A guide to Traits

Tips and Traits: A guide to Pathfinder Traits

Character traits are abilities that are not tied to your character’s race or class. They can enhance your character’s skills, racial abilities, class abilities, or other statistics. Normally these traits are supposed to flesh out your character's background… bla bla bla. I have written a guide on which traits are great, which ones are stinkers, and how best to use them. 

You can find all of the Traits I list here. D20 PFSRD

Part 1:   The Basics

Part 2:   Basic Traits: Combat

Part 3.   Basic Traits: Faith

Part 4.   Basic Traits: Magic

Part 5.   Basic Traits: Social

Part 6.   Campaign Traits

Part 7.   Racial Traits

Part 8.   Regional Traits

Part 9.   Religion Traits

Part 10. Equipment Traits

Part 10. List of Traits that give a Skill in Class

Perception

Use Magic Device

Acrobatics

Bluff

Diplomacy

Intimidate

Knowledge (Arcana)

Knowledge (Dungeoneering)

Knowledge (Nature)

Knowledge (Planes)

Knowledge (Religion)

Sense Motive

Spellcraft

Stealth

Disable Device

Disguise

Escape Artist

Handle Animal

Fly

Knowledge (Engineering)

Knowledge (Geography)

Knowledge (History)

Knowledge (Local)

Knowledge (Nobility)

Survival

Climb

Linguistics

Ride

Swim

Appraise

Heal

Sleight of Hand

The Basics

A few things to remember:

  1. Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack

  2. The Additional Traits feat can be taken to gain two additional Traits. 

  3. In most cases, a new PC should gain two traits, but its up the GM.

  4. You may not select more than one trait from the same list of traits

Types of Traits

There are six types of character traits to choose from:

  1. Basic: Basic traits are broken down into four categories: Combat, Faith, Magic, and Social.

  • Combat traits focus on martial and physical aspects of your character

  • Faith traits focus on his religious and philosophical leanings.

  • Magic traits focus on any magical events or training. 

  • Social traits focus on your character’s social class or upbringing.

  1. Campaign: Campaign traits are specifically tailored to give new characters an instant hook into a new campaign. 

  1. Race: Race traits are keyed to specific races or ethnicities, which your character must belong to in order to select the trait. 

  1. Regional: Regional traits are keyed to specific regions. In order to select a regional trait, your PC must have spent at least a year living in that region. 

  1. Religion: Religion traits indicate that your character has an established faith in a specific deity. Unlike the other categories of traits, religion traits can go away if you abandon your religion.

  1. Equipment: Equipment traits help characters make the most of their equipment or use their equipment to make the most of their skills.

Ranking

This guide will use a ranking system using the color spectrum to rate the class features and options, as follows:

Red: Absolutely terrible.  Almost never worth considering, let alone a good idea.

Orange: Subpar.  May have occasional use and isn’t crippling if you like the flavor.

Green: Average.  There may be more powerful options instead, but this is fairly solid.

Blue: A good choice, above average.

Purple: Among the best in its class, possibly a no-brainer pick.  Outstanding!

Combat Traits

Accelerated DrinkerCan drink a potion as a move action.  So if your GM allows Quick Draw to affect anything other than weapons (RAW it doesn't), or if you use Bandoliers this can be a great trait. If however you can't then it's a move action to pull the potion and a move to drink. That's effectively the same thing as using a move and a standard action. 

Anatomist+1 to confirm critical hits. A trait should be equal to half a feat. Critical Focus gives a +4 bonus but requires a +9 BAB. If you are planning on making a build based around the critical feat chain then this might not be a bad trait. I feel it should have been a +2 bonus to really shine. 

Armor ExpertReduce your armor check penalty by 1. This basically gives you a +1 bonus to all Dex– and Str-based skills. Yes please. One thing of note is that this reduces a Mithral Breastplate to 0 ACP, letting classes with no medium armor proficiency use it without penalty (all non-proficiency penalties are based on ACP)

Berserker of the Society3 additional rounds of rage. I like it. 

Blade of the Society+1 damage on SA. Not bad. 

Bullied+1 to hit while unarmed on attacks of opportunity. Not even good if you're a Monk

Coherent RagePick Bluff, Escape Artist, Handle Animal, or Stealth and you can use it while raging. Why? Other than Escape Artist I can't think of why you would want to use any of these while wasting your rage. And you don't even gain whatever you choose as a class skill. Ick

Courageous+2 bonus on saves against fear effects. Horrible waste. If you want a bonus against fear effects check out Nightstall Urchin.

Defender of the Society (Fighter)+1 AC when wearing armor. Better than Armor Expert but you have to be a fighter. 

Deft Dodger+1 to Reflex. Good stuff

Demon SlayerMake a Knowledge of the planes check to get a bonus to confirm crits. And it only works on Demons. Even if you know you will fight a lot of demons it's a horrible trait. 

Dirty Fighter+1 damage to flanked foes (and it is multiplied on a critical hit). Not bad if your built around flanking (Rogues and Precise Strike builds)

Excitable+2 initiative but you have to be a gnome. Still a great feat. 

Fencer+1 to hit on attack of opportunities with bladed weapons. Meh

Hill FighterCan charge downhill up to your base speed without an acrobatics check. Dumb. It’s a DC 10 acrobatics check. And even then. How often do you charge down hills. 

Honored Fist of the Society – The good. You get 1 extra ki point. The Bad. You're playing a monk. 

Jaded Another +2 bonus on saves against fear effects. Same as Courageous and just as crappy. Again check out Nightstall Urchin.

Jungle FighterMovement bonuses in jungle terrains. Yawn. 

Killer Bonus damage to critical hits based on your weapon. Not a bad choice if you're going for a critical build but better options are available. 

Reactionary+2 bonus to Initiative and no race restriction. Now we are talking. 

Resilient +1 bonus to Fortitude saves. Great stuff. 

River FighterYou can charge while swimming downstream. Too situational. And its effects Swim. Nuff said. 

Savannah Hunter+1 to hit on attacks of opportunity with a shortspear, and a +1 bonus on Con checks to avoid non lethal damage on a forced march. Two crappy bonuses instead of one does not a good trait make. 

Slippery+1 to stealth and it becomes a class skill. Crazy good. Stealth is a good for just about anyone. 

Sprint An extra 5ft move. But only if all you do is move. And only if you're not wearing armor. Crazy Bad. 

Strong Arm, Supple WristWhen you move 10 feet, you get an extra 10 feet range increment on a thrown weapon. Unless your character is planning on taking part in some olympic contest where you see who can throw a spear the farthest… avoid. 

Threatening DefenderWhen you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1. So this is situational. But if you're building a Crane Style fighter this is amazing.  Combat Expertise, Crane Style, Fighting Defensively, and this trait and you're looking at up to a -7 to attack for a +8 AC. Not bad. Its crap for anyone not focused on it, but automatic for anyone that is. Hence the dual color. 

Tracker of the SocietyRanger only. +1 initiative and a +2 bonus on survival checks in your Favored terrain. Not a bad trait. 

Witty Repartee +1 to bluff and it becomes a class skill. Another skill gain trait. And it gives you a very nice skill. Bluff. Awesome. 

Faith Traits

Birthmark+2 bonus on saves vs. charm and compulsion and your body becomes a divine focus. Good if your GM likes to imprison you or steal your gear. As pointed out non casters can still take this feat and benefit from the +2 bonus on charm and compulsions(the spells you really don't want to fail). If you're wanting to shore up a poor will save this isnt a bad bet. Ask your GM if this focus takes care of all those pesky expensive divine focus a few divine spells have. If so then this trait just got even better. 

Caretaker+1 to heal and it becomes a class skill. Great stuff… if you really want the heal skill maxed. I guess. 

Child of the Temple+1 bonus to Knowledge (nobility) and Knowledge (religion), and one of these (your choice) becomes a class skill. Another great skill trait. Knowledge religion is the gem here. 

Defy Madness+1 bonus on saves vs. confusion, insanity, madness, and Wisdom damage/drain. Again these random bonuses on saves vs situational things, while nice, are far too rare to justify a trait. 

Devotee of the Green+1 bonus to Knowledge (geography) and Knowledge (nature), and one of these (your choice) becomes a class skill. A nice skill trait. Knowledge Nature is especially nice because it affects so many creatures. Still its a choice of two Knowledges.

Ease of Faith+1 bonus on Diplomacy, andit becomes a class skill. Who doesn't want to be diplomatic. 

Exalted of the SocietyYou can channel energy 1 additional time a day. I like it. Most think Channel energy a waste but I disagree. However based on popular opinion I have coded it blue. If you like to heal or like channeling then bump this to purple

Faithful Feedback +1 hit point healed if you use a spell from the healing subschool on someone of your religion. Unlike Exalted of the Society, even if you like healing, this trait is crap. First it doesn't work for channeling, and second your party all better agree on one religion. Even then its only one hit point. Don't waste your time.

First MemoriesTrade your useful gnome spell-like abilities for crappy spell-like abilities. If you plan on dumping your charisma score below an 11 and have a wisdom above an 11 then this trait might be worth it. Seriously though. If you have an 11 charisma score or better then this  trait becomes a flaw. Avoid at all cost. I will mark it less than optimal for those that dump CHA. 

History of Heresy+1 bonus to saves vs divine spells as long as you don't possess any levels in a divine spellcasting class. While a bit more broad in scope than most trait save bonuses… it's still a situational +1 against one third of the casters in most games. Not horrible. But not good either. 

Indomitable Faith+1 to will saves. If you're dealing with a poor will save this is a great trait. Carefully Hidden (Human Racial Trait) is better however. If you're human or you don't mind taking the Adopted Trait get that instead. 

Necrotic Aura+1 bonus to saves vs Necromancy spells and effects that deal negative energy damage. Another random +1 bonus. While there are some very nasty necromancy spells I wouldn't waste a trait on the rare occasion this would be helpful. 

Sacred Conduit+1 bonus on your channel energy DCs. If you know your going to fight a lot of undead, or you're a cleric who channels negative energy then this can be helpful. But considering the fact that most people feel Channeling is weak I wouldn’t take this trait unless you're focused on channeling. 

Sacred TouchYou can stabilize a dying creature as a standard action. Wow. This is just terrible. If you're the healer you have a zero level cantrip for this. If your not you can make a DC 15 Heal check to do the same thing. If you don't want to risk that… its a full round action to poor a 50 gp Cure light wounds potion down their throat or a standard to use a Cure Light Wand on them. Please look elsewhere. This is a waste of space. 

Scholar of the Great Beyond+1 bonus on Knowledge (history) and Knowledge (planes), and one of these (your choice) becomes a class skill. Skill trait – Awesome. Name of trait – bonus awesome. I almost like this as blue because Knowledge (Planes) is really helpful, but with keeping my ranking uniform. Green It is. 

St. Clydwell’s WardAs a standard action you recite a holy chant that gives you a sanctuary effect vs demons (and I assume devils). While this trait is full of win in the RP department… we don't care about that. A 50 gp potion can do the same thing. I will mark it as orange though simply because of the Exorcist vibe it has going for it. 

Stalwart of the SocietyYour aura of courage grants an additional +1 against fear effects. While this is another random +1 bonus, its a +1 bonus that can help your whole party. It stinks when half your party fails a frightful presence save. Otherwise this is a so so trait. I give it a bonus for being team friendly. 

Unnatural PresenceYour Intimidate skill works on animals and vermin. If you have invested in Intimidate then this is a great trait. Otherwise it is meh. 

Zealot +1 on Knowledge (religion), and it becomes a class skill. You have to be a Gnome. And the caveat is the whole tenets of your faith and the GM determining whether you suffer from the Bleaching (whatever that is). Its not a bad trait. It gives you a skill in class. However there are better traits that give you Knowledge religion in class without any restrictions. Unless your using this for RP go with Child of the temple and get a free +1 bonus to Knowledge nobility to boot.

Magic Traits

Beast of the SocietyWhen you wildshape into a small or medium creature your wildshape duration is doubled. Simply frikking outstanding. How this is only a trait I don't know. You know all those scouting missions your group makes you go on as an eagle or whatever. How would you like it to last twice as long… well maybe you don't, but its still crazy good. 

CharlatanAs a swift action you can expend a spell and gain a bonus based on the level of the spell on your next bluff check. You can use this ability 3 times. You shouldn’t need it more than that considering its a horrible trade off. The only time I can see this as useful is when your caught with your pants down so to speak. But if you're a caster high enough to expend a spell worth a decent bonus… then you're a high enough caster  to cast a spell to fix the issue. O and you have to be a gnome to boot. As pointed out it is a swift and undetectable however. So for those that really want to eck out every bit of bonus on bluff this might be an option. 

Classically Schooled+1 bonus to spellcraft, and its becomes a class skill. A great skill to have in class for anyone.  The fighter that can tell if an enemy just cast teleport to flee, or an invisibility spell and is still fighting… that's helpful for anyone. 

Dangerously Curious+1 bonus to Use Magic Device, and it becomes a class skill. I wish I had a color better than purple. Considering how high the DCs are for UMD this trait is even good for those that already have it in class. 

Deep Guardian +1 morale bonus to attack, and a +1 enhancement to AC for Earth subtype creatures. You have to be a dwarf. Not a bad bonus if you're a Summoner. 

Desperate Focus+2 bonus on concentration checks. So at first level you have about a +5 or +6 to your concentration. Its a DC 17 to cast a first level spell. A DC 19 for a second. Lets say you get hit for 10 points of damage. Thats a DC 21 for a first level spell. As you can see Concentration DCs are pretty high and very hard at low levels. Combat Casting is a feat you can take to add +4 to you concentration check, however it only adds the +4 while casting on the defensive or grappled. Not due to damage. Desperate Focus is a flat bonus for everything. If you are playing a caster that tends to get in the middle of combat this is a very good trait to invest in. 

Diabolical Dabbler +1 hit point per Hit point die to summoned fiendish animals. So if you're a Summoner or specialize in summoning this isnt a bad trait. A few hits to the usefulness of this however. It has to be a fiendish animal. Not a demon or devil. A fiendish animal. When you use Summon Monster to summon most animals it either has a celestial or Fiendish template based on your alignment. Good get Celestial. Evil get Fiendish. Neutral get to pick each time they summon (hint hint) So if you're a good summoner this is probably a waste. 

EarthboundWhile touching the ground, +2 bonus to overcome SR against creatures with the air subtype. Dwarf Only. A quick search on the SRD. Thats a whopping 5 creatures that have SR and the air subtype. Avoid at all cost. If you have to take something like this take a look at Strength of the Land. 

