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Drawbacks


Basic (Magic) Traits

Acadamae Neophyte [Link]

Source Monster Summoner's Handbook pg. 10
You have shown a significant talent for the magical arts, gaining the attention of the famed Acadamae of Korvosa. Whenever you succeed at a Knowledge (planes) check to identify a creature and its special powers or vulnerabilities, you gain one additional piece of useful information (as if your skill check result had been 5 higher).

Aeromantic Affinity [Link]

Source Blood of the Ancients pg. 27
One of your distant ancestors was either a powerful aeromancer or a creature of elemental air, granting you greater skill with air magic. You treat your caster level as 1 higher when casting spells with the air or electricity descriptor.

Air-Touched [Link]

Source Ultimate Campaign pg. 56
You share an affinity with elemental air. You gain DR 1/— against creatures and attacks with the air type.

Alchemical Adept [Link]

Source Ultimate Campaign pg. 56
You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

Alchemical Intuition [Link]

Source Ultimate Campaign pg. 56
You are often struck with epiphanies about alchemical processes and substances. Once per day as a free action, you may gain a trait bonus equal to your Charisma modifier (minimum 0) on a Craft (alchemy) check you make. You can apply this bonus after you roll the check, possibly turning a failure into a success.

Arcane Researcher [Link]

Source Blood of the Ancients pg. 27
Your curiosity and ingenuity have driven you to experiment and push new boundaries, and you have a knack for tampering with magic. You gain a +4 trait bonus on Knowledge (arcana) and Spellcraft checks to research, modify, and create new spells.

Arcane Revitalization [Link]

Source Ultimate Campaign pg. 56
Your martial prowess can feed your arcane power. Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.

Arcane Temper [Link]

Source Ultimate Campaign pg. 56
You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Ascendant Recollection [Link]

Source Ultimate Campaign pg. 56
Your first bloodline power is particularly strong. Your sorcerer level is considered to be 1 level higher when determining the effects of your 1st-level bloodline power.

Balancer's Banishing [Link]

Source Champions of Balance pg. 9
The interference of the Outer Planes in mortal affairs angers you to no end and invigorates the potency of your magic. As long as you remain neutral, whenever you cast a spell that would send an outsider with the chaotic, evil, good, or lawful subtype back to its home plane, the spell’s saving throw DC increases by 1.

Beast of the Society [Link]

Source Shattered Star Player's Guide pg. 5, Faction Guide pg. 63
Requirement(s) Druid, Pathfinder Society
A druid at the Grand Lodge revealed to you secrets changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

Black Blood Heritage [Link]

Source Heroes of the Darklands pg. 12
One of your ancestors came in contact with the mystical black blood (Pathfinder Campaign Setting: Into the Darklands 51), granting you an affinity for the substance. You are immune to the negative effects of black blood. Once per day as a swift action, you can channel the essence of black blood, increasing your effective caster level by 1 for any 1st-or 2nd-level necromancy spell you cast. Your blood is pitch black as a result of this trait.

Bladed Magic [Link]

Source Ultimate Campaign pg. 56
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Bountiful Herb-Lore [Link]

Source Adventurer's Armory 2 pg. 3
Requirement(s) Cassomir
Once per day after 10 minutes of foraging, you can sprinkle nutritious herbs into a magical consumable item (such as a potion of cure light wounds). If the item is consumed within 1 minute, it provides nourishment as if it were a normal meal to the creature that partakes of it.

Charlatan [Link]

Source Gnomes of Golarion pg. 14
Requirement(s) Gnome
Your talent for illusion goes beyond a mere knack for figments and phantasms. You can actually channel spell energy into simple illusions that augment your attempts at deception. As a swift action, you may expend one prepared spell or spell slot to gain a bonus on the next Bluff check you make, provided the check takes place before the beginning of your next turn. The bonus on this check is equal to the level of the spell consumed. You may use this ability 3 times per day. Only gnomes of nonlawful alignment may take this trait.

Child of the Moon [Link]

Source Blood of the Moon pg. 33
Your lunar gift becomes much more powerful when the moon is full. Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4.

Classically Schooled [Link]

Source Ultimate Campaign pg. 56, Advanced Player's Guide pg. 329, Second Darkness Player's Guide pg. 12
Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Coven Casting [Link]

Source Blood of the Coven pg. 3
You have belonged to a coven or magical cabal and know how to coordinate your spellcasting with others. When within 30 feet of an allied spellcaster, you both gain a +2 trait bonus on concentration checks.

