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COMBAT TRAITS

Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Alluring Combatant: You spent time as an erotic dancer, prostitute, or other entertainer who relied on body movements to attract attention or customers. You prefer tight or revealing clothing, and you know how to move to best advantage while wearing it. When wearing light armor or no armor and clothing designed to be provocative, you gain a +1 trait bonus to AC.

Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Axe to Grind: There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.

Combat Healer: You can use the first aid aspect of the Heal skill as a swift action instead of a standard action, and Heal is always a class skill for you.

Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. 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.

Enlightened Warrior: You have always found it easy to maintain inner peace and enlightenment that translates well to the battlefield. You may take levels in monk even while maintaining a neutral or neutral good alignment.

Fake-Out Artist: You have learned to fight and move erratically to exploit and surprise your opponents. You gain a +1 trait bonus to damage rolls made against opponents that are denied their Dexterity bonus to AC.

Helpful: You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Inspiring: As a child, you learned the power of a simple expression of faith in another when you gave a hero the inspiration to fight on in the face of terrible odds and save you from danger. As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 30 feet who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours.

Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target’s pain. 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.

 

Martial Training: You know enough about weapons to expand your knowledge on their use. Select 1 martial weapon with which you are not proficient; you reduce the penalties on attack rolls for not being proficient with it by -2 (minimum 0). If you are proficient with at least 3 martial or exotic weapons, you instead gain proficiency with the selected martial weapon.

 

Mastered Talent: You have focused on a single combat talent, gaining greater proficiency with it. Select 1 combat talent; you treat your base attack bonus as 1 higher for the purposes of its effects. At 5th level and every 4 levels afterwards, the chosen talent’s base attack bonus is treated as an additional 1 higher, although the talent’s effective base attack bonus cannot be higher than your character level.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Shadow Trained: You have experience fighting in darkness. Your miss chance while fighting in areas of dim light is only 10%.

Sharp Reflexes: You are able to react to danger with violence. You gain the ability to make one additional attack of opportunity each round.

Steel Skin: You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Influence checks.

Surprise Weapon: You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

Talented Knuckle: You are treated as though you possessed 2 additional brute, boxer, or open hand talents when determining the damage of your unarmed strikes.

Vandal: You gain a +2 bonus on Strength checks to break objects, and when damaging an object with a weapon, natural weapon, or unarmed attack, you ignore 2 points of its hardness.

Vengeful: During your childhood, you suffered occasional or frequent abuse from those too powerful for you to resist. Now you thrill at the chance to get back at those who wronged you. Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.

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