Eldritch SmithWhen Crafting stone or metal items you reduce the cost by 5%. Another crappy Dwarf trait. What's the deal with Dwarven traits. It states it works while using any crafting feat, so this should apply to crafting Magic Arms and Armor as long as they are stone or metal. Not as good as Hedge Magician which has no racial restriction and works on all magic items. 

Focused Mind+2 on concentration checks. Same as Desperate Focus. Not a bad choice at all. See Desperate Focus for a full breakdown why I like it. Remember you can't stack trait bonuses however. Take one or the other. 

Ghost Sight+2 bonus on perception to locate undead and you can see ethereal undead. I see dead people! O wait. they still get the +20 to Stealth. Scratch that. Why did I take this again?

Gifted AdeptChoose one spell and you get a +1 caster level. I can't think of any reason to take this trait. Sure it might be nice in conjunction with Magical Lineage and Intensify spell but you just used up both of your starting traits. Not worth it. 

Greater Adept of the SocietyYou gain one additional 0 level cantrip spell slot. Now this might seem like a crap trait, and it generally is, however wizards never get more than 4 cantrips a day. If you just have to have that 5th one this might be up your alley. 

Havoc of the Society+1 Force damage to any spell that deals damage. Horrible. Even Envokers should know better. The only redeeming quality: Because it is force damage, next to nothing is immune. Effects that activate if something is damaged (Dazzling Spell for instance), will always activate. Still a shoddy trait in my opinion but there it is. 

Hedge MagicianReduce the cost of any magic item you create by 5%. Currently one of the only RAW ways to make gold off crafting magic items. If your planing to craft a lot of gear for your party this is a great trait. 

Lucid Dreamer +1 bonus on knowledge (planes), and +2 on will saves while dreaming or on your subconscious. I think you can suck up the 3 or so spells this might help against. Worse you don't gain Knowledge (planes) as a class skill. No thanks. 

Magical Knack +2 caster level to one spellcasting class up to your HD. In 3.5 we had Practiced Spellcaster which increases your caster level by 4 up to your HD. It did not make the transition to Pathfinder. Currently this is the only way (baring 3PP material) to keep your caster level equal to your HD if you decide to dip into another class. If you multiclass this is a must have trait. It is strongly recommended for the poor spellcasters like Paladin and Ranger. It helps mitigate the caster level of the spells AND it allows them to qualify for certain feats 2 levels earlier. 

Magical LineagePick one spell. Drop the metamagic cost by 1. This trait has a ton of uses. One of the best is Magus and Shocking Grasp. Take this trait for shocking grasp and then take Intensive Spell. Now your shocking grasp taps out at 10d6 instead of 5 and its still a 1st level spell. Also if you want a higher level spell you can always take the Additional Traits feat later on to get a free metamagic level on your favorite spell. This trait is better then alot of actual feats. 

Magical Talent Choose one 0 level spell and you can cast it once per day. Terrible waste. The only saving grace this trait has is it might qualify you for a prestige class. Other then that most 0 level spells can be gotten through cheap magic items or potions. 

Mathematical Prodigy +1 bonus on Knowledge (arcana) and Knowledge (engineering), and one of these (your choice) becomes a class skill for you. Another helpful Skill trait. 

Naturally GiftedAdditional use of one of your Gnome spell-likes each day. While your spell-likes are helpful I don't believe in wasting a trait to cast a second one each day. 

Second TongueAny 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. So this trait is a little vague. I dont believe you can use summon monster to summon a specific god’s minions. I suppose this would be helpful if you worship one of the Great Old Ones (Though you're probably also insane or close to). 

Skeptic+2 bonus on saves vs illusions. Another random save bonus vs a select set of spells. Not worth your time. 

Strength of the Land+1 bonus on caster level checks while touching ground. This includes dispel and SR checks. Must be a Dwarf. Superior in every way to Earthbound, but still a waste in my opinion. 

Tar-Baphon’s WhisperYou may cast sotto voce as a spell-like 3 times per day. Ok so this spell isn't on the SRD. Here is what it does. You target one humanoid of 4HD or less with a will save or be shaken. It last 1 round. Worse than Cause Fear. I wouldn't waste a standard action on this spell if I had 20 a day for free… much less have to spend a trait on it. 

Theoretical Magician+2 to spellcraft checks, or a +3 if you aren’t a spellcaster. Take a look at Classically Schooled. If you aren’t a spellcaster you can take that and with 1 skill point spent it gives you a +5 bonus. This trait is subpar. 

Trickster +1 bonus to caster level for illusion spells. Gnome only.  Not a bad trait for an illusion specialist gnome. They already get a +1 DC to illusion spells. This helps boost duration, range, and area of their illusion spells too. There are better traits, but this one certainly isn't a bad choice. 

Two-World MagicPick a 0-level spell from another spell list and add it to yours. A lot of classes are lacking for good cantrips/orisons. I could see an arcane caster wanting Create Water or a Druid wanting Ghost Sound How about Prestidigitation, the best spell ever? Or Message, poor man's telepathy? This could even be a possible Purple.

 

Social Traits

AdoptedYou picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. You see all those Dwarf only or Gnome only traits I love so much. Take this trait and you immediately get to pick a trait from another race then your own. I can't begin to tell you how good this trait is. It effectively destroys all those pesky racial requirements.  Note this only works on traits under the Racial category, but this is still a great trait. 

Brastlewark Businessman (Gnome) +2 bonus to craft alchemy. Gnome only. If you are an alchemist this might be worth the investment. Otherwise don't bother. 

Bully+1 bonus on Intimidate, and Intimidate becomes a class skill. Not a bad investment if you wish to make an intimidate build. Skill trait. 

Canter+5 bonus to bluff and sense motive checks involving secret messages. Unless you're in a campaign centered around a secret organization or guild this trait is far too restrictive. 

Charming+1 bonus to Bluff and Diplomacy on a character that is sexually attracted to you, and a +1 bonus to the save DC of any language-dependent spell you cast on such characters or creatures. This is just an uncomfortable trait. Not really keen on asking the GM if “Im sexy and he knows it right?” every time I bluff, diplomacy, or cast a charm. There are easier less awkward ways to get bonuses on these things. 

Child of the Streets+1 bonus on Sleight of Hand, and it becomes a class skill. I don't see many classes outside those that already get this skill using it. But if you want it here is the trait to get it. 

Collector (Gnome) +2 bonus on checks made with either Craft (any one), Disable Device, Escape Artist, Perform (any one), or Spellcraft. Must be a Gnome. This reminds me of the Dragonlance Kinder pocket… but crappier. Helpful for disable device but other then that its a wash. Could be fun to RP though. 

Convincing Liar+1 trait bonus to bluff or Intimidate, and one of these skills becomes a class skill. Similar to Bully or Witty Repartee. You can actually take the +1 to one of the skills and gain the other skill as a class skill. Not bad for getting a bonus on a class skill and gaining a separate skill as a class skill. 

Etymologist (Gnome)+1 bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill. Must be Gnome. Ok so you get a bonus on a checks to decipher text, an additional language, and Linguistics becomes a class skill. Whenever you put a rank into this skill you learn a new language. This can be really important for summoners who need to be able to communicate with their summons. Unfortunately most classes that summon have Linguistics in class already(Sorcerers don't). Infernal, Abyssal, Celestial, and the elemental languages are great choices.  

Explorer (Gnome)+2 bonus on Survival in one terrain type that must change each level. Must be a Gnome. Very strange trait. You have to change your terrain every level and you dont gain survival as a class skill. Not worth the trouble. 

Fast-Talker +1 bonus on Bluff, and Bluff becomes a class skill. Same as Witty Repartee. Bluff is a great skill to have in class. 

Hellknight Ancestry+2 bonus on Diplomacy to influence Hellknights and a +2 bonus on intimidate enemies of Hellknights. Far too narrow to be worth it. 

Hunter's Blood +1 bonus to Diplomacy, Knowledge(religion), and Survival when related to undead. Choose one of these skills as a class skill. Undead gain a +1 bonus to learn about YOU. Ok so this trait is just full of win. First it's just a fantastic RP flavored trait. Your family is known for hunting undead and are famous/infamous because of it. Your family is so well known that undead fear (or at least pay attention) to your family. Thats just cool. You get one of 3 skills added as a class skill. Crazy good for campaigns like Carrion Crown. You might even be able to name drop your family with organizations dedicated to destroying undead for NPC boons. 

Lost Nobility+1 bonus on attack and damage rolls against government officials of your homeland. Far too narrow to be very useful. 

Maestro of the Society (Bard)3 additional rounds of bardic performance per day. Not a horrible choice for bards if you fear running out of steam. It is even better for the Archaeologist archetype who takes Lingering Performance. Thats 9 extra rounds… almost double what you would normally have at first level. Good luck getting your GM to say yes. 

Natural-Born LeaderAll cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you take Leadership, you gain a +1 bonus to your Leadership score. So this isn't bad for summoners. Also not bad if you're in a campaign like Kingmaker. There are better traits, but this one isn’t a terrible choice. 

Noble Savage+2 bonus on Diplomacy and Perform with people of high social standing. Another narrow skill with too little gain for such a rare situation. 

Nonchalant Thuggery+4 bonus on Bluff checks to keep others from noticing your aggressive actions. This should affect feinting in combat. There are several feats that allow you to feint and then attack (or flurry) while your opponent is flat footed. This trait just makes it easier for you to pull off your feint. Not a bad choice. 

Poverty-Stricken+1 bonus to Survival checks, and Survival becomes a class skill. A skill trait that gives you survival. Not a bad choice if you want Survival. Nomadic is better however because it gives you a second bonus. Adopted can help you pick up that one instead if you want. 

Princess (female)+1 bonus to Diplomacy and Intimidate, and one of these (your choice) becomes a class skill. Must be Female. Superior to Bully if your character is Female. 

Rich ParentsYour starting cash increases to 900 gp. How would you like Half-Plate instead of Chainmail. Or how would you like to start with a Heavy War Horse. What about a Masterwork weapon? This trait can be very helpful for getting a few nice things at the start of a game. The negative is it is a wasted trait after the gold is gone. Short term vs Long term. Up to you. 

Savant+2 bonus on all Perform checks made using one performance type. Perform becomes a class skill. If you really really want to perform. Here is your trait. The Good – It gives you a skill in class. The bad – Its Perform. Bards might find it more helpful because of Versatile Performance at Level 2… effectively netting them a +2 in 3 skills instead of one. So for Bards this trait is probably blue.

Suspicious +1 bonus on Sense Motive, and Sense Motive becomes a class skill. Its a great benefit to know when others are lying to you… or not telling you everything. When you don't detect the barkeep isn’t telling you everything, you go on the adventure. When you go on the adventure, you end up finding the cave he told you about. When you find the cave he told you about you also find the dragon he “forgot” to tell you about. When you find the dragon in the cave you get chased by the dragon from the cave. When you get chased by the dragon you end up dead in a roadside ditch. Don't end up dead in a roadside ditch…. get Sense Motive.

Without a Past+1 bonus to Bluff and Linguistics when used to forge documents, and one becomes a class skill. So you get bluff or linguistics in class but the bonus is again a narrow circumstance. There are better traits for bluff. But if you want Linguistics and you aren’t a gnome then this is a good trait. 

Campaign Traits

Campaign traits are specifically designed to tie your character into a campaign’s storyline, and often give you a built-in reason to begin the first adventure. For this reason, GMs usually create their own campaign traits for their PCs. If your GM uses campaign traits, one of your starting traits must be a campaign trait. Your other trait can be chosen from one of the other types of traits. I have had GMs who give two traits and a Campaign trait (for a total of 3) It's up to your GM what you receive. 

AP 01-06: Rise of the Runelords

Black Sheep+1 bonus on Knowledge (local), and Knowledge (local) becomes a class skill. In addition, you can choose any one notorious citizen of Sandpoint from below as an ally. Law-abiding citizens mistrust you but the tougher side of Sandpoint respects you.

Aliver “Pillbug” Podiker (apothecary)

Benefit You start the game with 400 gp worth of poison, and Pillbug will continue to sell you poison as long as you don’t spread the word.

Titus Scarnetti (bitter nobleman)

Benefit Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for Scarnetti gives you a +1 bonus on that skill, and it becomes a class skill.

So this is a pretty nice Trait. If you're an Alchemist or a Rogue type, Aliver can give you a contact to buy poisons or materials to make your own. If you pick Titus you get two skills in class and a +1 bonus on both. Considering most of the AP takes place around Sandpoint Knowledge Local is a worthwhile skill to invest in. 

Favored Son/Daughter+1 bonus on Knowledge (local), and Knowledge (local) becomes a class skill. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally. Law-abiding citizens trust you but the tougher side of Sandpoint think you a snitch. 

Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn)

Benefit You gain an additional 10% over the amount of gp you normally would get from selling off treasure.

Belor Hemlock (town sheriff)

Benefit The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.

Basically the exact opposite of Black sheep. You get knowledge local just like Black sheep, and  a base of operations with a nice 10% when selling treasure. SOMEONE at your gaming table should pick up this trait for Ameiko. That person can sell the parties loot for the 10 percent boost. Belor is less appealing; a guy you can call in favors with when you get in trouble with the law.

OutlanderPick one of the following reasons to be a newcomer to Sandpoint.

Lore Seeker

Benefit You gain a +1 bonus on Knowledge (arcana), and Knowledge (arcana) becomes a class skill. If you cast arcane spells, pick three spells on your spell list: You get a +1 CL and a +1 to their save DC(if any).

Exile

Benefit You gain a +2 bonus on Initiative.

Missionary

Benefit You gain a +1 bonus on Knowledge (religion), and Knowledge (religion) becomes a class skill. If you cast divine spells, pick three spells on your spell list: You get a +1 CL and a +1 to their save DC(if any).

So no contact with this one but all three are sexy bonuses. Magus can use this with Magical Lineage to make a truly scary Shocking grasp. The +2 Initiative is the same as Reactionary and purple for a reason. If you don't need an underground contact, and someone else already has Ameiko, then this trait has the most bang for your buck. 

AP 07-12: Curse of the Crimson Throne

Drug Addict+2 bonus on Knowledge (local) or Diplomacy to Gather Information (choose one), or +1 bonus on Fortitude saves. Forget the skill bonus. If you want this trait take the Fort save and be a recovering junkie. 

Framed+2 bonus on Bluff, or a +2 bonus on Spellcraft. While either skill is useful, there are better traits. Look elsewhere. 

Love Lost+2 bonus on one of the following skills: Craft, Perform, or Profession, or a +2 bonus on Intimidate. Again, the intimidate is a nice skill, but there are better traits. Good for bards though. 

