Using Pathfinder APG Traits in the Wold
All PCs gain two traits at creation, and may take two more with the Additional Traits feat. A DM may award a trait as an exceptional reward, with the Campaign DM's permission.
At least half of all traits a character has must be Woldian. More than half, indeed, even all traits can be Woldian. Core Basic Traits (found here) of all four types -- Combat, Faith, Magic, and Social -- are allowed without restriction from the APG and are used unmodified (with the exception of the Hedge Magician trait which is not allowed). Book APG Pathfinder Campaign Traits, Race Traits, Regional Traits, and Religion Traits are not used; use the Woldian traits below instead.
Woldian Campaign Traits
- Brave - You are courageous in the face of terror. You gain a +2 bonus on saves vs. fear.
- Charitable - You enjoy giving alms to the poor and downtrodden. Whenever you tithe (give away 10 percent of loot from a given module), you gain a permanent hit point. You do not benefit by giving more than 10 percent.
- Clean – You have the extraordinary ability of somehow always ending up tidy, neat, and clean, even after a fight or being tripped in mud. You gain a +2 trait bonus to saves against disease.
- Good - You can speak Celestial as a free bonus language and you gain an extra 1d3 hp when you are healed by channeling positive energy.
- Heroic - You are a hero! You can do things ordinary folk cannot imagine. Benefit: Every time you use a hero point, also roll 1d6. On a 1, you get the point back.
- Noble - You are fair and kind-hearted, seeking to protect others. When you use the Aid Another action to protect an ally in combat, you provide a your Aid Another bonus to AC and CMD against all attacks made on the ally for a full round.
- Trustworthy - You are a loyal and true friend. You can Aid Another in combat as a move action.
Woldian Race Traits
- Centaur Brewer - Following ancient centaur traditions, you have a knack for brewing. You gain a +2 trait bonus on all Craft checks to make beverages, as well as a +2 trait bonus on Spellcraft checks to brew potions.
- Centaur Forester - For generations, centaurs have tended the giant Whistal Trees that shelter their homes. Following in their footsteps, you gain a +2 trait bonus on all Profession (Herbalist) checks and Diplomacy checks made to influence plants.
- Dwarf Mountaineer - You are familiar with the high places of the Wold. You never get lost in hills or mountains, you are always considered acclimated to high altitude, and you gain a +1 trait bonus on all Climb skill checks made to traverse natural terrain.
- Dwarf Pride - You are proud and stiff-necked. You gain a +2 trait bonus on saving throws that have the mind-affecting descriptor.
- Elf Forest Walker - You have walked the Wold’s magical forests, and you have learned about the true nature of magic. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
- Elf Survivor - Some elves in the Wold are survivors of oppression and slavery, especially those from the Emerald Kingdom. Some elves are exiles, dwelling among the shorter-lived races. Other elves seek out a wilderness existence, in honor of the Fey King and his Queen. As a result of a life of hardship, you gain a +1 trait bonus on all saving throws to resist magical and natural environmental effects.
- Gnome Guest - Alone among the races of the Wold, gnomes have no home or place that is theirs alone; they are always guests. Gnomes have learned to get along in the Wold and to get away from trouble before it strikes. You gain a bonus language of your choice and a +1 trait bonus on reflex saves
- Gnome Sniffer - You have a keen sense of smell, gaining a +1 trait bonus on all Craft (Alchemy) checks and a +1 trait bonus on all Survival checks to track.
- Half-Elf Looker - Your mix of elf and human blood has given you exotic good looks. You gain a +1 trait bonus on all Diplomacy, Bluff, and Perform skill checks made to influence elves, humans, and other half-elves.
- Half-Elf Friendliness - Your background makes you open to others, and you are a good listener. You gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.
- Half-Orc Lover - The story of true love that brought your parents together despite their different backgrounds has made you an optimist and a hopeless romantic. Whenever you gain a morale bonus on any skill checks, you gain an additional +1 trait bonus to the same skill checks that persists for so long as the morale bonus lasts.
- Half-Orc Rider - Inspired by or descended from the horsemaster orc tribes of West Izen, you gain a +1 trait bonus on all Ride checks, and Ride is a class skill for you.
- Halfling Tunneller - From the elaborate “sewers” of Dirt City to the humble burrowed dwellings of Crescent Valley, halflings thrive in tunnels. You suffer no movement penalty when using the squeezing rules, and you gain a +1 trait bonus on Acrobatics checks to move past an enemy without provoking AoOs.
- Halfling Rock Thrower - You are an expert at the ancient halfling sport of rock throwing. You are proficient with throwing rocks as simple bludgeoning weapons. For you, a thrown rock has zero cost, does 1d2 damage (for a small character), and has a range increment of 30 feet. Thrown rocks are treated as as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown. They threaten a critical on a 20 and have a crit multiplier of x2.
- Human Adaptability – Your race is the quickest to adapt and to learn new things. Pick a skill. You get a +1 trait bonus with that skill and it is a class skill for you.