Cross-Disciplined [Link]

Source Ultimate Campaign pg. 56
Your dabbling has granted you greater insight into the proper casting of certain spells. Once per day, you may cast a spell you have prepared that appears on both the magus and wizard spell lists as if your caster level were 1 level higher.

Cross-Knowledge [Link]

Source Ultimate Campaign pg. 56
Once per day, you may treat an extract you drink as if your caster level were 1 level higher as long as that extract appears on the wizard spell list and the alchemist list of formulae.

Dangerously Curious [Link]

Source Ultimate Campaign pg. 56, Second Darkness Player's Guide pg. 12, Advanced Player's Guide pg. 329
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Deep Guardian [Link]

Source Dwarves of Golarion pg. 11
Requirement(s) Dwarf
The subtle power of the deep places of the world flows within you, and grants you mastery of summoning beings of earth and stone. Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1 morale bonus on attack rolls and a +1 enhancement bonus to Armor Class for the duration of the spell that summoned it.

Demonblight Reistance [Link]

Source People of the Wastes pg. 3
Your exposure to powerful energies instilled in you a supernatural resistance to diseases, particularly those of a demonic bent. You gain a +3 trait bonus on saving throws against diseases you are exposed to while fighting one or more creatures of the demon subtype, or while such a hostile creature is within 100 feet.

Desperate Focus [Link]

Source Cheliax, Empire of Devils pg. 19
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Desperate Resolve [Link]

Source Ultimate Campaign pg. 56
You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.

Desperate Speed [Link]

Source Ultimate Campaign pg. 56
Your eidolon excels at a movement type you do not possess. Your eidolon receives a +5-foot enhancement bonus to one type of speed it has that you do not, such as a climb or swim speed. If your eidolon doesn’t already possess such a mode of movement, you may apply this trait bonus later if it gains an evolution that grants it such a mode. Once this bonus is applied to a mode of movement, it can’t be switched to another mode.

Diabolical Dabbler [Link]

Source Cheliax, Empire of Devils pg. 19
Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Distance Aptitude [Link]

Source Quests and Campaigns pg. 19
You were exposed to the magic of an elf gate, portal, or some other form of distance-spanning magic when you were young. This contact with ancient world-spanning magic has granted you insight into means to extend the range of your own spells. Treat your caster level as 1 higher for the purposes of determining the range of spells and spell-like abilities.

Suggested Characters: Elves, Numerians, Sarkorians.

Domineering [Link]

Source Quests and Campaigns pg. 19
When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful selfassurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1.

Suggested Characters: Chelaxians, Irriseni, Mwangi.

Draconic Infusion [Link]

Source Legacy of Dragons pg. 3
You were exposed to an artifact or other powerful magic that infused you with the power of dragons. Choose the acid, cold, electricity, or fire spell descriptor when you take this trait. Once per day for every 2 caster levels you have (minimum once per day), when you cast a spell that has your chosen elemental descriptor, you can deal an additional 1d4 points of damage of that energy type to one target of that spell.

Earthbound [Link]

Source Dwarves of Golarion pg. 11
Requirement(s) Dwarf
Your druid spells use a handful of earth or sand as a divine focus in addition to the normal components. While you are touching the ground, you add a +2 trait bonus to saving throw DCs and on caster level checks to overcome spell resistance for all spells you cast against creatures with the air subtype.

Earth-Touched [Link]

Source Ultimate Campaign pg. 57
You share an affinity with elemental earth. You gain DR 1/— against creatures and attacks with the earth type.

Eldritch Auditor [Link]

Source Merchant's Manifest pg. 2
You are a magically adept merchant who has learned tricks to protect your own goods, or you serve a city as an impartial auditor who guards against arcane trickery in the bazaars. You gain a +2 trait bonus on Spellcraft checks and Will saves to identify an item’s true properties, such as against spells like magic aura.

Eldritch Delver [Link]

Source Ultimate Campaign pg. 57
You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.

Eldritch Smith [Link]

Source Dwarves of Golarion pg. 11
Requirement(s) Dwarf
You are learned in the secret lore of the forge, rituals handed down for generations that some say come from Torag himself. Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.