Missing ChildDiplomacy and Sense Motive are always class skills for you or a +1 bonus on Will saves. Now this is a stellar trait. Too bad you have to pick one or the other. Gaining Diplomacy AND Sense Motive as class skills is beautiful and a flat bonus to will saves is crazy good too. 

Unhappy Childhood+1 bonus on Reflex saves, or a +2 bonus on Concentration checks. Another amazing trait. A flat bonus to Reflex or a bonus on Concentration checks. Concentration DCs can get stupid hard so any bonus can be important. 

AP 13-18: Second Darkness

Fools for FriendsWhenever you aid another to help an ally, or whenever an ally aids you in this manner, you get an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 bonus on all saving throws against charm and compulsion effects. So you give and receive an additional +1 from aid another and a +1 bonus to saves vs a very bad set of spells to fail on. Not terrible but there are better bonuses for either. 

Into Enemy TerritoryChoose Fortitude, Reflex, or Will. You gain a +1 bonus on saves of that type. A flat bonus to a save of your choice. One of the best traits to take. 

Looking for WorkChoose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 bonus in that skill, and that skill becomes a class skill. Depending on the skill chosen this skill is anywhere from orange to purple. Bluff, Diplomacy, and Intimidate are blue. Perception is purple, and the rest are green or orange

Optimistic GamblerEffects that grant you morale bonuses persist 1d4 rounds longer than they normally would. Morale bonus are usually relegated to divine buff spells or Barbarian Rage and usually the durations are long enough that 1d4 extra rounds isn’t going to do much for you. Barbarians might find this useful if they wish to extend their rage some. 

Researching the BlotYou can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level. So I will assume this is a trait that is a throwback from 3.5. I have colored this DARK RED. You can ALREADY use Spellcraft to identify magic items. Worse this makes it HARDER to do so. In Pathfinder the DC to identify items is 15+CL. This adds 5 to the DC. Ask your GM to change this trait to something beneficial because as written it's not only useless, it’s harmful. 

Scouting for Fiends+1 bonus on all attack rolls made against foes you know to be evil outsiders. The fluff on this trait is cool. However it is far too narrow. Unless this AP has you fighting a ton of [Evil] Outsiders this trait isn’t worth the investment. 

AP 19-24: Legacy of Fire

Earning Your FreedomChoose Fortitude, Reflex, or Will; you gain a +1 bonus on saves of that type. The awesome: A flat bonus to a save of your choice. The not so awesome: By the fluff your character starts out a slave. If your GM is feeling extra mean this can bite you in the rear. 

Finding HaleenThe class you take at 1st level is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. So this trait has a butt load of flavor and backstory. Gives you a great reason why you are adventuring. And gives you a double favored class bonus on top of whatever you choose. I am uncertain how this trait interacts with alternate racial favored class bonuses though. Consult your GM if you wish to take one of those. 

Gnoll KillerYou gain a +1 bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 bonus to spell save DCs for damaging spells against gnolls. So for anyone other than Rangers this trait is so so. For Rangers this is a MUST HAVE TRAIT. Here is why. Rangers get a spell named Instant Enemy. This trait will give you an additional +2 hit and damage above whatever you would normally receive. At 20th level thats a +12 to hit and damage for anyone you want. 

MissionaryPick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive.You gain a +1 bonus on that skill, and it becomes a class skill. So here is the deal with this trait. It is a wonderful tie in for a cleric/oracle who follows Sarenrae. Unfortunately the only skills they don't already get that are really good are Bluff and Intimidate. It's unfortunate because it's fluff is really nice, but there are better traits for the those classes. 

Reclaiming your RootsYou gain a  valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year. Worse than Rich Parents, and a horrible penalty if you ever lose said item. Take something else. 

Seeking AdventureYou begin play with your own wayfinder, a loan you have to pay 500 gp for some day. Even worse than Reclaiming your Roots. If you want a Wayfinder that bad, take Rich Parents, and have 400 gold left over. 

AP 25-30: Council of Thieves

Child of Infamy+1 trait on Perform (act), and the skill becomes a class skill. Furthermore, you begin play with 300 gp. A small bonus on Perform and ? of Rich Parents. There are better traits. If you take this and Rich Parents you might be able to afford Full Plate though… and dance in it! 

Conspiracy HunterChoose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 bonus on this skill and it becomes a class skill. Perception is the golden egg here. There are several other good skills but if you don't have perception in class this is the trait for you. 

Diabolist Raised +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mind affecting attacks from devils. Far too narrow to deserve a trait investment. If the other good traits are taken this might be an option considering the amount of devils you might run into in this AP. I would still that one of the better traits if available though. 

Infernal BastardMust be a tiefling. You lose the tiefling’s standard resistances to cold, electricity, and fire—instead, you merely have a +2 bonus on all saving throws made against these effects. Likewise, you do not have the ability to use darkness as a spell-like ability once per day—instead, you may choose any one 0-level spell that you can instead use at will as a spell-like ability. So this is interesting and there are plenty of 0 level spells that can be beneficial. Prestidigitation at will, or any utility spell. This trait is kind of a toss up. 

Shadow ChildWhen attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area. This might be worth it to rogues who can sneak attack in poorly lit areas. Having Darkvision is better… but here is an option for those that don't.  

The Pathfinder's ExileYou begin play with your own wayfinder, a loan you have to pay 500 gp for some day. Like Seeking Adventure. If you want a Wayfinder that bad, take Rich Parents, and have 400 gold left over. 

Westcrown Firebrand+1 bonus on Initiative checks, and if you act in a surprise round, you gain a +1 bonus on all attack rolls. Reactionary is better. However if Conspiracy Hunter is already taken (and the GM is making you take a different Campaign trait), this is probably the second best bet of the bunch. 

AP 31-36: Kingmaker

BastardYou take a -1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble). So there is a lot of RP flavor in this trait. The negative isn’t too bad and the flat bonus to will saves is pretty awesome. As a bonus if you read between the lines you should have an opportunity to become nobility. Thats a pretty sweet deal. 

BrigandYou begin the campaign with an extra 100 gp. You also gain a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, and their ilk. Ack. Horrible. The gold is negligible, and the bonus is far too narrow. Get something else. 

Issian+1 bonus on all Will saves made to resist mind-affecting effects. Lets see. I could be a bastard noble with a flat bonus to all will saves or I could take this. Go back and look at Bastard. 

Noble Born Choose one of the following noble families and its associated benefits.

Garess: You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. In addition, you gain a +2 bonus on Appraise to assess the value of natural stones or metals. 

Lebeda: You gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. 

Lodovka: You gain a +1 bonus on Swim, and Swim becomes a class skill. 

Medvyed: You gain a +2 bonus on Diplomacy checks made to deal with fey creatures and a +1 bonus on Will saves made against their spells and supernatural abilities. 

Orlovsky: You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 bonus on this skill. 

Surtova: You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. 

Most of these bonuses are either weak or far too narrow to be worth it. Surtova has some appeal for rogues who like to flat-foot their opponents anyways. The rest are a wash. 

PioneerYou begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 bonus on this skill. I assume you get a Light Horse… Thats 75 gp, and a small bonus to one skill. Pick something else. 

Rostlander+1 bonus on Fortitude saves. Flat save bonus. This is more like it. 

Sword ScionYou begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons. So this trait is full of win. Its like Heirloom Weapon before it was nerfed. Take the Aldori dueling sword. It's an exotic weapon but can be used without the exotic weapon proficiency as a longsword. If you take the proficiency it can be used with Weapon Finesse, or can be two handed like a Bastard Sword. One of the best weapons in the game and you get a free +1 to hit AND to combat maneuvers with it. (Thats better then Weapon Focus and it stacks with it). I wish I had a better color than purple. 

AP 37-42: Serpents Skull

Boarded in CheliaxYou begin the campaign with a detailed map of the Mwangi Expanse (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle. The map cost 50 gp. So you get 250 gp worth of gear. If you want a map. Take Rich Parents. Buy a map. You net a 650 gp gain. I wouldn’t take either and just wait till I have the gold for a map. But there you go. 

Boarded in Mediogalti+2 trait bonus on all saves against poison. In addition, you can pick one type of poison listed below to be immune to, having undergone a long and painful process of building up an immunity to its effects: blue whinnis, giant wasp poison, medium spider venom, small centipede poison, or spider vine poison. Poison use is a better option for anyone that wants to use poisons. Unless you really want to pull off something like THIS, then pick a better trait. "Never go up against a Sicilian when death is on the line!"

Boarded in the Mwangi ExpanseYou gain Polyglot as a bonus language and receive a +1 bonus on all Knowledge (nature) checks regarding the jungle. This trait basically saves you a skill point and gives you a narrow bonus on a skill. Pick a different one. 

Boarded in the ShacklesPick Fortitude, Reflex, or Will – you gain a +1 bonus on all saving throws of that type. A flat bonus to a save of your choice. One of the best traits. 

Boarded in VarisiaChoose to gain either a +2 bonus on Bluff against inhabitants of the jungle, or your spells with the mind-affecting descriptor gain a +1 CL when cast against creatures and natives of the jungle. A little narrow. The extra CL could be interesting, but there are better traits. 

Colonial+1 bonus on Knowledge (local) relating to Sargavan settlements and politics and a +1 bonus on saves against disease. Narrow crap. Move on. 

Get the Cargo ThroughYou begin the campaign with an additional 300 gp in starting wealth. If you need extra gold at the start take Rich Parents. Its more gold and no vague RP strings with this mysterious cargo you have to protect. 

Jenivere CrewPick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill becomes a class skill. Acrobatics, Knowledge nature, and Survival are nice if you want to get them in class. The others are pretty weak. 

Mwangi ScholarYou gain Polyglot as a bonus language and receive a +1 bonus on all Knowledge (history) checks regarding the Mwangi Expanse. Just as bad as Boarded in the Mwangi Expanse. Pick a different one. 

Stowaway+1 trait bonus on Stealth checks and Survival checks to find food. Too small a benefit to be worth a trait. 

AP 43-48: Carrion Crown

Chance Savior+2 bonus on Initiative checks. Heck yeah. 

Inspired by GreatnessChoose one spell you can cast. From now on, you always cast this spell at +1 caster level. Meh. It might be helpful for classes that rely on low level spells alot (Magus), but there are better traits to focus on. 

Making Good on Promises+2 trait bonus on saves against fear effects. While it's cool not to scream like girl as you run away because you failed a save… there are worse spells I would rather have a bonus against. 

On the PayrollYou an additional 150 gp in starting wealth. Boo. Its a waste of a trait to get gold. But if you are going to do it at least get your gold’s worth. Rich Parents gives you 900 gold. 

Subject of StudyChoose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. Too narrow for my taste. Move on. 

Teacher’s Pet+2 bonus to one Knowledge skill of your choosing and it becomes a class skill. Not a bad trait at all, especially considering the AP (Knowledge Religion, Arcana, and History are all good choices… hint hint)

AP 49-54: Jade Regent

A note about these Traits: 

1. You gain a one-time +4 bonus to your relationship Score with the NPC associated with your Campaign Trait. So if you have an NPC you wish to get close to it benefits you to choose a trait associated with that NPC. 

2. When ranking I will ignore the attack bonus given for keeping your NPC safe because this benefit is given to every trait other than Caravan Guard. 

Best FriendYou gain a +1 bonus on all attack rolls against foes that threaten your friend (Ameiko or Sandru) as well as either a +2 bonus on Diplomacy or a +2 bonus on Bluff. Whichever skill you gain becomes a class skill. 

NPC Choices: Ameiko, Sandru.

The skill bonus is nice, as it the skill gain. There are better traits however. 

Caravan Guard+1 bonus on Survival, and it becomes a class skill.

NPC Choices: Sandru.

The only trait with no bonus to keep an NPC save (funny since you're a guard), but Survival is a very nice skill to have in this AP. 

Childhood CrushYou have a crush on one of the NPCs. You gain a +1 bonus on all attack rolls against foes that threaten your crush. Once per day, make a DC 15 Charisma check on your crush. If you’re successful, gain a +1 bonus on all saving throws for the remainder of the day. If you’re ever win the NPC’s love, this +1 bonus on saving throws applies at all times.

NPC Choices: Ameiko, Sandru, Shalelu.

Sick Sick Sick. A +1 to all saves is pure win. Just make sure you can make the CHA check will little issue and this trait rocks. 

Foster ChildYou gain a +2 bonus on any one Knowledge skill(Your choice), and it becomes a class skill. In addition, you gain a +1 bonus on all attack rolls against foes that threaten Koya.

NPC Choices: Koya.

If you want a knowledge skill then this is your trait. 

Friend of the FamilyAs long as Koya remains alive, you gain a +1 bonus on Perception, and Perception becomes a class skill. In addition, you gain a +1 bonus on all attack rolls against foes that threaten Koya.

NPC Choices: Koya.

Another golden trait. Perception is THE skill in Pathfinder. Take this if don't have it in class and you don't have a different NPC in mind. Maybe even if you do. 

Hero WorshipYou gain a +1 bonus on all attack rolls against foes that threaten your hero (Ameiko or Shalelu.) as well as a +2 bonus on concentration or a +1 bonus to your AC against attacks of opportunity. 

NPC Choices: Ameiko, Shalelu.

The bonus to Concentration(Ameiko) is really nice. As stated Concentration checks can get pretty rough. The other is pretty weak however. 

Rescued+1 bonus on all attack rolls against foes that threaten your savior (Koya or Shalelu) as well as a +2 bonus whenever you use cure spells to heal damage or a +1 bonus on Acrobatics andit becomes a class skill. 

NPC Choices: Koya, Shalelu.

The bonus to heals is weak. The Acrobatics choice (Shalelu) isn’t bad if you want it in class. 

Student Survivalist+2 bonus on Survival, andit becomes a class skill. In addition, you gain a +1 bonus on all attack rolls against foes that threaten Shalelu.

NPC Choices: Shalelu

As mentioned before Survival is a nice skill to have in this AP. Not a bad choice. 

Younger Sibling+1 bonus on all attack rolls against foes that threaten your older sibling (Ameiko, Sandru, or Shalelu) as well as a +1 bonus on Will, Fortitude, or Reflex saves.

NPC Choices: Ameiko, Sandru, Shalelu.

A straight bonus to a save. Great stuff. WARNING: If you wish to romance your NPC this should not be your trait choice. Yes you get the +4 relationship bonus, but… they are you sister/brother. If your GM/Group doesn’t mind the creepiness of that, then go ahead. Or just stay friends… just saying. 

