Character Traits
Traits are aspects of a character's personality, background, or physique that make him better at some activities and worse at others. In many ways, traits resemble feats: A character can have only a limited number of traits and each trait provides some benefit. Unlike feats, however, traits always carry a corresponding penalty. In addition to their game effects, traits suggest characteristics about the character's personality that might lead to interesting roleplaying opportunities. Together with a character's class and feat selection, traits offer a way for game mechanics to encourage deeper character backgrounds and consistent roleplaying.
The bonus and penalty from each trait always applies to the same facet of the game, preventing players from accepting a penalty that rarely comes into play for their character while gaining a bonus that helps the character frequently.
Traits serve as an interesting starting point for roleplaying, reminding players of their character's most prominent strengths and weaknesses. However, roleplaying a certain aspect of a character's personality does not require taking the trait. For example, a paladin can be honest and forthright without the Honest trait. The player should roleplay the character consistently even though the character's honesty has no effect on his skill checks.
A character can begin play with up to two traits, chosen by the player at the time of character creation. Alternatively, the DM can require players to roll on Table 3-3: Character Traits to determine the traits possessed by their characters.
As characters advance in level and ability, they might want to get rid of the traits that they chose at the beginning of play. Although characters cannot rid themselves of a trait directly, specific feats, skill ranks, or magic items can compensate for the penalties imposed by the trait. For example, an abrasive character can work on becoming more personable by devoting a skill rank to Bluff and Diplomacy, thereby offsetting the penalties from the Abrasive trait.
If your DM allows it, you may add traits after 1st level. A DM might allow you to take a trait after roleplaying your character in a manner consistent with the trait in question, or after a traumatic or life-changing experience (after dying, a character might become Cautious or Aggressive). If the DM includes this option, characters should gain new traits no more frequently than once every five levels.
Aggressive [Trait]
You are quick to attack and aggressive in combat. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
Benefit: You gain a +2 bonus on initiative checks.
Penalty: You take a -1 penalty to your Armor Class.
Roleplaying Ideas: Characters with this trait are often hot-headed and quick to anger, or simply feel that the best defense is a quick offense.
Focused [Trait]
You can keep your focus on a task despite many distractions; however, events in the background pass you by.
Benefit: You gain a +1 bonus on all Concentration skill checks.
Penalty: You take a -1 penalty on all Spot and Listen checks.
Roleplaying Ideas: Characters with this trait often seem single minded or even obsessive in their focus on a specific task.
Musclebound [Trait]
You are good at almost everything that requires strength, but less adept than most at tasks that require coordination.
Benefit: You gain a +1 bonus on Strength-based skill checks.
Penalty: You take a -2 penalty on Dexterity-based skills.
Roleplaying Ideas: Characters with this trait are likely to solve problems with physical strength rather than trickery or finesse.
Nearsighted [Trait]
You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.
Benefit: You gain a +1 bonus on Search checks.
Penalty: You have a -1 penalty on Spot checks.
Roleplaying Ideas: Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.
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