Elemental Accident [Link]

Source Elemental Master's Handbook pg. 3
A traumatic experience in your childhood, such as surviving a violent earthquake, fleeing a shipwreck, escaping a devastating fire, or getting struck by lightning, caused you to develop a fear of the corresponding element. You can instinctively shield yourself against elemental dangers of that type. Select acid, cold, electricity, or fire at character creation (once chosen, this damage type can’t be changed). Once per day when you are subjected to an attack or effect that deals energy damage of that type, you can gain resistance 10 against that damage type for 1 round as an immediate action. This resistance does not stack with any existing resistance you might have against that energy type.

Enduring Mutagen [Link]

Source Ultimate Campaign pg. 57
Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.

Eye for the Wondrous [Link]

Source Adventurer's Armory 2 pg. 3
Requirement(s) Katapesh
Your experience with magic items clues you in to their properties more quickly than others. You can identify the properties of a magic item using detect magic in 1 round.

Fey Protection [Link]

Source Quests and Campaigns pg. 20
Your birth brought an unexpected guest to your parents’ home: a helpful fey who prophesied about your future and gave you a magical gift in exchange for your parents’ hospitality, a cup of milk, and a drop of your blood. You gain a +1 trait bonus to AC against attacks of opportunities made by fey and a +1 trait bonus on saving throws against the effects of fey creatures.

Suggested Characters: Drumans, Eldest worshipers, Ulfen.

Flame-Touched [Link]

Source Ultimate Campaign pg. 57
You share an affinity with elemental fire. You gain DR 1/— against creatures and attacks with the fire type.

Focused Burn [Link]

Source Ultimate Campaign pg. 57
You know the secret of making punishing fire bombs. Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb’s splash damage.

Focused Mind [Link]

Source Ultimate Campaign pg. 57, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 329
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Fortunate [Link]

Source Quests and Campaigns pg. 20
You are blessed by fate. Once per day when you use a spell or magic item with a randomized effect (such as confusion, mirror image, prismatic spray, or a bag of tricks), before you roll to determine the result, you may choose to roll twice and pick either result.

Suggested Characters: Calistrians, harrow deck readers, Vudrani.

Gifted Adept [Link]

Source Ultimate Campaign pg. 57, Advanced Player's Guide pg. 329, Second Darkness Player's Guide pg. 13
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Greater Adept of the Society [Link]

Source Shattered Star Player's Guide pg. 5, Faction Guide pg. 63
Requirement(s) Wizard, Pathfinder Society
Months of meditation and practice with the greatest spellcasters of the Society have given you an increased capacity for arcane knowledge. You gain one additional 0-level spell slot.

Greater Link [Link]

Source Ultimate Campaign pg. 57
The link between you and your eidolon is stronger than most. Your eidolon’s current and maximum hit point totals are not reduced by 50% until you are separated by 110 feet or more. Your eidolon’s current and maximum hit point totals are not reduced by 75% until you are separated by 1,100 feet or more. All other aspects of your life link class feature are unaffected.

Greater Purpose [Link]

Source Ultimate Campaign pg. 57
You are convinced you’re alive to achieve a great purpose. You gain a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

Green-Blooded [Link]

Source Heroes of the Wild pg. 5
You are touched by the supernatural essence of nature, marking you since birth as something other than purely mortal. Choose a single 0-level druid spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level.

Guiding Spirit [Link]

Source Haunted Heroes Handbook pg. 18
Few understand the medium’s willingness to harbor powerful spirits, but even if you aren’t one of these talented few, you’ve always identified with their abilities. You’ve always felt that you were not alone in this world and that a mysterious guiding spirit watches over you with singular focus. You may have briefly glimpsed this strange spirit—or maybe you simply feel its presence in times of need. Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.

Havoc of the Society [Link]

Source Shattered Star Player's Guide pg. 5, Faction Guide pg. 63
Requirement(s) Sorcerer, Pathfinder Society
Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes. Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.

Hedge Magician [Link]

Source Ultimate Campaign pg. 57, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 329
You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Hex-Proof [Link]

Source Black Markets pg. 9
You’ve dealt too often with cruel fey magic, and so gain a +2 bonus on Will saves against hexes and fey creatures’ spells and spell-like abilities.

Horrifying Mind [Link]

Source Champions of Corruption pg. 9
When a nonevil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.

House of Green Mothers Pupil [Link]

Source Distant Shores pg. 23
You studied at Anuli’s center for druidic magic long enough to begin bonding with a familiar. You gain a +1 trait bonus on Handle Animal checks. You may substitute this trait for Iron Will as the prerequisite for the Familiar Bond feat (Pathfinder Player Companion: Familiar Folio).