AP 55-60: Skull & Shackles

Ancient Explorer+1 bonus on Knowledge (history) and Knowledge (local), and one of these skills becomes a class skill. In addition, you gain Cyclops or Polyglot as a bonus language. The skills are ok along with the bonus language. There are better traits but if you want one of those knowledges here is your feat. 

Barroom Talespinner+1 bonus on Diplomacy and one category of Perform, and one of these skills becomes a class skill. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 bonus on checks made to influence NPCs on the Wormwood. Interesting trait. You get a skill in class and a cool little bonus to influence NPCs. Normally that would be too narrow but for a Campaign trait it might come in handy. 

Besmara's Blessing+1 bonus on Perception and Profession (sailor). In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). I assume that sailing can come in handy, but I still wouldn’t waste a trait on it. 

Buccaneer's Blood+1 bonus on Intimidate and Profession (sailor). In addition, you gain a one-time +1 bonus to your Disrepute and Infamy scores. Not sure on the bonus to Infamy but the rest is weak. I would suggest a different trait. 

Dockside BrawlerYou begin the campaign with brass knuckles. You gain a +1 bonus on damage rolls with brass knuckles and improvised weapons. Terrible. Brass knuckles deal 1d3. That extra point of damage doesn't seem so great now huh. 

Eye for Plunder+1 bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp. Not a bad trait for your trapfinder. Otherwise its pretty crap. 

Ilizmagorti Native+1 bonus on Sense Motive, and Sense Motive becomes a class skill. In addition, you can make untrained Knowledge (local) checks regarding pirates or the region of the Shackles. Sense Motive is a great skill to have. A great trait to pick. 

Peg Leg+1 bonus on Fortitude saves, and you gain a +1 bonus on damage rolls against sharks and other animals with the aquatic subtype. A bonus on Fortitude saves… sounds great right? Wrong. You have a Peg Leg. While you don't take the normal penalties associated with having a peg leg… you still have a peg leg. If you want a peg leg… this is the trait for you. . 

Ship's SurgeonYou begin the campaign with a healer's kit. In addition, you gain a +1 bonus on Craft (carpentry) and Heal. Heal becomes a class skill. Pretty weak trait. 

Touched by the Sea+1 bonus on Swim and it becomes a class skill. In addition, penalties on attack rolls made underwater are lessened by 1. Swim in this AP is actually a pretty decent skill. Also the lessened penalty underwater could come in handy. 

Race Traits

Advantageous Distraction(Goblin)As a swift action you gain a +2 dodge bonus to AC for 1 round. Usable once per day. If it were an immediate action to activate this trait it might be more interesting. As is a once per day for 1 round bonus it is hard to justify the trait on.

Adventurous Explorer (Hafling)When frightened or shaken, you only take a -1 penalty on your rolls instead of -2. Well personally I would try and shore up my saves so I don't fail the save in the first place. Just a thought. 

Animal Friend (Gnome)+1 bonus on Will saves as long as an animal is within 30 feet, and Handle Animal becomes a class skill. So this is a nice trait. It is easy to have a tiny toad on your person at all times for the save bonus. And you get a skill in class to boot. Not bad at all. 

Animalistic Affliction (Human)+1 bonus on Handle Animal and Wild Empathy. A small bonus to rarely used skills. Not a good way to spend a trait. 

Anticipate Evil (Tiefling)+1 bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your initiative is tied with such creatures, you always act first. So Dexterity-based skill checks are Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks. The initiative thing is a non factor (How often in a game session do you tie on initiative). So overall its not a horrible group of skills but its against a very small sample of creatures. I wouldn’t consider this. 

Arcane Dabbler (Elf)Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. So this works exactly like Magical Talent except you have to be an Elf and it has to be an Arcane spell. The only advantage is you can choose intelligence for the save DC. But let's be honest. This is even worse than Magical Talent and that skill is red. 

Arms Master (Tiefling)Take a -2 penalty on attack rolls with weapons you are not proficient with instead of -4. Why would you use this trait on purpose. I suppose a caster who wanted a real weapon might take the -2 so he wouldn’t have to use a proficiency feat. I still think it a bad idea. 

Artistic Dilettante (Human)+1 bonus to Appraise, and one Craft skill. Neither of these skills are used a lot. Neither deserve a trait spent on them. Avoid it. 

Aspiring Bard (Human) +1 bonus on one Performance type, and a +2 bonus on Knowledge (local) that deals with the local music scene. Groovy dude. If I had a player ask me if he could make a knowledge check to find the happonen local music scene I would throw something at him. Stupid trait. 

Assimilated Native (Human) +2 bonus on Intimidate and a -2 penalty on Deplomacy when influencing Mwangi natives. Wow that specific. So far I am seeing a ton of stinker Racial Traits. 

Auspicious Tattoo (Human)+1 bonus on Will saves. Now this is more like it. A bonus to will saves. No stipulations. No narrow focus. Just a flat bonus. 

Azlanti Inheritor (Azlanti*)+1 bonus on Knowledge (history) and a +2 bonus on Appraise checks related to objects of Azlanti origin or made to identify ioun stones. A small bonus to a rarely used Knowledge and a bigger bonus on a narrow set of objects. You by now I don't like narrow focus traits unless its something that happens often. Move on to something usefull. *At the GM's discretion, ethnicities other than Azlanti might take this trait, marking a character as a throwback to these legendary people.

Balloon Headed (Goblin)+1 bonus on Perception, and Perception becomes a class skill. Any Escape Artist check that requires you to squeeze your head through a tight space take a –8 penalty. A bonus to the best skill in the game, and it becomes a class skill. The Escape Artist penalty is more of a joke based on the 10 laws of Goblins(They tend to get their head stuck in things). Take this trait if you don't get perception in class and chuckle along with the rest of the group if you ever get stuck. 

Beast Bully (Tiefling)You can make an Intimidate check instead of a Handle Animal check when trying to handle or push an animal. So this is the second trait that deals with using Intimidate on animals. Unlike Unnatural Presence you can use Intimidate in place of a Handle Animal check to make it perform a Trick.  Not a bad trait. 

Bent Body (Tiefling; Beastbrood)+2 bonus to CMD when resisting grapple attempts. Tieflings make excellent casters. Being grappled as a caster can be a death sentence. That is the only reason this trait isn't red. I would rather have a different trait, but if your GM likes to throw a lot of grapplers at your group then this might be worth it. 

Big Boned (Tiefling; Hungerseed)+1 bonus on combat maneuver checks made to overrun opponents, and a +1 bonus to your CMD against trip attempts. So unlike Bent Body casters can usually cast from their backside as well as they can standing upright. And I have yet to see anyone build a character around overrun. Not a really useful trait. 

Big Ears (Goblin)+2 bonus on all Perception checks made to hear noises and you can hear noises normally only dogs can hear. Personally I like Balloon Head more. First off while this is twice the bonus it only affects hearing things. Second you don't gain Perception in class. However, if you already have perception in class this isn’t a bad trait. As a bonus a dog whistle can be used in scouting to communicate without alerting your enemies. 

Blade Bravado (Human)When wielding a one handed weapon and nothing in your off hand, you gain a +1 bonus on Acrobatics and Bluff. I assume the Bluff only works for feinting in combat. I don't see how holding a weapon helps you lie better. This trait seems to be designed for Dervish Dance builds. Feinting in Combat is usually only helpful for rogues who usually TWF. Honestly this trait just seems to give a bonus to combat actions that won't be used often by the builds that can benefit from it. 

Blessing of Darkness (Tiefling)Whenever a spellcaster capable of channeling negative energy casts a beneficial spell on you, she acts as if she were one level higher for the purpose of determining that spell’s effects. While this can be helpful, according to the wording YOU can't be the spellcaster. It has to be someone else. Unless you're building your character to play off someone else in the group I would avoid this trait. 

Blood Stalker (Tiefling; Hellspawn)+4 bonus on Survival to track or follow a trail against a creature you have damaged in the past week. Far too narrow to be a benefit very often unless your GM likes to have his pet NPCs escape before they die. Even then I wouldn’t use a trait on it. 

Born Damned (Tiefling)+2 bonus on saving throws against curses. Narrow Narrow Narrow. No thanks. 

Born to the Water (Ijo)+1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour. A bonus to Swim. Thats all you need to know. 

Bouncy (Goblin)The first 1d6 lethal damage from falling becomes non lethal, and you get a +2 bonus on reflex saves to avoid falling. There are plenty of falling traps this could benefit from, but honestly I would rather take a trait that let me see the trap before I needed to make a reflex save. 

Brastlewark Businessman (Gnome)+2 bonus on all Craft (alchemy) checks. Have to be a Gnome. This trait is also listed under Social Traits. You can't benefit from it twice but at least it allows you to take another Social or Racial trait because you can consider this either one. Also because this falls under the Racial category you can use the Adopted Trait to acquire this. 

Bred for War (Human)+1 bonus on Intimidate and a +1 bonus on your CMB. You must be at least 6 feet tall. So this trait isn't a bad deal. CMB bonuses are rare. And the RP of getting bonuses because your a big dude is cool. There are better traits but if you want a little RP with your traits this is a pretty flavorful pick. 

Brute (Half-Orc) +1 bonus on Intimidate, and Intimidate becomes a class skill. The same as Bully but you have to be a Half-Orc. Not bad if you want a different Social Trait and you're a Half-Orc. 

Buried Anxiety (Tiefling; Spitespawn)Pick a specific sort of object, color, sound, or similar relatively common phenomena. You gain a +2 bonus on saves to resist fear effects except when you can see, hear, smell, or taste that which unnerves you. The same bonus as Courageous or Jaded except you have a phenomena that cancels your bonus. I don't like those traits. I really don't like one that does the same thing but has a flaw. 

Carefully Hidden (Human) +1 bonus to Will saves and a +2 bonus to saving throws versus divination effects. A straight +1 to will saves and a bonus vs divination as a bonus. Better than Indomitable Faith.

Chain Master (Tiefling; Shackleborn)+2 bonus on combat maneuver checks made to trip opponents with a spiked chain or whip. A bonus to trip, but only with two very bad exotic weapons. Not worth it. 

Child of Zolurket (Dwarf)+1 trait bonus to weapon damage against undead. A bit of extra damage against Undead. Too narrow to be worth it. 

Clearheaded (Dwarf)+1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects. This is an interesting Trait. It's effectively a +1 to Sense Motive, Perception, and Will saves when you're being deceived. I would rather get a straight bonus but this isn’t a horrible choice like most dwarf traits. 

Colonial Entitlement (Human)+2 bonus on Intimidate against Mwangi. Yuck. A +2 bonus to a skill that only affects Mwangi. Move on. 

Colonial Sympathizer (Human) +1 bonus on Bluff and Diplomacy against Sargavan colonials and and others with this trait. Another horrible trait that only affects a small group of people. Worse; if you take it others with the trait get a bonus to bluff you. Its got a built in penalty. I need something less than Red. 

Color Thief (Goblin) +2 bonus on Stealth checks, providing you wear only light armor or no armor. A decent bonus to an important skill. The stipulation isn’t a big deal for monks or rogue types. 

Dark Magic Affinity (Tiefling)Whenever you cast a spell with the [evil] descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects. This is a very easy way for Neutral or Evil Summoners to get a CL bump on their summons. Any animal summoned by either can be given the fiendish template causing it to gain the  [Evil] descriptor. This trait works well with Diabolical Dabbler. 

Deadly Rush (Tiefling; Pitborn)+2 bonus on critical hit confirmation rolls made as part of a charge. A flat +2 bonus to confirm Criticals would have been a so so trait. The fact it only works on a charge makes it near useless. 

Death’s Deputy (Tiefling; Grimspawn)+2 bonus to damage dealt for any attack that would already reduce your target to negative hit points without this trait. They should have named this trait Over Kill… or useless trait. Either would describe it pretty well. 

Deep Marker (Dwarf)+1 bonus on Survival, and a +1 bonus on saves against fear. Neither really rock my boat. There are better uses for your traits. 

Dilettante Artist (Elf)+1 bonus to one category of Perform and a +1 bonus to Diplomacy. One of these skills (your choice) becomes a class skill. If you want Perform, Savant is better. If you want Diplomacy, Hunters blood is better. If you want a little of both this isn’t bad. And of course you get one as a class skill. 

Dog-Sniff-Hate (Goblin)You gain the scent special quality but only against canine creatures. You gain a +2 trait bonus on attack rolls against dogs you can smell. More of a humorous trait then a good choice. Unless you're feeling really cheeky I would avoid. 

Elven Reflexes (Half-Elf)+2 bonus on Initiative. Like Reactionary this as a great bonus. If you want a different combat trait this is a great way to get the Initiative bonus through Adopted. 

Ever Home (Human)+1 bonus on Knowledge (geography) and Sleight of Hand. A small bonus on two rarely used skills. And you gain neither as a class skill. Not a great trait. 

Ever Wary (Tiefling)During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects. This is an interesting trait. The major issue with the surprise round however is the fact you're flat-footed which this doesn’t solve. Unless you're cranking a huge Dexterity I wouldn’t consider this trait. 

Failed Apprentice (Half-Elf)+1 bonus to saves against arcane spells. Not a terrible trait. This is a broad save bonus for all arcane spells. There are better save bonus traits but this isn't bad. 

Family Connections (Tiefling)+2 bonus on Bluff and Diplomacy made against outsiders belonging to the evil subtype. So you're better at talking to Evil Outsiders. Not really impressed. Note: If you still use 3.5 material the Malconvoker has several abilities that work off of bluffing Evil Outsiders. If you're playing one then this trait becomes purple. There are also a few homebrew conversions someone (cough cough) did. 

Fanatic (Human) +1 bonus to Knowledge (arcana) and Knowledge (history). One of these skills (your choice) becomes a class skill. This is another skill gain trait. Knowledge arcana is the gem here. 

Flair for Destruction (Tiefling; Pitborn) +1 bonus on weapon damage made against objects and constructs. Meh. I think an extra point of damage vs walls and rare creatures can be skipped. 

Forlorn (Elf)+1 bonus on Fortitude saves. Flat bonus to Fortitude and negates the -2 Con Elves get. Great bonus. 

Foul Belch (Goblin)Once per day as a standard action, you can belch at a single opponent within 5 feet. DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based. While this is another humorous trait, its usefulness is debatable. Its a standard action, and its save is static. 

Freed Slave (halfling)+1 bonus on Diplomacy and Knowledge (nobility)and Knowledge (nobility) becomes a class skill. Not a bad trait. Knowledge nobility is a rarely used knowledge however. 

Freedom Fighter (Halfling) +1 bonus on skill checks or attack rolls made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you. An interesting Trait. The bonus on skill checks and attack rolls isn’t of much consequence but this is one of the few traits to give Escape Artist in class. If you really want Escape Artist this isn't a bad pick. 

