Wednesday, November 17, 2010

Traits

I had initially dismissed Pathfinder's traits system (IIRC introduced in the Advanced Players Guide, but it's in the online SRD) as typical splat content, bonuses for the sake of having extra stuff, kind of like the regional feats of various 3.5 campaign settings. 

When considering Norben's creation, I discovered that selecting skills helped me plot out some character background and flavor.  I didn't really formulate a firm concept of his silver-tongue nature until I pondered including Bluff in his skill list.  Similarly, choosing not to throw ranks into Appraise helped me flesh out some details of his hucksterism: The true price of trinket-ish goods are wholly irrelevant to his pursuits and merchant operations.  In this sense, walking through the numbers of character creation became beneficial to the creative process of developing a complex character personality and motivations.

And now I'm having a similar experience with the traits system.  Reading through it more thoroughly, I think it can provide some flavor benefit to the character creation process without influencing game mechanics too heavily.  The flavor text of the traits are hit and miss, but I like the following for Norben, if we end up using them:

Under Siege:  In order to maintain your devotion to sun goddess in a hostile kingdom and stay alive, you and your fellow worshipers developed a complex system of hand signs and facial gestures to identify yourselves as faithful in the Cult of the Sun Goddess.


Benefit: You gain a +1 trait bonus on Bluff and Sense Motive checks. One of these skills (your choice) is always a class skill for you.


Power of Suggestion: People trust your words over their own eyes.
 
Benefit: You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.

The Under Siege trait, thematically, fits considering Norben is a missionary from a foreign country, sent to convert the wrongly-faithful.  In a realm full of people who don't take kindly to being told their angels aren't gods, it could be useful to have some kind of coded body language to identify allies.  And getting bluff as a class skill is gravy.  (Fast Talker is an alternative if the flavor of Under Siege is too ridiculous.)

Power of Suggestion has obvious huckster benefits.

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