Inhabitant of Illusion [Link]

Source Heroes of the High Court pg. 3
Requirement(s) Ascoiated with the court of Kynoin
Your experience with illusions allows you to discern them easily. When you first encounter an illusion, you can attempt a Will saving throw with a –2 penalty to disbelieve it, even if you don’t suspect the illusion. The GM rolls this saving throw in secret.

Insistent Benefactor [Link]

Source Pathfinder Society Primer pg. 13
Pathfinders of different backgrounds don’t always realize what’s best for them, and you have perfected the art of forcing your magical boons on your allies. Whenever you cast a harmless spell, you gain a +2 trait bonus on caster level checks to overcome spell resistance, and the saving throw DC of the spell (if any) is increased by 2.

Internal Compass [Link]

Source Plane-Hopper's Handbook pg. 3
You maintain a sense of direction, even on planes where direction is relative. If you are on a plane that has no analogue to north, you automatically know the direction toward the plane’s major dominating feature (for instance, Pharasma’s Spire in the Boneyard, or the sun in Nirvana). If there is no such dominating feature, you instead know the direction of the closest feature significant to one of the plane’s divinities or demigods.

Inured to Death [Link]

Source Quests and Campaigns pg. 20
You have been around death or the undead all of your life; you have become accustomed to its shadowy presence, and are no longer overwhelmed by it. You gain a +2 trait bonus on saving throws against death effects.

Suggested Characters: Gebbites, Urgathoans, Ustalavs.

Jinx Eater [Link]

Source Blood of the Beast pg. 3
Requirement(s) Tengu native to the Shackles
Your presence dampens curses and other ill effects. You gain a +1 trait bonus on saves against curses, including the hex class ability of shamans and witches. Once per day, you can grant this bonus to all allies within 30 feet for 1 round as an immediate action.

Keen Appraiser [Link]

Source Quests and Campaigns pg. 19
Your frequent handling of magic items, artifacts, and other enchanted goods has made you an expert at determining when something has magical properties. You gain a +1 trait bonus on Appraise checks. In addition, you need only exceed the DC of an Appraise check by 2 in order to determine whether the item in question has magic properties (although success still does not grant knowledge of the magic item’s abilities).

Suggested Characters: Drumans, dwarves, Torag worshipers.

Kin Bond [Link]

Source Ultimate Campaign pg. 57
The bond between you and a close sibling is nearly mystical. Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.

Knowledgeable Caster [Link]

Source Ultimate Campaign pg. 57
Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher in the appropriate class. You also gain a +1 trait bonus on any Knowledge checks associated with your sorcerer bloodline, if any.

Lamia's Bane [Link]

Source People of the Wastes pg. 24
You have been exposed to the magical energies of lamias in your past, or you have heard innumerable stories about your family’s dealings with lamias, and you have built up a resistance to their charms. You gain a +1 trait bonus on saving throws against enchantment effects and a +2 trait bonus on saving throws against the spells and spell-like abilities of lamias.

Less Effort [Link]

Source Agents of Evil pg. 10
Select one spell belonging to the abjuration or transmutation school on your spell list. When you cast that spell or it is cast on you, treat the caster level as 2 higher for the purpose of determining the duration.

Linked Surge [Link]

Source Ultimate Campaign pg. 57
Once per day, you may make a Strength- or Constitution-based ability check or skill check using you eidolon’s ability score in place of your own. Your eidolon must be summoned and with 30 feet for you to use this trait.

Low Blow [Link]

Source Agents of Evil pg. 11
When targeting a good-aligned creature with a spell or spell-like ability with the painUM descriptor or that imposes a morale penalty, increase its effective caster level by 1. If you are of an evil alignment, increase the save DC of the effect by 1 as well.

Lucid Dreamer [Link]

Source Faction Guide pg. 63
Requirement(s) Varisian Wanderers, Wonderseekers
Your dreams are a special place of power that only you get to enjoy; driving away threats to your subconscious is as easy as slamming a door. You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.

Lunar Birth [Link]

Source People of the Stars pg. 11
Born during a lunar eclipse, you were forever marked by the moon’s mysterious and ancient magic. You gain a +1 trait bonus on saving throws against the spells and spell-like abilities cast by humans.

Magic Crafter [Link]

Source Ultimate Campaign pg. 57
Your early magical training involved study of the properties and creation of magic items. You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items.