Friendless (Tiefling)You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons. I read the description of heal. While it does you the term others often, nowhere does it say you can't use heal on yourself. Even if your GM rules you can't I would just convince others in the party to invest a few points in Heal.

Genie Blood (Human)Pick a element. Air(cold), Earth(acid), Fire(Fire), or Water(electricity). Gain a +1 bonus on saves against attacks that utilize that element and gain a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype. Interesting bonus. It's still too narrow of a bonus for my taste. 

Glib Barrister (Human)+2 bonus on Linguistics to create forgeries. This would be red if it was a flat bonus to Linguistics. The fact its only for creating forgeries… Move on. 

Goblin Foolhardiness (Goblin) When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 bonus on attack rolls with non-reach melee weapons. I love Goblin traits. Most are helpful and funny. This one is both. With careful combat positioning this bonus will be helpful almost every combat. 

God Scorn (Tiefling; Foulspawn)+1 bonus on saves against divine spells. Not as helpful as arcane spells considering there are so many more arcane caster classes, but its still a flat bonus against a big portion of spells. 

Goldsniffer (Dwarf)+2 bonus on Perception checks related to metals, jewels, and gemstones. Last I checked, most traps had metal. Hinges, gears, pointy ends… If you are your parties Trapfinder this can be helpful. If you aren’t then move on. 

Grounded (Dwarf)+2 bonus on balance-related Acrobatics checks, and a +1 bonus on Reflex saves. Holy crap. A great Dwarf trait. A flat bonus to Reflex, and a bonus on Acrobatics for icing. 

Harrow Born (Human)+1 bonus on initiative. There are better traits that give twice the bonus. Take those instead. 

Helpful (Hafling)Aid another actions grant your ally a +4 bonus instead of the normal +2. This is actually a very nice trait. You can use Aid another to assist in most skill checks. Your party will love you. 

Historian (Human)+1 bonus on Knowledge (history) and bardic knowledge, and Knowledge (history) becomes a class skill. This is a very strange trait. So for bards this is a decent choice. You get a +1 bonus to EVERY knowledge check. But they already have Knowledge History in class. Every other class doesn’t have bardic knowledge so the main benefit of the trait is wasted. Very Confusing.  

Horse Lord (Human)+2 bonus on Handle Animal, and a +1 bonus on Ride. This trait applies only to horses. A lackluster trait, even for classes like Cavalier. I would avoid. 

Ice Walker (Human)+1 bonus on save against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed. 2 crap bonuses. Move on. 

Inciter (Tiefling)+2 bonus on Bluff checks made to convince creatures to attack each other. “He called your mum a Troll lover!” No. Bad trait. 

Infernal Influence (Human)fire resistance 1 and a +1 bonus on Fortitude saves against poison. Not a bad little trait. Fire is the most common type of damage and poison can be pretty nasty. I would rather have other traits but this can be beneficial. 

Keeper of the Ancestral Scrolls (Human) +1 bonus on Knowledge (history), and Knowledge (nobility), and one of these skills (your choice) becomes a class skill. A bonus to two rarely used knowledges but you get one in class so there you go. 

Latent Psion (Human)+2 bonus on saves against mind-affecting effects. What is the one save you dont want the big dumb fighter to fail? The one where he turns around and makes your entrails into outrails. A +2 bonus to one of the worst set of saves to fail. This is better for non divine casters then Birthmark as it encompasses all mind-affecting instead of just compulsions. 

Legacy of Sand (Half-Orc) +1 bonus on all Will saving throws. Flat bonus to a save. Good stuff. 

Lettered(Hafling)Linguistics is a class skill for you, and you gain a +1 bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing. This one is interesting. If you find your GM throws a lot of ancient text your way it might come in handy. The fact you never draw the wrong conclusion is nice. The issue is how rare (if ever) this trait will be used in most games. 

Market Rat (Human)+1 bonus on Appraise and Knowledge (local). A bonus to two rarely used skills and neither become a class skill. No bueno. 

Master of the Sudden Strike (Human)When you wield a masterwork version of any sword if you act before your opponent during the surprise round, you gain a +2 bonus on weapon damage rolls for the surprise round only. This additional damage is precision damage. So this only works during the surprise round. You cannot full attack during the surprise round. So thats +2 damage once a combat, and only if you can act during the surprise round. Not a good use of a trait. 

Masterful Demeanor (Human)+3 bonus on Intimidate against non-human humanoids. Well non-human humanoids encompases a pretty big group, and it is a +3 bonus. The big issue I have with this is it doesn't affect humans, who are by far the most abundant humanoids. Its a so so trait. 

Militant Merchant (Dwarf) +1 bonus to Perception checks made to determine surprise, and Perception becomes a class skill. If you don't want to have a big head (Balloon Head), or Worship Adadar (Eyes and Ears of the City) then this is your best bet at getting the best skill in the game in class. 

Motherless (Tiefling)+2 bonus on Bluff and Disguise checks made for the purpose of making you seem injured, sickly, or weak in some other way. I suppose there are builds that would rely on you looking weak (spy, assassin, ect), but its still a really specific and narrow focus. 

Nomadic (Human)+1 bonus on Knowledge (geography) and Survival, and one of these skills (your choice) becomes a class skill. Useful bonus and you get a skill in class. Better than Poverty-Stricken. Not bad. 

Open Palm of Irori (Human)You gain a +1 bonus on Acrobatics and Knowledge (religion). If you have a ki pool, once per day as a swift action, you may channel your ki during an unarmed strike, gaining a +2 bonus on one damage roll. This additional damage is precision damage. So this trait gives you 3 small bonuses. The skill bonuses are on nice skills. The +2 damage once a day is pretty weak. As written It doesn’t actually cost you any ki though so it's just icing. For a monk there are better traits but this isn’t a bad choice in the least. 

Operatic (Human)+1 bonus on Perform (sing) and a +2 bonus on Linguistics checks when trying to decipher Azlanti. Two crappy bonuses. Move on. 

Outcast (Half Orc)+1 bonus on Survival, and it becomes a class skill. Same as Poverty-Stricken. Nomadic is slightly better. 

Pain Artist (Tiefling; Shackleborn)+2 bonus on Intimidate against helpless creatures. There are better traits for Intimidate. Bully or Convincing Liar give you a flat +1 bonus. 

Perfect Servant (Hafling) +3 bonus on Diplomacy checks made to influence anyone with at least one level of Aristocrat. Horrible trait. I really need a color worse than red. 

Prayer Breaker (Tiefling; Faultspawn)If a divine spellcaster makes a concentration check to avoid losing a spell because of an injury you caused, increase the DC of that check by +2. This trait works well with Step Up and Strike. I wish it worked on more than divine spellcasters but its still a good trait for those who plan on taking the feat I mentioned. 

Prideful Temper (Tiefling) +1 bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage. What's with all the bad Tiefling traits. 

Prolong Magic (Tiefling)Whenever you use a spell-like ability gained through your Tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat. So usually this means you get an Extended Darkness (2 min / character level), but if you take Fiendish Heritage you gain a different spell-like ability based on your heritage. Notable spells are Blur, alter self, and hideous laughter (a truly nasty spell). If you are planning on taking Fiendish Heritage this trait should certainly be looked at.

Proud Tribesman (Human)+2 bonus to Intimidate colonial Sargavans. Ack. Narrow crap. Move on. 

Providential Passenger (Halfling)Improve the starting attitude that ship captains, caravan leaders, and those with similar sorts of responsibilities have toward you by one step. You know what also helps starting attitude. Gold and Diplomacy. Go with one of those and save your trait for something useful. 

Pustular (Race?)Whenever you’re subjected to an effect that causes the sickened condition, you may make two saving throws to avoid the effect (if a saving throw is allowed), taking the better of the two results as your actual saving throw. First of all. Sickened is a -2 penalty. Its not the end of the world. Second if you have this trait your face is covered with unpleasant pimples and outright boils that have a tendency to pop at inopportune moments… how is this a bonus? I believe this is another humorous goblin trait but come on. 

Rapscallion (Gnome)+1 bonus on Escape Artist and a +1 on Initiative. Not terrible but I would rather sacrifice the skill bonus and get a +2 Initiative bonus from Reactionary. 

Repel Sin (Tiefling; Motherless)+2 bonus on saves vs spells and effects with the [evil] descriptor. Far too narrow for my taste. I would rather get a static bonus to a single save or go with Latent Psion. 

Repulsive (Tiefling; Foulspawn)+1 bonus on combat maneuver checks made to overrun and reposition opponents. While the bonus isn’t bad, the fluff makes it less than appealing. People don't want to touch you. If you are going for a maneuver build this might be an option. 

Rude Songs(Race?) +2 bonus on Perform (song). Perform is always a class skill for you. The fluff on this one is great. However Savant is superior because you can choose your which Performance to gain a bonus from. If you plan on taking song anyways though this was has a lot more personality so to speak. 

Ruthless (Dwarf) +1 bonus on attack rolls to confirm critical hits. A trait should be equal to half a feat. Critical Focus gives a +4 bonus but requires a +9 BAB. If you are planning on making a build based around the critical feat chain then this might not be a bad trait. I feel it should have been a +2 bonus to really shine. 

Scholar of Ruins (Human)+1 bonus to Knowledge (geography) and Knowledge (dungeoneering). One of these skills (your choice) becomes a class skill. Knowledge dungeoneering is a highly underrated knowledge skill. You also get one of them as a class skill. 

Scrounger (Race?)You can buy objects with the broken condition at half price (instead of the normal three-quarters price). The value of the unbroken version of these objects cannot exceed four times your character level. The price you pay for this object can never exceed more than twice your character level in gp. At first, after reading about the broken condition, I was really excited about this trait. After all you could buy magic items at half price and cast make whole to make them good as new. Then I did the math. At 20th level the best you can buy with this trait is an item worth 80gp. Thats at 20th level. Without the gp limit this would be purple. As written it's Red.

Seeker of Brightness (Elf)+1 bonus on one Knowledge (Your choice) and on Perception checks. A bonus to Perception and a knowledge of your choice. Meh. 

Shadow Stabber (Tiefling)+2 bonus on melee weapon damage rolls against foes that cannot see you. Other than someone that commonly uses Improved Invis, or the once a day darkness the Tiefling gets, I don't see a great benefit. Possible a Rogue or Arcane Archer. 

Shield Bearer (Human) You deal 1 additional point of damage when you shield bash, and once per day on your turn as a free action, you may provide one adjacent ally a +2 bonus to his AC. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. Any build that focus around shield bash (I've seen a few) should look at this trait pretty hard. Thats about it. 

Shift the Blame (Tiefling; Spitespawn) +1 bonus on Bluff and Diplomacy made to convince someone that another person is actually at fault for your actions. Horrible. Narrow. Move on. 

Slaver (Human)+2 bonus on Intimidate to influence non-Ombo Mwangi, but suffer a -2 penalty on Bluff or Diplomacy to influence them. Horrible. Narrow. Move on. 

Soul Eater (Tiefling; Grimspawn)Whenever you use a coup de grace action to kill a creature you gain a number of temporary hit points equal to half your character level (minimum 1) for 1 minute. Coup de grace are rare. Rare = bad. Move on. 

Spirits in the Stone (Human) Whenever you’re in ruins, +2 bonus on Initiative and a +1  bonus on saves against traps and natural hazards. So this isn’t half bad. I would rather have the straight +2 initiative trait, but there are A TON of ruins in Pathfinder(Dungeons and Dragons), so you should get good use out of this trait if you decide the bonus on traps is worth it. 

Stargazer (Human) +1 bonus on Knowledge (geography) and Survival. Small bonus to one good skill and one that is rarely used. No skill gain. Move on. 

Student of Nantambu (Human) +1 bonus on Knowledge (arcana) and Spellcraft, and you may make these checks untrained. The bonuses are nice, but if you want to use either of these skills take a trait that gives it in class. No reason to use them untrained. 

Successful Shirker (Halfling)+1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority. Not terrible. Not good either. 

Suicidal (Tiefling)Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square. If you're building a tank this trait is great. Better you take the Cavalier’s Charge then the surprised wizard. I'm tempted to make this purple even. 

Superior Clutch (Tiefling; Hungerseed)+1 bonus on damage rolls when using weapons intended for creatures of a larger size. Every Titan Mauler should take this. Also Tieflings with Fiendish Heritage can take #16 (You have oversized limbs, allowing you to use Large weapons without penalty). Anyone else should avoid and use a properly sized weapon. 

Superstitious (Human) +1 bonus on saves against arcane spells. Same as Failed Apprentice. Not a terrible trait. This is a broad save bonus for all arcane spells. There are better save bonus traits but this isn't bad. 

Tongue of Many Towns (Human)+1 bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics. Meh. There are better Traits. 

Tough Skin (Tiefling; Beastbrood)+1 bonus to AC when opponents attempt to confirm critical hits with either bludgeoning or slashing weapons. Super narrow focus. Move on. 

Trailblazer (Human)While traversing any wilderness, you gain a +1 bonus on Survival, and a +1 bonus on Fortitude saves against diseases. Again too narrow. Look elsewhere. 

Trifler (Human)You may cast prestidigitation three times per day as a spell-like ability. It's one of the best 0 level spells in the game. Good for a lot of things. Not a terrible trait. 

Tunnel Fighter (Dwarf)While underground, you get a +2 bonus to initiative and a +1 bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). So this trait can either be amazing or terrible. If you're in a campaign that places you underground for a large portion of the game (Like Second Darkness). Otherwise its a half decent choice. 

Twilight Zeal (Tiefling)+1 bonus on Will saves when in dim light or darkness. Not bad but if you're willing to take the Adopted trait there are better traits that give the same bonus or better without the stipulation. Take those instead. 

Ugly Swine(Goblin)+2 bonus on Disguise, and it becomes class skill. So I rated this pretty high compared to most traits like this. I did so because its a +2 bonus, it gives Disguise in class, and if you really are a goblin… this skill becomes very important if you wish to walk around in most civilized areas without being chased by people with torches and pitchforks.

Underling (Tiefling)+2 bonus on Bluff and Diplomacy checks made to join an evil organization. Super narrow focus. Move on.

Unearth Secrets (Tiefling; Hellspawn)+2 bonus on Sense Motive when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed. Super narrow focus. Move on.

Vile Kiss (Tiefling; Motherless)+2 bonus on combat maneuver checks to perform a dirty trick for the purpose of making your opponent sickened. Super narrow focus. Move on.

