Traits Field Guide

Amphibious

Arcane Gift

Breathe Under Water

Claws (Amplectorial)

Claws (Scansorial)

Claws (Cursorial)

Daring

Dedicated

Exceptional Attribute: Agility

  • Increase agility by 1 cost 1
  • Increase agility by 2 cost 2
  • Increase agility by 3 cost 3
  • Increase agility by 4 cost 5
  • Increase agility by 5 cost 7
  • Increase agility by 6 cost 10
  • Increase agility by 7 cost 13
  • Increase agility by 8 cost 17

Exceptional Attribute: Endurance

  • Increase endurance by 1 cost 1
  • Increase endurance by 2 cost 2
  • Increase endurance by 3 cost 3
  • Increase endurance by 4 cost 5
  • Increase endurance by 5 cost 7
  • Increase endurance by 6 cost 10
  • Increase endurance by 7 cost 13
  • Increase endurance by 8 cost 17

Exceptional Attribute: Finesse

  • Increase finesse by 1 = 1 Trait Point
  • Increase finesse by 2 = 2 Trait Points
  • Increase finesse by 3 = 3 Trait Points
  • Increase finesse by 4 = 5 Trait Points
  • Increase finesse by 5 = 7 Trait Points
  • Increase finesse by 6 = 10 Trait Points
  • Increase finesse by 7 = 13 Trait Points
  • Increase finesse by 8 = 17 Trait Points

Exceptional Attribute: Intuition

  • Increase intuition by 1 = 1 Trait Point
  • Increase intuition by 2 = 2 Trait Points
  • Increase intuition by 3 = 3 Trait Points
  • Increase intuition by 4 = 5 Trait Points
  • Increase intuition by 5 = 7 Trait Points
  • Increase intuition by 6 = 10 Trait Points
  • Increase intuition by 7 = 13 Trait Points
  • Increase intuition by 8 = 17 Trait Points

Exceptional Attribute: Martial

  • Increase martial by 1 = 1 Trait Point
  • Increase martial by 2 = 2 Trait Points
  • Increase martial by 3 = 3 Trait Points
  • Increase martial by 4 = 5 Trait Points
  • Increase martial by 5 = 7 Trait Points
  • Increase martial by 6 = 10 Trait Points
  • Increase martial by 7 = 13 Trait Points
  • Increase martial by 8 = 17 Trait Points

Exceptional Attribute: Perception

  • Increase perception by 1 = 1 Trait Point
  • Increase perception by 2 = 2 Trait Points
  • Increase perception by 3 = 3 Trait Points
  • Increase perception by 4 = 5 Trait Points
  • Increase perception by 5 = 7 Trait Points
  • Increase perception by 6 = 10 Trait Points
  • Increase perception by 7 = 13 Trait Points
  • Increase perception by 8 = 17 Trait Points

Exceptional Attribute: Reason

  • Increase reason by 1 = 1 Trait Point
  • Increase reason by 2 = 2 Trait Points
  • Increase reason by 3 = 3 Trait Points
  • Increase reason by 4 = 5 Trait Points
  • Increase reason by 5 = 7 Trait Points
  • Increase reason by 6 = 10 Trait Points
  • Increase reason by 7 = 13 Trait Points
  • Increase reason by 8 = 17 Trait Points

Exceptional Attribute: Strength

  • Increase strength by 1 = 1 Trait Point
  • Increase strength by 2 = 2 Trait Points
  • Increase strength by 3 = 3 Trait Points
  • Increase strength by 4 = 5 Trait Points
  • Increase strength by 5 = 7 Trait Points
  • Increase strength by 6 = 10 Trait Points
  • Increase strength by 7 = 13 Trait Points
  • Increase strength by 8 = 17 Trait Points

Exceptionally Large

Exceptionally Small

Fast Reflexes

Gifted

Hard to Kill

Hyperflexible

Horns

Lord of Leaping

Low-Light Vision

Natural Armor

  • Natural Armor 1 = 2 Trait Points
  • Natural Armor 2 = 3 Trait Points
  • Natural Armor 3 = 5 Trait Points
  • Natural Armor 4 = 7 Trait Points
  • Natural Armor 5 = 10 Trait Points
  • Natural Armor 6 = 13 Trait Points
  • Natural Armor 7 = 17 Trait Points

Resilient

Resist Daze

Resist Distraction

Resist Exhaustion

Resist Falling

Resist Fast Healing

Resist Fear

Resist Gravity

Resist Hypothermia

Resist Hyperthermia

Resist Illusion/Hallucination

Resist Pain

Restful

Runs Fast

Savant

Speed Walker

Strong Stomach

Tail (Balance)

Tail (Prehensile)

Tail (Weapon)

Tough

Unmagical

Vigilant

Wealthy