Each character begins play with either two traits or three traits and one flaw. . When selecting traits, you may not select more than one from the same list of traits (the four basic traits each count as a separate list for this purpose). Certain types of traits may have additional requirements.

Remember also that traits are intended to model events that were formative in your character’s development, either events from before he became an adventurer, or (in the case of additional traits gained via the Additional Traits feat) ones that happened while adventuring. Even if your character becomes a hermit and abandons society, he’ll still retain his legacy of growing up an aristocrat if he took the relevant social trait. The one exception to this is religion traits—since these traits require continued faith in a specific deity, your character can indeed lose the benefits of these traits if he switches religions. In this case, consult your GM for your options. She may simply rule that your character loses that trait, or she might allow him to pick a new religion trait tied to his new deity. Another option is that if your character abandons a religion, he loses the associated religion trait until he gains an experience level, at which point he may replace a lost religion trait with a basic faith trait.

Flaws | Eberron Traits | Greyhawk Traits | Planescape Traits

PL 5+ Modern Traits

PL 7 Dragonstar Traits | Traveller Traits | Star Frontiers Traits | Gamma World Traits


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