Voice of Velvet (Human)+1 bonus on Diplomacy and Perform (oratory). Meh. There are better Traits

Warrior of Old (Elf)+2 bonus on Initiative. Same as Reactionary. Just as good. 

Warsmith (Dwarf) +1 bonus to damage against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) becomes a class skill. So bonus damage to most constructs and such, and a skill. Its ok if you need the skill. The damage bonus is a small perk. 

Well-Informed (Halfling)+1 bonus to Diplomacy and Knowledge (local) when attempting to gather Information. One of these skills (your choice) becomes a class skill. Narrow bonus to two skills, but you gain one as a class skill. Not bad but there are better traits for Diplomacy (Dilettante Artist) if that is what you are after. 

World Traveler (Human)Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 bonus to that skill, and it becomes a class skill. Diplomacy and Sense Motive are very attractive skills. A +1 bonus and getting it in class makes this trait a great choice. 

Youthful Mischief (Elf)+1 bonus on Reflex saves. Another flat save bonus. One of the Best. 

Zest for Battle (Dwarf)Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls. Basically this means that spells like Bless which give you a morale bonus to attack will also give you a bonus to damage. Not a bad trait if you intend to buff yourself often before fights. 

Regional Traits

Absalom

Absalom Hotspur (Absalom)+1 bonus on Initiative and Knowledge (local). The initiative bonus is nice but there are traits that give +2 and the bonus to knowledge local can be skipped. Reactionary is a better choice. 

Cosmopolitan (Absalom)(A)+1 bonus on Linguistics, andbecomes a class skill. Unfortunately the +3 class bonus doesn’t add to your languages known so much of the benefit of having this skill in class is lost. There are better skills to get in class. 

Amanandar

Honeyed Tongue (Amanandar) +1 bonus on Diplomacy, andit becomes a class skill. A nice skill to have, but there are better traits for gaining Diplomacy. 

Militia (Amanandar)+1 bonus on attacks made while flanking an opponent. Not bad if your built around flanking (Rogues and Precise Strike builds)

Andoran

Andoren Freedom Fighter (Andoran) +1 bonus on attack and damage rolls against slavers or any creature holding someone against their will. Pretty narrow. Move on. 

Equality for All (Andoran)+2 bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you. Again too narrow to be considered solid. 

Freed Slave (Andoran) +1 bonus on Fortitude saves. Flat bonus to a save. Golden. 

Bachuan

Szaezan Crags Miner (Bachuan)+1 bonus on Appraise, andit becomes a class skill. A weak skill but if you want it, here is a trait to get it. 

Tiger Brigadier (Bachuan)+2 bonus on Intimidate made against anyone whose age is one or more aging steps above yours, and Intimidate becomes a class skill. Unless you're playing a kid(not technically rules legal in most cases) this trait is weaker than other traits that give you Intimidate.

Hold of Belkzen

Dominator (Belkzen)+2 bonus on Intimidate to demoralize an opponent in combat. There are better traits that give a straight bonus to Intimidate. Take one of those. 

Linebreaker (Belkzen)When charging, add 10 feet to your base speed. Pretty weak bonus. Move on. 

Brevoy

Issian Noble (Brevoy)+1 bonus on Knowledge (nobility) and Sense Motive. A small bonus to two situational skills. There are better traits. 

Swordlord’s Page (Brevoy)+1 to confirm critical hits when using an edged weapon you are proficient with. It's ? a Critical Focus feat. Honestly there are better trait bonuses. 

Cheliax

Aspiring Hellknight (Cheliax)+1 bonus on Intimidate, andbecomes a class skill. If you want Intimidate there are better traits. That doesn't make this a bad trait though. 

Bellflower Tiller (Bellflower Network, Cheliax) +5 bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather. So basically a +5 bonus to everything you can do with Survival except the most important (Track). Get something else. 

Clumsy Slave (Cheliax, Katapesh)The first time you attack someone with an attack that deals nonlethal damage, your target must make a Sense Motive opposed by your Bluff check minus the damage dealt to realize you actually intended to harm him; failure means he believe the injury was an accident on your part instead (though he may still want to punish you for it).  While interesting, I'm not sure what the real benefit of this trait is, unless you want to just go around pimp slapping people without getting into fights. 

Secret Revolutionary (Cheliax)+1 bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons. Both are nice save bonuses. I would rather have a +2 bonus to either from one of the other traits, but if you want a bit of each here you go. 

Chu Ye

Acupuncturist  (Chu Ye)+2 bonus on all Fortitude saves vs poison. Poisons can be pretty nasty so this isn’t a terrible trait. I would rather get a +1 bonus to all Fortitude saves. 

Mizu Ki Hikari Rebel (Chu Ye) +1 bonus on damage rolls made with unarmed attacks. This seems a perfect trait for a monk. A straight bonus to damage. Like the old heirloom weapon for monks. 

Darklands

Darklands Delver (Darklands)+1 bonus on Knowledge (dungeoneering), and a +1 bonus on Survival checks made in the Darklands. One of these skills becomes class skill. Not a bad trait. Knowledge dungeoneering is especially good. If you want either in class this isnt a bad trait. 

Slayer of the Deep (Darklands)+1 bonus to damage against creatures of the aberration type. Far too narrow. Move on. 

Desert

Desert Child (Desert)+4 bonus on saves made to resist the effects of being in hot conditions and a +1 bonus on saves against fire effects. Interesting but a little weak. The bonus vs fire is ok but a straight bonus to Reflex is better. 

Druma

Devotee of Kalistrade (Druma)+1 bonus on Appraise, and a +1 bonus on Bluff when trying to make a deal with nonbelievers. Pretty weak trait. Get something else. 

Purchased Loyalty (Druma)Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm effects and take the better result. A very weird trait. I suppose you could “Sell” something to every party members and use it as a tankish type trait, but even that is slightly munchin. I would avoid it. 

Dtang Ma

Dtang Ma Bloodline (Dtang Ma)Choose one of the following sorcerer bloodlines: fey, maestro, starsoul, or stormborn. Once per day, you may use one of your bloodline powers as if your sorcerer level were 1 higher than normal. Its a bit too weak for my taste. Move on. 

Guerilla (Dtang Ma)+1 bonus on Knowledge (nature) and Survival checks made in the rainforest. One of these skills becomes a class skill. Random narrow bonus but you get one in class. Both are great skills, especially Knowledge nature. 

Dwarf

Blooded (Dwarf) – +1 bonus on weapon damage against giants, goblins, and orcs. Narrow focus. There are better traits. 

Coin Hoarder (Dwarf)Your starting cash increases to 500 gp. Worse than Rich Parents, which is a bad trait itself. Get something better. 

Frostborn (Dwarf) +4 bonus on saves to resist the effects of cold environments, and a  +1 bonus on saves against cold effects. Weak and narrow. Get something else. 

Glory of Old (Dwarf)+1 bonus on saves against spells, spell-like abilities, and poison. Holy cow. This is a nice trait. A straight bonus on saves against 3 of the worse things to get hit with. This affects both divine and arcane. And poison to boot. Sign me up. 

Warrior Poet (Dwarf)+1 bonus on Knowledge checks related to dwarves and a +1 bonus on Fortitude saves in any round in which you use a bardic performance ability. Pretty narrow focus. Possibly helpful to bards but there are better traits. 

Five Kings Mountains

Mountain Guide (Five Kings Mountains)+1 bonus on Knowledge (geography) and Survival checks when in mountainous areas, and Knowledge (geography) becomes a class skill. Narrow focus on the bonus and a rarely used skill in class, but if you want geography here you go. 

Perseverance (Five Kings Mountains)When you have more than one Will saving throw to overcome an effect, you receive a +3 trait bonus on the extra Will saves against that effect. A nice size bonus but too narrow of focus for my taste. I would rather take a straight +1 to will saves on everything. It might be worth it if you have Slippery Mind. 

Forest

Log Roller (Forest) +1 bonus on Acrobatics and a +1 bonus to your CMB when attempting to resist trip attacks. Its a weak bonus. Trip isn’t near as dangerous as grapple. Pick something else. 

Forest of Spirits

Kami Talker (Forest of Spirits)+2 bonus on Diplomacy and Intimidate checks made against outsiders that have the native subtype. Super Narrow. Get something better. 

Spiritual Forester (Forest of Spirits)+1 bonus on Knowledge (nature) and Knowledge (planes), and one of these skills becomes a class skill. Both are really nice skills. Both are nice to have plenty of ranks in. 

Galt

Inspiring Speaker (Galt)+1 bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more. Pretty narrow. There are better traits that just give a bonus with no strings. 

Rabble Rebel (Galt) If you have at least three allies threatening your opponent, you gain a +2 bonus on Bluff checks to feint him and a +2 bonus on Sleight of Hand checks against him. Again too narrow to be of much use. 

Silent Watcher (Galt)+1 bonus on Sense Motive in crowds, and a +1 bonus on Stealth in city streets. What's with all the narrow bonus crap in Galt? Get something actually useful more than once or twice an AP. 

Geb

Enemy of the Undead (Geb)+2 bonus onsaves against any spells or spell-like abilities from an undead creature. Not a bad trait for an AP like Carrion Crown. Unless you're in an Undead heavy campaign however this trait is too narrow. 

Friend of the Dead (Geb)+2 bonus on Diplomacy against sentient undead. Too narrow to be of much use. 

Goka

Cosmopolitan (Goka)(B)+1 bonus on Linguistics checks, and it becomes a class skill. Unfortunately the +3 class bonus doesn’t add to your languages known so much of the benefit of having this skill in class is lost. There are better skills to get in class.

Undermarket Smuggler (Goka)+1 bonus on Bluff and Sleight of Hand. There are better bonuses for either skill. Get one of those. 

Hills or Mountains

Highlander (Hills or Mountains)+1 bonus on Stealth, and Stealth becomes a class skill for you. This bonus increases to +2 in hilly or rocky areas. Not a bad trait. Stealth is a great skill if you're in a party that likes to stealth over brute force. Don't be the one guy who gives the group away. 

Hongal

Hongal Bloodrider (Hongal)+1 bonus on Handle Animal and Ride. A small bonus on two rarely used skills, unless you're a mounted build. There are better skills to get bonuses to. 

Storm Hunter (Hongal)When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons. This trait can be a benefit for spells like Alter Winds, but won't help against spells like Wind Wall.

Hwanggot

Altruistic Diplomat (Hwanggot)+2 bonus on Diplomacy. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait. No skill in class but its the only other trait other than Illuminator (Sarenrae) that give a +2 bonus to Diplomacy. If you want the bonus, but don't want to worship Sarenrae and plan on being good anyways this isn’t a bad trait. 

Hwan Artist (Hwanggot)+1 bonus on one performance skill, and it becomes a class skill. A very weak skill(Unless you're a bard type), but if you want it here is a trait for you. 

Irrisen

Winter Warrior (Irrisen)+1 bonus on Stealth and Survival checks in ice- or snow-covered terrain. Weak and Narrow. A bad combo. Move along. 

Winter’s Soul (Irrisen)You may cast ray of frost once per day as a spell-like ability. Super weak. Get a better trait. 

Isger

Bounty Hunter (Isger) +1 bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised. To narrow. There are traits that give straight bonuses to either. 

Isger Fixer (Isger)Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours. Interesting trait but honestly nothing mending or make whole cant fix permanently. 

Isgeri Orphan (Isger)+1 bonus on Fortitude saves. Straight bonus to a save. Crazy good. 

Scion of Goblinblood (Isger)Whenever you’re within 60 feet of an enemy hobgoblin, you gain a +1 trait bonus on all weapon damage rolls. Far too specific. Though the thought of a hobgoblin with a permanency reduce spell in a cage on your belt does make me giggle. 

Jalmeray

Candidate for Perfection (Jalmeray)+1 bonus on attack of opportunity attack rolls made with unarmed strikes. Just as bad as Bullied. Take something else. 

Secret of the Impossible Kingdom (Jalmeray)+1 caster level too one spell when you choose this trait. Same as Gifted Adept and you dont have to be from Jalmeray. Either is alright if you really want a +1 caster level to your favorite spell. 

Jinin

Conscientious Miner (Jinin)+1 bonus on Appraise and Profession (miner). In addition, Profession (miner) becomes a class skill. Both weak skills. And everyone except Barbarians get Profession in class. Lame. 

Intrepid Delver (Jinin) +2 bonus on saves vs. fear effects. There are better bonuses. Fear effects aren’t that bad compared to a lot of spells. 

Kaoling

Indentured Blacksmith (Kaoling)Choose Either Craft (armor) or Craft (weapons). You gain a +1 bonus on the chosen skill, and it becomes a class skill for you. Traits like this deserve something worse than Red. Craft is a skill EVERY class gets. What the heck. 

Privileged Slave (Kaoling)+1 bonus on Bluff, andit becomes a class skill. A really good skill to get in class. A nice trait. 

Katapesh

Clumsy Slave (Cheliax, Katapesh)The first time you attack someone with an attack that deals nonlethal damage, your target must make a Sense Motive opposed by your Bluff check minus the damage dealt to realize you actually intended to harm him; failure means he believe the injury was an accident on your part instead (though he may still want to punish you for it).  While interesting, I'm not sure what the real benefit of this trait is, unless you want to just go around pimp slapping people without getting into fights.  

Duskwalker Agent (Katapesh)You start with twice the normal amount of starting gold. In addition, any transactions you make in the Nightstalls are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear. Unless your adventure spends a large amount of time around Katapesh this trait is near worthless. However if you do, then it's of great benefit if one of your party members take this trait. That party member can sell and buy all the parties gear for a hefty gain in WBL. Note: If your GM simply lowers the amount of wealth gained then this trait again becomes a waste. 

Freed Slave (Katapesh)+1 bonus on Fortitude saves. Straight bonus to a save. Crazy good.

Merchant’s Child (Katapesh)+1 bonus on Appraise, and it becomes a class skill. A weak skill, but if you really want it in class then here is your trait. 

Nightstall Urchin (Katapesh)+2 bonus on saves against fear effects, and when you do make a successful save against a fear effect, you gain a +1 bonus on attack rolls and all skill checks for the next minute. Kind of narrow focus. The bonus if you pass a fear effect makes it better than most of the fear related traits though. 

Pesh Addict (Katapesh)You start with only half of the normal starting gold, but gain a +1 bonus on Bluff, Knowledge (local), and Sense Motive. One of these skills (your choice) becomes a class skill. There are better traits that do the same thing with zero drawback. Take one of those. 

Pesh Dealer (Katapesh)+1 bonus on Sleight of Hand, and it becomes a class skill. There are few traits that give Sleight of Hand in class. Its a weak skill but here it is if you really want it. 

