All feats from the PHB and the APG 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
Teamwork actions in the Wold can only be used at the Lowest Teamwork Level of any individual in the group performing the Teamwork Action
Allows the creation of magical tattoos containing divine spells up to 3rd level.
You are better at shooting on the defensive.
Bonuses to woodland craft based upon being born in 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.
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.
All PCs gain two traits at creation, and may take two more with the Additional Traits feat. At least half of all traits a character has must be Woldian.
Pathfinder APG Core Traits (all four types) are allowed without restriction from the APG and are used unmodified (except the Hedge Magician trait which is not allowed).
Click here for the Pathfinder APG Trait Rules. Pathfinder APG Traits
Click here for all Woldian Traits.