever you use this persona. However, you run the risk of being recognisable if continually seen by the same targets, making it risky to use on the same people for prolonged periods.

Origin Traits

Although all traits in some way deal with your PC's origins, these deal explicitly with either major events or the childhood of your PC.

Raised by Wolves

You were raised away from main society or civilisation. Perhaps you were raised in isolation by hermits, were brought up in a forest alone or were literally raised by animals. Either way, the experiences have left you with remarkable knowledge of nature and survival, but has stunted your experience with social mores and the like, leaving you less than impressive in those situations.
You gain a +1 trait bonus to your Knowledge (Nature) skill and a +2 trait bonus to your Survival skill. Furthermore, both of these skills are always Class Skills for you. However, you take a -1 trait penalty to Diplomacy and it is never a class skill for you.

Nomadic Childhood

Your family was nomadic, and travelled often, usually over great distances. Perhaps you were hunted and thus had to move, or perhaps this was just how your family lived. Either way, you've learned about a great many places in your childhood.
You gain a +1 trait bonus to your Knowledge (History) and Knowledge (Geography) rolls. Furthermore, one of these is always a class skill for you.

Family Business

Your family has, over many generations, practiced some profession or worked in some shop over a great period of time. As per tradition, you have been educated in their practises since you were young, giving you an edge in the pursuit of those practises.
You gain a +1 trait bonus to a chosen profession. Furthermore, you gain a +1 to one of the following skill: Appraise, Handle Animal, Craft, Heal. The skill you choose is always a Class Skill for you.

Unwanted Child

For some reason, your family did not want you. Maybe you were an illegitimate child born to a politically sensitive family, or the product of an unwholesome union. Or maybe you were merely another mouth to feed in an already overstretched family. Either way, you grew up unloved and unwanted, and quickly learned to fend for yourself.
You gain a +1 trait bonus to the Intimidate and Bluff skills. Furthermore, one of these is always a class skill for you.

Beloved Child

You were beloved as a child. Perhaps you were the heir to the family, or perhaps you resembled one of your parents particularly well, or maybe you just had nice folks. Either way, you were given plenty of love and affection, which has rubbed off on you in some way.
You gain a +2 trait bonus to Diplomacy. Furthermore, Diplomacy is always a class skill for you.

Well-mannered

You were given a firm education in manners as a child- acting and speaking respectfully and always being aware of the social situation- such as how to recognise and speak to your betters.
You gain a +1 trait bonus to the Diplomacy and Knowledge (Nobility) skill. Furthermore, one of these is always a class skill for you.

Headstrong Child

You were always astoundingly headstrong as a child, often refusing to do what people asked you to do unless you wanted to do it. Other people had a great deal of difficulty trying to force you to do something, and this has carried over to your adulthood.
You gain a +2 trait bonus to saving throws against compulsion effects.

Dark Childhood

Your childhood was not a happy time. Maybe you grew up excessively lonely or friendless, or perhaps you were held to high standards that seemed impossible to complete. Maybe you were abused in some way, even. Either way, the experience, whilst horrible, has given you a strength of your own- a strength of mind ready to face other challenges with steady stoicism.
You gain a +1 trait bonus to your Will saves.

Dwarven Tutelage

You had a Dwarven tutor at some point in your life. Well known for their amazing pools of knowledge and wisdom, Dwarven tutors are in high demand- and have taught you well.
Choose two knowledge skills. You gain a +1 trait bonus to these skills, and one of them is always a Class Skill for you.

Arcane Student

You had a magical education; perhaps you were the child of a wizard or mage, or attended an academy of magic. Either way, you've been given a strong theoretical education into the arcane arts.
You gain a +1 trait bonus to your Spellcraft and Knowledge (Arcane) skills. Furthermore, one of these is always a class skill for you.

Circus Child

Where other children found the circus interesting, you found it was your entire life. Either you were born into a circus family or taken on as an apprentice- or even adopted. Either way, you've managed to pick up some (perhaps disturbing) practical skills from this most unorthodox of starts.
You gain a +1 trait bonus to either your Escape Artist, Acrobatics or Sleight of Hand skills and one of your Perform skills. Furthermore, Escape Artist, Acrobatics or Sleight of Hand is always a class skill for you.

Child Thief

Some children ultimately end up falling under the influence of a street gang- or perhaps they work freelance. Either way, some, driven by poverty, take to thievery to survive, slipping through groups of people, cutting purses and hiding in the shadows…
You gain a +1 trait bonus to your Sleight of Hand and Stealth skills. Furthermore, one of these is always a class skill for you.

Regional Traits

Regional traits represent the effects living in a certain area have had on your PC over time. They are thus keyed to certain geographical places, and to take the trait you need to have lived in the area for at least a year. You may only take one Regional trait at level 1.

Religion Traits

Religion traits represent the effect of your patron god or faith on your PC. The trait is thus linked to a particular god. To be eligible for these traits they need to match your patron deity; accordingly if you lose faith or change your faith their bonuses will disappear.

Racial Traits

Racial traits represent certain effects from race on your character, either something innate or as a result of a greater cultural response to your race.

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