Savannah Child (Katapesh)Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride. You gain a +1 bonus on that skill, and it becomes a class skill. Knowledge nature is the gem here. The other two are pretty weak unless you are going for a mounted build. 

Kwanlai

Border Guard (Kwanlai)+2 bonus on rolls to confirm critical hits against foes with the aquatic subtype. Narrow and weak. Move on. 

Kwanlai Believer (Kwanlai)+2 bonus on concentration checks made while casting divine spells. Concentration DCs can get stupid hard so any bonus can be important. Consider this trait if you're a divine caster. If you cast both look at Desperate Focus which gives a bonus to all concentration checks. 

Kyonin

Iadaran Illusionist (Kyonin)+1 bonus on caster level checks with illusion spells and a +1 bonus on Will saves to disbelieve illusions. Possibly decent for an Illusion specialist, but even then it's debatable. You don't gain an actual Caster Level. Just a bonus on CL checks. 

Kyonin Gatekeeper (Kyonin; Elf)+1 bonus on Spellcraft to identify teleportation magic and a +1 bonus to caster level checks when casting teleportation spells. You know the proper commands to operate a particular elf gate. This just seems far too specific to be of much use. Look elsewhere. 

Treerazer’s Bane (Kyonin)+2 bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. A nice size bonus. It also gives a decent scope of creatures. This might be of particular interest to Rangers who have one of the following as their main Favored enemy. (Instant Enemy can make this bonus effect anyone.) Unless you fight a ton of these however there are better generic traits. 

Lands of the Linnorm Kings

Friend of the Fey (Lands of the Linnorm Kings)+2 bonus on Diplomacy against fey creatures. Narrow crap. Look elsewhere. 

Viking Blood (Lands of the Linnorm Kings)+1 bonus on Intimidate, and Intimidate becomes a class skill. Like Bully or Convincing Liar. This is a great trait if you're looking to gain Intimidate. Plus you're a friggin Viking dude!

Lastwall

Crusader Tactician (Lastwall)+1 bonus on Knowledge (engineering) and Knowledge (nobility), and one of these skills becomes a class skill. Both are rarely used knowledges but if you really want one here is your trait. 

Lastwall Cavalry Rider (Lastwall)+1 bonus on Ride, and it becomes a class skill. Not a terrible trait if you really want Ride. Its a weak skill, but pretty important if you plan on being mounted during combat. 

Lingshen

Heart of Clay (Lingshen)+1 bonus on Fortitude saves. Another Straight bonus to a save. You can't go wrong with a trait like this. 

Lingshen’s Finest (Lingshen)+1 bonus on rolls to confirm critical hits. Weaksauce. Get a different trait. 

Mana Wastes

Alkenstar Defender (Mana Wastes)+1 bonus on rolls to confirm critical hits with ranged weapons. Eww. There are traits that give a flat bonus to confirm criticals on everything. And those are even red. 

Mana Wastes Survivalist (Mana Wastes)+1 bonus on Fortitude saves. Straight bonus to a save. These are golden. 

Marsh or River

River Rat (Marsh or River)+1 bonus to damage dealt with a dagger and a +1 bonus to Swim checks. Swim becomes a class skill. This is a beautiful trait. The swim thing is meh. But the straight bonus to damage with daggers is amazingly good. A MUST HAVE trait for Knife Master Rogues. 

Mediogalti

Monkey Goblin (Mediogalti)+2 bonus on Acrobatics and Climb checks while climbing trees. If I were ranking based on awesomeness of name this trait would be purple. Are there such things as Monkey Goblins? Anyways the actual trait is horrid. Far too narrow to deserve such an epic name. 

Mendev

Child of the Crusades (Mendev) +2 bonus on saves against fear. Pretty weak. Take a look at Nightstall Urchin if you must get a bonus against fear. Even that trait isn't very good. 

Cynic (Mendev)+1 bonus on Sense Motive, andit becomes a class skill. Its always nice to know when someone is lying to you. Great trait. 

Minata

Belem Pirate (Minata)+1 bonus on Knowledge (geography) and Profession (sailor), and one of these skills becomes a class skill. Possibly helpful in a sea faring campain. Otherwise I would pick something else. 

Wayang Spellhunter (Minata)Choose a spell of 3rd level or below. When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. Same as Magical Lineage except it has a 3rd level limit. That isn't a terrible thing. This is just as good as that trait for low level spells used often (Magus/Shocking Grasp). Note: If you look at the wording of this spell a 0 level metamagic like Tenebrous Spell would cause the spell to become a level lower than normal. 

Minkai

Instigator of Rebellion (Minkai)+1 bonus on Diplomacy and Intimidate. Small bonus to two nice skills. There are better bonuses to either but if you want a small to both here you go. 

Minkai Advocate (Minkai)+1 bonus on Bluff, andit becomes a class skill. A very nice skill. If you want the skill in class here you go. 

Molthune

Imperial Soldier (Molthune) Choose one of the following skills: Heal, Intimidate, or Ride. You gain a +1 bonus on that skill, and it becomes a class skill. Other than Intimidate the skills you can choose from are rarely used or weak. But if you want one in class then here you go. 

Legalistic Liberation (Molthune, Osirion)+1 bonus on all Knowledge checks to find a legitimate way to avoid, negate, or escape an existing obligation. Pretty narrow and weak. Pick something else. 

Signaler (Molthune)+5 bonus on Bluff to receive secret messages and a +5 bonus on Sense Motive to intercept messages. Large bonus but to a very narrow use of each skill. Not worth the trait. 

Mwangi Expanse

Artifact Hunter (Mwangi Expanse)+1 bonus on Knowledge (geography) and Knowledge (history), and one of them becomes a class skill. To Rarely used knowledges but if you want either in class here you go. 

Jungle Walker (Mwangi Expanse)+2 bonus on Survival in jungle terrain. Too narrow. Move on. 

Left Behind (Mwangi Expanse or Varisia; Elf)+1 bonus on Diplomacy when interacting with Forlorn elves and non-elf races. Small bonus and it has restrictions. There are better bonuses to Diplomacy with no strings. 

Nagajor

Jungle Resilience (Nagajor)+2 bonus on Fortitude saves against poison effects. A nice bonus, and poison can be pretty nasty. However I would rather get a +1 on all Fortitude saves. 

Snake Bleeder (Nagajor)+2 bonus on Craft (alchemy) when brewing poisons, and Craft (alchemy) becomes a class skill. Pretty weak. You can get a +2 bonus on all checks with Brastlewark Businessman (Gnome).

Nex

Oenopion Alchemist (Nex)+1 bonus on Craft (alchemy. There are better bonuses. Take a look at Brastlewark Businessman (Gnome).

Quantium University Graduate (Nex)+2 bonus on concentration when casting arcane spells. Concentration checks can get stupid hard. If you’re an arcane caster consider this trait. If you cast both look at Desperate Focus which gives a bonus to all concentration checks. 

Nidal

Dusk Dancer (Nidal)+2 bonus on Reflex saves in dim light or darkness. Not a bad bonus for your trapfinder or rogue who stays in the shadows often. Especially ones with low-light or Dark Vision. As the point man, the scout usually goes without a light source and is usually the one who happens upon traps (which almost always are reflex saves)

Nidalese Shadowcaster (Nidal) Choose one spell with the shadow descriptor—you gain a +1 caster level on this spell. Pretty narrow group of spells. I would pick something else. 

Uskwood Hunter (Nidal)+1 bonus on Stealth, and Stealth becomes a class skill. A very nice skill. Don't be the one guy in your party that can't be quite. 

Nirmathas

Fangwood Diplomat (Nirmathas)+1 bonus on Diplomacy, and it becomes a class skill. Another nice skill to have in class. 

Nirmathi Militia (Nirmathas)Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 bonus on that skill, and it becomes a class skill. The only great skill on the list is Survival. Ride can be decent for mounted builds. 

Numeria

Technic Tinkerer (Numeria)Choose a 0-level spell. You may cast it once per day as a spell-like ability. Terrible waste. The only saving grace this trait has is it might qualify you for a prestige class. Other then that most 0 level spells can be gotten through cheap magic items or potions. 

Touched by the Sky (Numeria)You now have the ability to stabilize a dying creature with a touch as a standard action. Same trait as Sacred Touch. Check its description for why this is a terrible trait. 

Osirion

Antiquities Smuggler (Osirion)Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 bonus on that skill, and it becomes a class skill. Bluff is the gem here. If you want one of these skills in class here you go. 

Cheap to Feed (Osirion, Varisia)+3 bonus on Bluff checks made in order to gain food, water, or shelter. Horrible. Narrow. Weak. Get a better trait. 

Legalistic Liberation (Molthune, Osirion)+1 bonus on all Knowledge checks to find a legitimate way to avoid, negate, or escape an existing obligation. Pretty narrow and weak. Pick something else.

Osirionologist (Osirion)+1 bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them becomes a class skill. In addition, you may choose Ancient Osiriani as one of your bonus languages. Two rarely used knowledges and the language saves you one skill point in Linguistics. Not great but if you want either knowledge in class here you go. 

Po Li

Chosen Child (Po Li)Your starting money increases by 900 gp. A slight bit better than Rich Parents according to the wording. That trait increases it to 900. This trait adds 900 to what you would have already received. It is still a wasted trait after the gold is gone however. 

Passionate Believer (Po Li)+1 bonus on saves vs. divine spells. Not as helpful as arcane spells considering there are so many more arcane caster classes, but its still a flat bonus against a big portion of spells.

Qadira

Alchemical Prodigy (Qadira)Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list. So if you follow FAQ’s, you know that you cannot add +5 to the DC of the craft check to brew a potion not prepared or on your spells known list. This trait allows you to brew on spell from another list. Here is the catch. It has to be a first level spell. Thats a 50 gp potion. Far better to just buy those. It might be worth it if it could be a higher level spell. 

Elemental Pupil (Qadira)Choose: acid, cold, electricity, or fire. When casting a spell of that energy type, the spell deals 1 extra point of damage. Not a terrible choice for a Cross Blooded Sorc who is going Draconic/Orc for the extra 2 points per damage die of their chosen element. This adds a single point to that. Anyone not specialized in one type of energy though should look elsewhere. 

Genie-Caller (Qadira)Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal. So this basically gives you two extra rounds (or minutes if you're a summoner) once a day on a summoning spell. Bad even for some specced to summon. 

Keeper of the Veil (Qadira) +1 competence bonus on Bluff and Disguise, and one of these skills (your choice) becomes a class skill. This trait is unique in that it gives a competence bonus instead of a trait bonus. If you're really trying to stack on the bonuses to either skill this and another trait that gives a bonus should stack. 

Merchant of Katheer (Qadira)+1 bonus to Appraise, and it becomes a class skill. Super weak skill. But if you really want the trait here you go. 

Rider of Paresh (Qadira)When mounted and making a charge, your mount’s speed is increased by 10 feet. You must have the Mounted Combat feat to take this trait. Ouch. Narrow. Weak. And it requires a feat to work. Bad even for Cavaliers and other mounted builds. 

Walking Ward (Qadira)Choose: acid, cold, electricity, or fire; you gain a +1 bonus on saves against spells that deal damage of this type or have this subtype. Pretty bad. There are two saving graces for this trait. 1. Its an untyped bonus (stacks with everything including other traits) and 2. If playing a creature with a weakness to one of the elements above this might be a good idea(double damage sucks). If however you don't take double damage to any element. Get something else. 

Watching Taldor (Qadira)+1 bonus on Initiative, and if you are able to act during a surprise round, you may a draw a weapon as a free action during that round. Same trait as Veteran of Battle. A bonus to Initiative and a limited Quick Draw ability during a surprise round. This would allow you to draw and attack in a surprise round. Not a bad trait. 

Quain

Quain Martial Artist (Quain)+1 bonus on damage when using unarmed strikes. Same as Mizu Ki Hikari Rebel. This seems a perfect trait for a monk. A straight bonus to damage. Like the old heirloom weapon for monks. 

Silvertongued Eunuch (Quain)+1 bonus on Knowledge (nobility) and Diplomacy. A small bonus with no skill in class. Yuck. 

Rahadoum

Rahadoumi Cultist (Rahadoum)+5 bonus on Bluff checks to receive secret messages, and a +5 bonus on Sense Motive checks to intercept secret messages from others of your faith. Horrible trait. Far too narrow to be worth it. 

Rahadoumi Disbeliever (Rahadoum) +2 bonus onsaves vs. divine spells, but you must make saves even when that magic is beneficial to you. TERRIBLE. This is absolutely terrible. This means you have to save against healing spells sent your way. Avoid this at all cost.

Razmiran

Acolyte of Razmir (Razmiran)+1 bonus on Knowledge (local) and Knowledge (religion), and one of these skills is always a class skill for you. This bonus increases to +2 when dealing with specifics of the Razmiri faith. Not a bad trait if you want one of the knowledges in class. The extra bonus is just cake. 

Soldier of the Faith (Razmiran)+1 bonus on Intimidate, and it becomes a class skill. Not a bad trait if you want the skill in class. 

Realm of the Mammoth Lords

Mammoth Master (Realm of the Mammoth Lords)+4 trait bonus on Handle Animal checks related to large creatures such as mammoths, mastodons, woolly rhinoceroses, and other megafauna. Narrow bonus on a weak skill. Look elsewhere. 

Superstitious (Realm of the Mammoth Lords) +1 bonus on all saves vs. arcane spells as long as you do not possess any levels in a class that grants arcane spellcasting. Same as Failed Apprentice. Not a terrible trait. This is a broad save bonus for all arcane spells. There are better save bonus traits but this isnt bad.

River Kingdoms

Bandit (River Kingdoms)Choose: Escape Artist, Intimidate, or Stealth. You gain a +1 bonus on that skill, and it becomes a class skill. A very nice trait. Stealth is the real gem here. If you need one of the skills above in class then here you go. 

Riverfolk (River Kingdoms) – +2 bonus on Profession (sailor) and any skill checks involving rope use. Super narrow. Dont even consider this unless your in a seafaring campaign. Even then its weak. 

Sargava

Jungle Guide (Sargava) +1 bonus on Handle Animal, and a +1 bonus on Survival in jungle terrain. One of these skills becomes a class skill. Survival is the gem here. If you want either in class here you go. There are better traits though for survival. 

Sargavan Guard (Sargava)When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0. This basically gives you a +1 bonus to all Dex– and Str-based skills. Yes please.

Shackles

Goblin Pirate (Shackles)+1 bonus on Profession (sailor) and Swim, and Swim becomes a class skill for you. The mental image this trait’s name brings forth is far better than the actual trait. If you really want swim and are in a sea faring game then this could be ok. Even then its pretty bad. 