- Human Variability – You are unusually short or tall for a human. If you are short, you stand about 4-ft-4-in to 4-ft-10-in high (your choice), you gain a +2 size bonus to Stealth checks, and you gain a +1 trait bonus to AC when fighting defensively or using total defense. Add 1d6, not 2d10, when rolling randomly for your weight. If you are tall, you stand about 6-ft-4-in to 6-ft-10-in high (your choice), your carrying capacity is boosted by half again normal, and your range increment with thrown weapons is increased by 5. Add 3d10, not 2d10, when rolling randomly for your weight.
- Liontaur Dealer - You gain a +1 trait bonus when making Appraise skill checks and when making skill checks to haggle on the price of an item. When acting as a mediator between two or more NPCs, you gain a +4 trait bonus on Diplomacy checks.
- Liontaur Defender - You have devoted yourself to protecting your clan from the hell hounds that plague your people. You gain a +1 trait bonus on attacks, AC, and saves vs evil outsiders. That bonus rises to +3 vs hell hounds.
- Minotaur Brewer - Following ancient minotaur traditions, you have a knack for brewing. You gain a +2 bonus on all Craft checks to make beverages, as well as a +2 bonus on Spellcraft checks to brew potions.
- Minotaur Honor - You gain a +1 trait bonus on attacks in honor-duels (called “kaylebs” by minotaurs) and whenever fighting an enemy one-on-one (does not apply if allies also fight the target).
- Surface Drow Fashion - You are optimistic and joyful, and like other young people of your race, you show it in your appearance. You wear colorful hair dyes, bright silk clothing, and you have the stylish magical white tattoos that are popular these days -- which you can alter slowly by concentrating, and which you can even hide completely. You can also use your tattoos to change your entire complexion, making your dark skin look like that of other races. You gain a +1 trait bonus on all Disguise checks.
- Surface Drow Magic – Your people’s magic flows deep in you. In addition to casting dancing lights, darkness, and faerie fire each once per day, you may cast one of them one more time per day.
Woldian Regional Traits
- Aisildur Heretic - You grew up in the theocratic empire of Aisildur, but you managed to avoid being heartseeded, and you have learned to resist the control of the priests. You gain a +2 trait bonus on saves vs divine charm and compulsion effects, and a +1 trait bonus vs all spells cast by servants of Ga'al. These bonuses stack, offering a +3 vs saves vs charms and compulsions cast by servants of Ga'al.
- Coast Walker - You're familiar with the treacherous coastlines, currents, and tides of the Yuva Sea. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
- Cosmopolitan - You are a native of the Wold’s greatest city, Plateau City, and you have seen it all. You gain a bonus language and a +2 trait bonus on Perception checks to avoid surprise and to see through disguises. You also gain a +1 trait bonus on Knowledge (local) checks about Plateau City.
- Crescent Charm - You have lived and voted in the Crescent Valley, where a unique form of participatory democracy makes no distinction between political parties and parties of other kinds. You gain a +1 trait bonus on Sense Motive, Diplomacy, and Bluff checks made at social gatherings, parties, cotillions, feasts, festivals, and dances, as well as when speaking (not in combat) to groups of two dozen or more.
- Emerald Anger - You grew up in the Emerald Kingdom, and your people were ruled for years by an evil green dragon. A deep hatred of all dragons fills your heart. You gain a +1 trait bonus on Knowledge checks against true dragons, as well as a +1 bonus on weapon attack and damage rolls against them. You also gain a +3 trait saving throw bonus to resist both dragons’ breath and their frightful presence.
- Grass Walker - You have learned to survive in the Sargass Plains. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects. You also gain a +1 trait bonus to survival checks made in the Sargass Plains.
- Iceborn - You are a native of Ice Vein, and you are used to the biting cold. You are accustomed to frigid temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on all saving throws against cold effects. You also gain a +1 trait bonus to survival checks made in Ice Vein.
- Islander - You were raised in the Taur Islands, where large people have learned to make do in small lands with limited resources, wasting no part of a kill. You gain a +1 trait bonus on craft checks to make items from creatures (leather, fur, etc). You can maximize available food from hunting and foraging, gaining a +4 trait bonus on Survival checks for 'Getting along in the Wild.'
- Lizard Trainer - You live in Cthonia, a reptile's paradise, and you love snakes and lizards, from tiny geckoes and turtles to mega-sized saurians. You gain a +2 on Handle Animal checks made with reptiles.
- Magic Dweller - You have lived in one of the Wold’s two magical cities, Hook City or the Floating City (pick one). The magic of this place is second nature to you, and has enhanced your arcane lore. Once per day, you may cast an arcane spell at +1 caster level (a trait bonus to caster level). If you are actually within the boundaries of your magical city, the bonus rises to +2 caster levels.
- Magic Forester - You have lived in one of the Wold's seven magical forests, such as the Culverwood or the Crying Woods (pick one). You are connected to this place and its power has entered you. If you are a druid or ranger, or if you honor a magical forest as an immortal allied power, or if you are an oracle with the Nature Mystery, then once per day, you may cast a druid, ranger, cleric, oracle, or bloodwitch spell at +1 caster level (a trait bonus to caster level). If you are actually within the boundaries of your magical forest, the bonus rises to +2 caster levels.
