Traits in Pathfinder: Kingmaker are covered on this page. Traits are special characteristics that characters can have based on their Race. Below you can find all Traits in Pathfinder: Kingmaker

 

All Traits in Pathfinder: Kingmaker

Name

Effects

Requirements

Keen Senses Dwarves, Elves, gnomes and Half-Elves, Half-Orcs, and Halflings  receive a +2 racial bonus on Perception checks Gnome, Elf, Dwarf, Halfling, Half-Elf, Half-Orc
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Knowledge (Arcane) skill checks made to identify the properties of magic items. Elf
Elven Immunities Elves are immune to magic sleep effects and gain +2 racial saving throw bonus against enchantment spells and effects. Elf, Half-Elf
Elven Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and short bows ), and treat any weapon with the word "elven' in its name as a martial weapon. Elf 
Skilled Humans and Half-Orcs gain an additional skill rank at first level and one additional rank whenever they gain a level Human, Half-Orc
Slow and Steady Dwarves and Gnomes have a base speed of 20 feet, but their speed is never modified by armor or encumbrance Dwarf, Gnome
Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Dwarf
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Dwarf
Defensive Training - Giants Dwarves and Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype Dwarf, Gnome
Hatred - Orcs and Goblinoids Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Dwarf
Dwarven Weapon Familiarity Dwarves are proficient with battleaxes, Heavy picks, and warhammers, and treat any weapon with the word "dwarven' in its name as a martial weapon. Dwarf
Hatred - Reptilian Humanoids Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the Reptilian and goblinoid subtypes because of their special training against these hated foes. Gnome
Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Gnome
Gnome Magic Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnome
Obsessive Gnomes receive a +2 racial bonus on a Knowledge (World) checks. Gnome
Slow Movement Gnomes have a base speed of 20 feet. Gnome, Halfling
Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling
Sure-Footed Halflings receive a +2 racial bonus on Athletics and Mobility checks. Halfling 
Halfling Luck Halflings receive a +1 racial bonus on all saving throws. Halfling 
Adaptability Half-elf receives Skill Focus as a bonus feat at 1st level. Half-Elf
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Half-orcs
Orc Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc' in its name as a martial weapon. Half-orcs
Orc Ferocity When a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious. Half-orcs
Heritage Most aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however, posses more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors. Aasimar
Light Halo Aasimars posses the ability to manifest halos. They can create a light centered on their head at will. While using a halo, they gain a +2 circumstance bonus on saving throws against becoming blinded or dazzled. Aasimar
Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Aasimar



Tired of anon posting? Register!
Load more
⇈ ⇈