Magical Flair [Link]

Source Quests and Campaigns pg. 20
At a young age, you saw a witch burned by fearful peasants, druids falsely punished for demon worship, or another sort of spellcaster persecuted for merely practicing her dubious craft. Intent on not suffering the same fate, you approach spellcasting with a powerful desire to control how your magic is perceived by others. You can cause spells you cast to manifest with strange visual, auditory, or olfactory features that make them hard to identify. Choose a school of magic. The Spellcraft DC to identify spells you cast from that school of magic increases by 2. Onlookers who fail a Spellcraft check to identify your spell by 2 or less incorrectly identify the spell as another randomly selected spell of the same school and level.

Suggested Characters: Gnomes, Razmir worshipers, witches.

Magical Knack [Link]

Source Ultimate Campaign pg. 57, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 329
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Magical Lineage [Link]

Source Ultimate Campaign pg. 57, Advanced Player's Guide pg. 329, Second Darkness Player's Guide pg. 13
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Magical Talent [Link]

Source Ultimate Campaign pg. 57, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 329
Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.

Malleable Magic [Link]

Source Ultimate Campaign pg. 57
Once per day as a swift action, you can lose a single 1st-, 2nd- or 3rd-level magus spell to regain 1 arcane pool point. You can’t exceed the maximum number of arcane pool points in your arcane pool by using this trait.

Mathematical Prodigy [Link]

Source Ultimate Campaign pg. 57, Advanced Player's Guide pg. 329, Second Darkness Player's Guide pg. 13
Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Mechanical Aptitude [Link]

Source Blood of the Ancients pg. 17
You have learned much from tinkering with ancient technology from the Jistka Imperium. Choose one of the following skills: Disable Device, Knowledge (engineering), or Use Magic Device. Once per day, you can reroll a check with that skill before the outcome of the check is revealed. You must take the second result, even if it is worse.

Meticulous Concoction [Link]

Source Ultimate Campaign pg. 58
Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

Mutant Eye [Link]

Source Quests and Campaigns pg. 20
One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life. You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

Suggested Characters: Lamashtans, Mana Wastes natives, Nexians.

Naturally Gifted [Link]

Source Gnomes of Golarion pg. 15
Requirement(s) Gnome
For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.

Outcast's Intuition [Link]

Source Ultimate Campaign pg. 58
You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Outer Dragon Blood [Link]

Source People of the Stars pg. 25
The blood of outer dragons courses through your veins, and you’ve inherited a portion of their magic. You gain Draconic as a bonus language. In addition, if you are a sorcerer with the draconic bloodline, you can select one of the outer dragon types for your bloodline powers; this affects your resistances and the type of energy damage dealt by a number of your abilities.

Dragon TypeEnergy TypeBreath Shape
LunarCold60-foot line
SolarFire60-foot line
TimeElectricity30-foot cone
VoidCold30-foot cone
VortexFire30-foot cone


Outsider Ties [Link]

Source Monster Summoner's Handbook pg. 10
An outsider visited you at a young age, and you have had a significant affinity with that type of outsider ever since. Choose a subtype of outsider, such as angel or elemental. When you summon an outsider of that subtype via summon monster, planar ally, planar binding, or similar spells and abilities, the summoned creature gains a number of temporary hit points equal to the level of spell used to summon it.

Overwhelming Beauty [Link]

Source Bastards of Golarion pg. 21
Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Partial Protege [Link]

Source Ultimate Campaign pg. 58
You are adept at disguising your true talents. You gain a +1 trait bonus on Bluff checks and on Use Magic Device checks made to emulate a class feature.

Pathfinder's Focus [Link]

Source Pathfinder Society Primer pg. 13
You can select a magnetic compass for your arcane bond class feature; this compass is nonmagical, but you can later spend 250 gp to upgrade it into a wayfinder. Choosing this trait allows you to upgrade this wayfinder to a variant or unique wayfinder per the normal rules for improving magic items on page 553 of the Pathfinder RPG Core Rulebook. A bonded wayfinder must be held in your hand to grant the benefits of being a bonded object.

Perfectionist's Brew [Link]

Source Ultimate Campaign pg. 58
You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.

