All feats from the Pathfinder Core are used in the Wold, with the following exceptions (due to the nature of online play):
- Improved Initiative
- Great Cleave
- Step Up
- Hero's Fortune
- Sidestep, Improved
Allows the creation of magical tattoos containing divine spells up to 3rd level.
Let's a caster combine two spell slots into one, more powerful spell.
You are better at shooting on the defensive.
You can shoot on the defensive.
Bonuses to woodland craft based upon being born in one of the Wold's magical forests, such as the Culverwood.
With the Reformation of the Fey King, access to his home dimension, the Wold's Cradle, has gotten a lot easier. Some creators of magical items have learned how to enter a pocket into the Cradle, where time moves more quickly. This allows faster creation of magic items, because time flows differently in the Cradle.
You have a lucky object that brings you a bonus to saving throws.
You can sneak attack and crit creatures that are usually immune to those attacks -- sometimes.
Rangers and Druids are able to cast certain spells with even greater power.
Characters can share spells from any class they possess with their bonded companions; a caster can share a spell's duration with a companion.
You are skilled at hiding after sniping
You can wildshape as if one level higher in a single wildshaping class, increasing all factors of wildshape.
Rangers and Druids are able to cast certain spells with great power.
You can reload your sling more quickly than most slingers.
Traits are no longer allowed in the Wold, including Woldian Traits. For informational and historic value only, click here for the now illegal Woldian Traits.