- Mean Streak - You were raised in rough-and-tumble, lawless place, such as Dirt City, Bonetown, or Osto, and you have learned that a well-placed insult can be an effective tool in getting people to do what you want. If you pass a Sense Motive check (Hunch DC = 20) over the course of a full minute, you can insult the target, gaining a +3 trait bonus on Bluff and Intimidate checks made against that target for the next 24 hours.
- Scabbed - You have lived in the Scab, and you have adapted to a harsh environment. You gain a +2 trait bonus on: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
- Shadowfighter - You have lived in Threshhold on the Gateway Downs, or near the Dread in the Windbourne Hills, or in the Shadow of Mount Bone, or near some other dark place that has a connection to the Realm of Shadows. However, you have avoided the fate of your neighbors who have been cursed by or drawn into the nightmare realm of Koshe Marr. You gain a +2 trait saving throw bonus against all spells and magical effects that use the Darkness descriptor, or that have the word “shadow” in their name, as well as against the baleful effects of Woldsblood. You are immune to magical baleful effects that specifically target sleepers.
- Shipmage - Your time served as a spellcaster in the Aisildur Navy, the Pirates of Jack, around the Taur Isles, in the new City of Rum, the Hook City navy, or the Shark Regiment of the Mailed Fist has prepared you for magical naval warfare, and you can cast spells even when battered by the elements. You gain a +1 trait bonus on concentration checks when spellcasting, or a +2 trait bonus for concentration checks due to wind and weather weather, or a +4 trait bonus for concentration checks due to vigorous or violent motion.
- Thieves’ Den Dweller - You have lived with or grew up among the rogues and rascals of Osto or Dirt City, both notorious dens of thieves. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
- Wild Danger Sense - You have lived where sight lines are restricted but where dangers are everywhere, such as the Culverwood, the jungle of Cthonia, the Crying Woods, and the Scab. You have an intuitive feeling for when threats are nearby. When vision is obstructed by natural obstacles, you can detect dangers at twice the range normally possible.
- Windbourne Wanderer - You were raised in the little kingdoms of the Windbourne Hills, and you have walked in valleys and heights, from forest to seaside, through wilds and towns. Among the highwaymen and knights, the monsters of the wilds and the rogues of the streets, you learned that sometimes discretion is the better part of valor. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Woldian Religion Traits
(These traits represent an avatar or aspect of a Woldian god or immortal power. You may take only one of these traits.)
- Gods of the Wold
- Alemi the Healer - You are practiced in the healing arts. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. You gain a +2 trait saving throw bonus vs disease.
- Alemi the Holy - You are armored in righteousness. You gain a +1 trait bonus to AC against all evil melee attacks.
- Domi the Watcher - Domi wants you to protect the innocent, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
- Domi the Warrior - From an early age, you were trained by Domi’s knights and clerics to excel in battle. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affects your weapon(s).
- Flower the Friend - You are inspired by Flower to change hearts. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and once per day, if you fail at such an attempt, you may retry it.
- Flower the Musician - You spent countless hours of your youth in one of your goddess’s temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.
- Pantheon the Judge - Patheon’s example has taught you the power of wisdom and deliberation over mere strength and speed. Select any Strength- or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
- Ffloy the Worker - Your service to Ffloy has taught you the value of hard labor. You gain a +1 bonus to any Strength- or Dexterity-based skill checks made while you are carrying a medium or heavy load.
- Gargul the Purifier - Instructed at a young age in the tenets of your faith, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
- Gods of Testing
- Caeroldra the Courtesan - You worked in one of your goddess’s temples as a minister to the faithful and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
- Jancassis the Hunter - You are as relentless as your god, and as unflagging. You gain a +2 trait bonus on Survival checks to track, and your penalty to track at higher speeds is reduced by 2.
- Ward the Gambler - Take a round before you try a skill check to rub a lucky talisman, such as a rabbit’s foot. Flip a coin. Heads, you gain a trait bonus of 1d6 on the skill check. Tails, you incur a trait penalty of 1d3 on the check. No hero or luck points or other things can modify these rolls.
- Gargul the Traveller - Inspired by tales of Gargul’s wanderings, you gain a trait bonus to movement of +5 when holding a staff in one hand.
- Powers of Nature
- Mother Wold (for any who honor Nature purely, or who honor a geographic region of the Wold) - You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
- Eberyon the Maker - You have studied the cosmology of the Wold and the lore of Eberyon in his role as the creator of the Wold’s Cradle from the Elemental Planes. You gain Sylvan as a bonus language. You also gain a +1 trait bonus on Knowledge checks related to the fey and the elements, as well as Knowledge (planes) checks. Knowledge (planes) is a class skill for you.
- Maab the Caretaker - You are inspired by the tales of how Maab cared for the Wold’s plants and animals during the long ages while Eberyon slept. You gain a +2 trait bonus on Wild Empathy checks as well as Diplomacy checks dealing with the fey and plant creatures.