Planar Escapee [Link]

Source Elemental Master's Handbook pg. 3
You were a prisoner or slave in a city on the Elemental Planes, such as the cruel efreet’s City of Brass on the Plane of Fire or the dwarven city of Urgashaz on the Plane of Earth. When you escaped that city, you had to use your captors’ weapons and magic against them in addition to your sheer wits, and you learned how to find weaknesses in their natural resistances. At character creation, select acid, cold, electricity, or fire (once chosen, this selection can’t be changed). Once per day as a swift action, you can choose a single creature that is within 30 feet of you and within your line of sight; treat that creature’s resistance against your chosen energy as 5 lower than its normal energy resistance for 1 round. This ability has no effect if the creature has no resistance to the chosen energy or if the creature has immunity to the chosen energy.

Possessed [Link]

Source Ultimate Campaign pg. 58
You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

Pragmatic Activator [Link]

Source Ultimate Campaign pg. 58
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Precise Treatment [Link]

Source Ultimate Campaign pg. 58
You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Radiant Healing [Link]

Source Heroes of the Darklands pg. 7
You’ve learned how to infuse your healing magic with lingering traces of light. Whenever you cast a spell from the conjuration (healing) school that has a casting time of a standard action, you can extend its casting time to a full-round action to imbue the target with light, as per light, with a duration of 1 round per caster level.

Reluctant Apprentice [Link]

Source Ultimate Campaign pg. 58
Your early training grants you knowledge of the arcane. You gain a +1 trait bonus on Knowledge (arcana) checks, and are considered trained in that skill even if you have no ranks in it.

Resilient Caster [Link]

Source Ultimate Campaign pg. 58
Your great force of will makes your magic harder to dispel. Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.

Rivethun Adherent [Link]

Source Haunted Heroes Handbook pg. 18
Rivethun is an ancient tradition of dwarven shamans who learned to listen to and affect the world around them by reflecting on the friction between body and spirit. As someone who feels a similar friction between your inner spirit and physical body, you have picked up some old rivethun meditation techniques, even if you aren’t a dwarf. While you suffer a physical ailment, such as disease, poison, or ability damage to Strength, Dexterity, or Constitution (but not including hit point damage), you gain a +2 trait bonus on Will saving throws. While you suffer a mental ailment, including insanity, any charm or compulsion effect, or ability damage to Intelligence, Wisdom, or Charisma, you gain a +2 trait bonus on Fortitude saving throws.

Scholar of the Analects [Link]

Source Arcane Anthology pg. 10
You studied various Analects of Aroden from a young age and became skilled at using magic written by others. You can cast read magic as a spell-like ability three times per day, using your character level as your caster level.

Scorned by Magic [Link]

Source Quests and Campaigns pg. 20
As a youth, you assisted a wise woman or witch doctor who removed magical maladies from the needy and was present for the breaking of many spells—or perhaps you passed through a dead magic zone. Whatever the cause, magic seems a little more reluctant to affect you than others. Reduce the caster level of spells and spell-like abilities cast upon you by 1 for the purpose of attempting dispel checks and overcoming your spell resistance (if any).

Suggested Characters: Kellids, Mana Wastes natives, Shoanti.

Second Tongue [Link]

Source Faction Guide pg. 63
Requirement(s) Old Cults
Using an ancient and painful surgical technique, you’ve reshaped your tongue. These surgical mutilations permit you to speak ancient words unpronounceable to most mortals, enhancing your ability to work magic associated with the Great Old Ones. Any summoning or divination spell you cast to summon or contact a Great Old One or one of their minions is cast at +1 caster level.

Secret Scrolls [Link]

Source Spymaster's Handbook pg. 6
You were inducted into a secret magical tradition such as the Esoteric Order of the Palatine Eye. You can cast read magic once per day as a spell-like ability, and gain a +1 trait bonus on Use Magic Device checks to activate scrolls you cannot normally use.

Self-Taught Scholar [Link]

Source Ultimate Campaign pg. 58
Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Shrouded Casting [Link]

Source Ultimate Campaign pg. 58
You have learned the secret to casting some spells without lesser material components. Choose one school of magic when you pick this trait. You can cast spells from that school as if you had the Eschew Materials feat.

Skeptic [Link]

Source Ultimate Campaign pg. 58, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 329
Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Spark of Creation [Link]

Source Champions of Purity pg. 11
You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Spiritual Attachment [Link]

Source Haunted Heroes Handbook pg. 18
The union between spirits and spiritualists is one of the strongest (and strangest) bonds shared between the mortal realm and the spirit world. Spiritualists can use the knowledge of their linked phantoms to better negotiate with other spirits. Whether you’re a spiritualist or not, you’ve always had a similar knack when it comes to interactions with the spirit world. You gain a +4 trait bonus on checks to notice haunts, and when interacting with someone who is possessed by an incorporeal undead creature, you gain a +2 trait bonus n Bluff, Diplomacy, Intimidate, and Sense Motive checks against that target.

