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Combat Traits

  • Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
  • Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.
  • Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
  • Berserker of the Society (Barbarian, Society): You may use your rage ability for 3 additional rounds per day.
  • Blade of the Society (Rogue, Society): You gain a +1 trait bonus to damage rolls from sneak attacks.
  • Bullied: You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.
  • Coherent Rage: Select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth. You may use this skill normally while raging.
  • Courageous: You gain a +2 trait bonus on saving throws against fear effects.
  • Defender of the Society (Fighter, Society): You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
  • Deft Dodger: You gain a +1 trait bonus on Reflex saves.
  • Demon Slayer: You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
  • Dirty Fighter: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
  • Excitable (Gnome): You gain a +2 trait bonus on all Initiative checks.
  • Fencer: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.
  • Hill Fighter: You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.
  • Honored Fist of the Society (Monk, Society): You increase your ki pool by 1 point.
  • Killer: You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
  • Reactionary: You gain a +2 trait bonus on initiative checks.
  • Resilient: You gain a +1 trait bonus on Fortitude saves.
  • Slippery: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
  • Sprint: If you do nothing but move in a turn (that is, if you run or use both of your actions in a round to move your speed) and you are in no armor or light armor, you may move an extra 5 feet.
  • Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.
  • Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
  • Tracker of the Society (Ranger): You gain a +1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.
  • Witty Repartee: You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.