Stabbing Spells [Link]

Source Arcane Anthology pg. 10
Aroden wrote much about ways to use weapons to enhance magic’s effectiveness, and you have taken to heart the insights gleaned from his words. Whenever you strike a foe with a weapon, you gain a +2 trait bonus on caster level checks to overcome that foe’s spell resistance until the end of your next turn.

Storm-Touched [Link]

Source Ultimate Campaign pg. 58
You share an affinity with elemental lightning. You gain DR 1/— against creatures and attacks with the electricity type.

Strength Foretold [Link]

Source Ultimate Campaign pg. 58
You can channel extra power into one of your bloodline spells. Once per day as a free action, you gain a +1 trait bonus to the DC of the saving throw of one of your bonus bloodline spells.

Strength of the Land [Link]

Source Dwarves of Golarion pg. 11
Requirement(s) Dwarf
You are able to tap into the living energy of the world to shatter lesser magic. You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.

Sun-Blessed [Link]

Source People of the Stars pg. 5
Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life. Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

Tar-Baphon's Whisper [Link]

Source Faction Guide pg. 63
Requirement(s) Whispering Way
You have learned the secrets of sotto voce, the eerie, dry whispering voice used to pass on cult secrets. You may cast sotto voce (page 61) as a spell-like ability three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st.

Tenacious Shifting [Link]

Source Ultimate Campaign pg. 58
You’ve discovered the secret of stable transmutations. Any transmutation spell you cast upon yourself has its duration increased by 2 rounds. Transmutation spells with an instantaneous duration are not affected by this trait.

Theoretical Magician [Link]

Source Cheliax, Empire of Devils pg. 19
You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Transmuter of Korada [Link]

Source Champions of Purity pg. 13
You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

Trickster [Link]

Source Gnomes of Golarion pg. 15
Requirement(s) Gnome
You are particularly adept with your racial spell-like abilities, and as child you quickly learned how dancing lights and ghost sound could be used to amuse your friends and fool your elders. This natural talent for illusion continued as you grew older, and before long you were being offered training in more advanced figments and glamers. You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.

Twinned Presence [Link]

Source Ultimate Campaign pg. 58
Your eidolon—and your connection to it—makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

Twisted Tattoo [Link]

Source People of the Wastes pg. 4
Your exposure to eldritch phenomena has caused your skin to develop a strange pattern. Once per day as you cast a spell whose casting time is 1 round or less, you can roll 1d4–2 (no minimum) and add the result to that spell’s effective caster level. In an area of primal magic, the minimum result of this roll is 0, not –1.

Two-World Magic [Link]

Source Sargava, the Lost Colony pg. 23
Requirement(s) Sargavan
You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists. Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

Unscathed [Link]

Source Ultimate Campaign pg. 58
You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

Unseen but Not Undone [Link]

Source Ultimate Campaign pg. 58
Without a single gesture, you can unleash a bloodline spell. Once per day, you can cast a bloodline spell as if you had the Still Spell feat. Using this trait does not modify the spell’s level.

Unstable Mutagen [Link]

Source Ultimate Campaign pg. 58
You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability. Roll 1d6 to determine the result of the instability.

d6Result
1The unstable mutagen lasts for 5 minutes per alchemist level.
2The unstable mutagen lasts for 20 minutes per alchemist level.
3The unstable mutagen does not grant a natural armor bonus.
4The natural armor bonus granted by the mutagen increases by 2.
5The penalty that the mutagen applies to the corresponding mental ability score increases by 2.
6The unstable mutagen does not apply a penalty to the corresponding mental ability score.


Volatile Conduit [Link]

Source Ultimate Campaign pg. 58
You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.

Water-Touched [Link]

Source Ultimate Campaign pg. 59
You share an affinity with elemental water. You gain DR 1/— against creatures and attacks with the water type.

Winter Witchcraft Survivor [Link]

Source Spymaster's Handbook pg. 22
You narrowly escaped death when a Winter Witch punished you for supporting the Heralds. You gain cold resistance 5 against the first cold damage you take each day, and gain a +2 bonus on saving throws against the fear effects of creatures with the cold subtype.