Shackles Seafarer (Shackles)+1 bonus on Knowledge (nature) and Knowledge (geography) while on the ocean. You also gain a +1 bonus on Swim, and it becomes a class skill. Same as Goblin Pirate. If you really want swim and are in a sea faring game then this could be ok.

Stormrunner (Shackles)+2 bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces. Stupid Narrow. Move on. 

Shaguang

Mutabi-qi Explorer (Shaguang)+1 bonus on Knowledge (geography) checks and Survival checks made in the desert. Too narrow to be worth it. 

Sky Spirit Worshiper (Shaguang)+2 bonus on saves against fear effects. Pretty weak. Take a look at Nightstall Urchin if you must get a bonus against fear. Even that trait isn't very good.

Shenmen

Aberration Hunter (Shenmen)+1 bonus on attacks of opportunity against aberrations. Really? Stupid narrow and weak. Move on. 

Shenmen Prospector (Shenmen)+1 bonus on Appraise and Knowledge (dungeoneering). A bonus to a weak skill and a useful knowledge, but you gain neither in class. There are much better traits. 

Shokuro

Freedom Fighter (Shokuro) +1 bonus on attacks made with improvised weapons. Unless your in a bar fight I don't see this coming in handy. Pick something else. 

Rebel Leader (Shokuro)If you take the Leadership feat, you receive a +1 trait bonus to your Leadership score. If you take this trait… congrats your GM allows Leadership. Other than that, however, this trait is pretty weak unless you just really need every bonus you can get. 

Sodden Lands

Abendego Spellpiercer (Sodden Lands)+2 bonus on concentration checks when spellcasting. Same as Desperate Focus. Not a bad choice at all. See Desperate Focus for a full breakdown why I like it. Remember you can't stack trait bonuses however. Take one or the other. 

Oagan Diver (Sodden Lands)+1 bonus on Swim, and it becomes a class skill. Weak skill and there are better traits that give swim and bonuses to other skills also. Check out those. 

Steaming Sea

Hermean Paragon (Steaming Sea)+2 bonus to Initiative. Crazy Good. 

Mordant Heritage (Steaming Sea)+1 bonus on Swim and a +1 bonus onsaves vs. enchantment effects. Swim is weak, but the bonus to enchantment is very nice. This includes all those charm and Compulsion spells we don't like failing. There are traits that give a +2 bonus however. 

Taldor

Chivalrous (Taldor)+1 bonus on Diplomacy and Knowledge (history). Small bonus and no skill in class. There are better traits. 

Pomp and Pageantry (Taldor) +1 bonus with the following if class skills (Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride) if you spend twice as long as it normally takes to make that check. Its nice to get a bonus on so many skills, however many are weak, you get no skill in class, and you have to have the skill in class to get the bonus. There are better traits. 

Wealthy Dabbler (Taldor) Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each. Not terrible. Detect Magic, Prestidigitation, and Light are all nice cantrips. However there are usually very cheap magic items that can mimic most cantrips.  

Thuvia

Desert Nomad (Thuvia) +4 bonus on saves vs. hot conditions, and a +1 bonus on saves vs. fire effects. To narrow to be worth a lot. Unless you have a weakness to fire look elsewhere. 

Thuvian Merchant (Thuvia)+1 bonus on Appraise, Bluff, and Sense Motive checks made for business deals and transactions. Narrow and weak. Move on. 

Tianjing

Heavenly Touch (Tianjing)You can stabilize a dying creature as a standard action. Same trait as Sacred Touch. Both are terrible. Look to Sacred Touch for why it is so bad.  

Tianjing Temple Guard (Tianjing) – +1 bonus on attacks of opportunity made with polearm weapons. Narrow and weak. Move on. 

Urban

Militia Veteran (Any town or village)Choose: Profession (soldier), Ride, or Survival. You gain a +2 bonus on that skill, and it becomes a class skill. Rare to get a +2 bonus and the skill in class. The list isnt the best however. Survival is the only decent one. 

Vagabond Child (Urban)Choose: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 bonus on that skill, and it becomes a class skill. Smaller bonus and rarely used skills. But if you really want the skill here you go. 

Ustalav

Superstitious Ward (Ustalav)You may cast disrupt undead once per day as a spell-like ability. Weak ability. Get a crossbow. 

Ustalavic Noble (Ustalav) +1 bonus on Diplomacy and Knowledge (nobility). In addition, your starting money is increased by 100 gp. Small bonus to two skills and a small bonus on starting gold. There are better traits. 

Valashmai Jungle

Jungle Diplomat (Valashmai Jungle)+1 bonus on Diplomacy and Sense Motive. Both nice skills but you don't get either in class. Move on. 

Valashmai Veteran (Valashmai Jungle)+1 bonus on Perception, and a +1 bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you. Awsome trait. One of the few traits that can give Perception in class… the best skill in the game. All the rest is just gravy. 

Varisia

Cliff-Master (Varisia)+1 bonus on Climb and Survival. Small bonus on two rarely used skills and neither becomes a class skill. Move on. 

Left Behind (Mwangi Expanse or Varisia; Elf)+1 bonus on Diplomacy when interacting with Forlorn elves and non-elf races. Small bonus and it has restrictions. There are better bonuses to Diplomacy with no strings.  

Cheap to Feed (Osirion, Varisia)+3 bonus on Bluff checks made in order to gain food, water, or shelter. Horrible. Narrow. Weak. Get a better trait.

Shoanti Tribesman (Varisia)Choose: Climb, Survival, or Swim. You gain a +1 bonus on this skill, and it becomes a class skill. Weak skills, but if you want one in class here you go. Survival is the one gem, but there are better traits for it. 

Varisian Wanderer (Varisia) Choose: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 bonus on this skill, and it becomes a class skill. Really weak skills, but if you want one in class here you go. 

Wall of Heaven

Master of Peaks (Wall of Heaven)+2 bonus on Fortitude saves vs. cold dangers and altitude sickness. Weak and narrow. Never a good combo. 

Seasoned Climber (Wall of Heaven) +1 bonus on Climb, andit becomes a class skill. Who really needs this skill in class. Who really needs more than a few points in this skill at all? Its a DC 5 check to climb a knotted rope. But if you want it here you go. 

Wanshou

Rice Runner (Wanshou) +1 bonus on Acrobatics, andit becomes a class skill. While I dont find it that great, many find Acrobatics to be a great skill to have in class. 

Swamp Rebel (Wanshou)+2 bonus on Stealth checks in swampy terrain, and Stealth becomes a class skill. The bonus is narrow but stealth is nice. There are better traits that give a straight bonus. 

Xa Hoi

Clan Artisan (Xa Hoi)Choose one Craft skill. You gain a +2 bonus on the chosen skill, and it becomes a class skill. Pretty stupid skill. EVERY class gets Craft in class. So this basicly gives you a bonus to a single craft. Dumb. 

Xa Hoi Soldier (Xa Hoi)+1 bonus on Reflex saves. Straight bonus to Reflex. One of the Best. 

Xidao

Pearl Diver (Xidao)+1 bonus on Appraise and Swim. Bonus to two weak skills and neither become class skills. Horrible. 

Trench Navigator (Xidao)+1 bonus on Knowledge (geography) and Profession (sailor), and one of these skills becomes a class skill. Knowledge geography can be nice. The sailor thing is meh. Over all though if you want geography this isn’t bad. 

Zi Ha

Discerning Beliefs (Zi Ha)+2 bonus on saves to disbelieve illusions. Pretty narrow focus. There are better traits. 

Sound of Mind (Zi Ha)+2 bonus on saves against mind-affecting effects. Now this is a narrow focus we like. As we have said. Mind-affecting spells are not spells you want to fail against. Great trait. 

None

Citizen of Eleder+1 bonus on Knowledge (local) and Knowledge (nobility) checks regarding Eleder. Super narrow and weak. Pick something else. 

Citizen of Kalabuto+1 bonus on all Knowledge (local) and Knowledge (history) checks regarding Kalabuto. Just like the above. Pick something else. 

Cliff Jumper+1 bonus on Acrobatics and Climb, and on Reflex saves to avoid falling. Too narrow to be worth a trait. 

Dump Salvager+3 bonus on Perception checks to search for concealed items. Again. Too narrow. Move on. 

Egorian School Apprentice+3 bonus on Knowledge (engineering) and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style. Narrow and weak. Get something else. 

Plainsman+1 bonus on Knowledge (geography) and Survival checks regarding the M'neri Plains. Whats with all the narrow? No. Move on. 

Precocious SpellcasterSelect one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level. Same as Gifted Adept except you get two spells, but it has to be a cantrip and a 1st level spell. Either is alright if you really want a +1 caster level to your favorite spell. 

Survivor +1 bonus to initiative and Sense Motive. Sense Motive becomes a class skill. Killer good. There are +2 bonus traits to initiative, but if your looking to get Sense Motive in class (a very nice skill) then this trait gives you the initiative bonus as cake. Very nice. 

Venicaan Medic+2 bonus to Heal checks to treat diseases or poisons, and Heal becomes a class skill. Narrow bonus, and Heal is a weak skill. But if you really want it here you go. 

Wharf Rat +2 bonus on skill checks involving climbing and rope use, and a +4 bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers. Wow. can you get more narrow than this? Pick something else. 

Whisper Woods Hunter+2 bonus on Survival checks to track evil outsiders and a +2 bonus on initiative checks when you know your opponent is an evil outsider. Avoid this and get a trait that gives a flat bonus. 

Religion Traits

Religion traits – Things to remember:

1.You must have an established faith in a specific deity

2. You don't have to be a member of a class that can wield divine magic 

3. You have to have a patron deity and religion in your background 

4. Religion traits can go away if you abandon your religion

A Fallen God (Aroden, Arazni,or Curchanus)

Devotee of a Dead God (A Fallen God) +1 bonus on Diplomacy and Knowledge (religion). One of these skills (your choice) becomes a class skill. Not a bad trait, because both skills are nice to have. Bonus points from the extra RP flavor of worshiping a dead god. 

Faithful Arodenite (A Fallen God)+1 trait bonus on Diplomacy checks; this bonus increases to +3 if you are dealing with a follower of Aroden or Iomedae. A weak bonus unless you continually debate clerics of the two listed faiths. Its got the extra RP flavor but none of the mechanical benefits of Devotee of a Dead God. 

Abadar

Eyes and Ears of the City (Abadar)+1 bonus on Perception, and Perception becomes a class skill. Perception in class. Best skill in Pathfinder. 

Honey-Tongued (Abadar)+1 bonus on Diplomacy (and/or?) Bluff when dealing with agents of the law, whether judges, guards, or paladins. I'm not sure because of the wording whether you receive a bonus to both bluff and diplomacy or if you have to choose. Either way it's far too narrow to be worth a trait investment. 

Lover of the Law (Abadar)+1 bonus on saves vs. charm and compulsion spells, and may make a new save with an additional +1 bonus (for a total of +2) if directed to act against the law. Now this is an amazing trait. Not only do you get a bonus to one of the worst set of spells to fail on… but you get a second save to resist if you are directed to do something unlawful (Like hurt a fellow party member). I'm betting there is a good chance on that second save in most cases.

Sense of Order (Abadar) +3 bonus on any Perception check made to identify any changes to a location that have occurred since you last visited it. A very strange trait. I suppose it would be nice on finding surprises in locations you visit often. The problem is that most adventures spend a good portion of their time exploring new locations… it's the nature of the game. 

The City Protects (Abadar) +2 bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within your aura of courage. While fear affect aren’t the worst effects to fail on the ability to save every round is nice. In a city campaign this trait could really come in handy. Especially if you're a Paladin. 

Alseta

Opener of Doors (Alseta)+2 bonus on Perception checks made to find and open secret doors. You might find it useful for your Trapfinder but there are much better traits. 

Apsu

Scaly Ally (Apsu)+2 bonus on Diplomacy checks involving reptiles or those of draconic blood, whether they are good-aligned or not. Too narrow. Pick a better Trait. 

Asmodeus

Asmodean Demon Hunter (Asmodeus)+3 bonus on Knowledge (planes) about demons and a +2 bonus on Will saves against mind-affecting spells and effects from demons. Two nice large bonuses. Unfortunately it only applies to demons (no devils). Unless you're in an AP dedicated to fighting demons primarily I would pass. Note: Unlike most religious traits you can be a former follower who has left the religion. 

Contract Master (Asmodeus)+1 bonus on Linguistics, and it becomes a class skill. A rarely used skill. The main benefit of Linguistics is for every rank spent you gain a language. The +3 in class bonus doesn’t provide you additional languages. If you think you will need to decipher unfamiliar written languages or create/detect forgeries a lot then here is your trait.

Fiendish Confidence (Asmodeus)+1 bonus on Intimidate, and Intimidate becomes a class skill. Now this is a high value skill. Well worth a trait investment if you're looking for it in class. 

Besmara

Deck Fighter (Besmara)+1 bonus on attacks of opportunity when fighting aboard a ship. Weaksauce. Get something else. 

Brigh

Nimble Fingers, Keen Mind (Brigh)+1 bonus on Disable Device, and it becomes a class skill. If you want Disable Device in class here is your trait. 

Calistria

Calistrian Prostitute (Calistria)+1 bonus on Sense Motive and Diplomacy to gather information, and one of these skills (your choice) becomes a class skill. A +1 bonus to two nice skills, and you gain one in class. Note that you might only get the bonus when using them to gather information. Ask your GM.  Sense Motive is the gem here. 

Holy Schemer (Calistria)+1 trait bonus on Sense Motive, and it becomes a class skill for you. Same as the above trait minus the Diplomacy bonus. Sense Motive is a great skill to gain. And its a flat bonus on the skill. Take Calistrian Prostitute unless you have moral issue with being a … working girl/guy. 

Opportunistic (Calistria)+1 bonus on attacks of opportunity when using a dagger, sword, or whip. Terrible. Move on. 

Sacred Avenger (Calistria; Elf)When a creature damages you with a weapon, on your next turn you gain a +1 bonus on weapon damage against that creature. If this creature is your ilduliel this bonus increases to +2. Elf Only. Interesting, but far too narrow. Pick something else. 

Wasp Whisperer (Calistria; Elf)+1 bonus on Fortitude saves against poison. You may use Diplomacy (or wild empathy if you are a druid or ranger) to improve a Hostile or Unfriendly insectile vermin’s attitude toward Indifferent. Another interesting trait. The poison bonus is nice and the vermin thing is cool, but will probably be rare. 

Cayden Cailean

Fortified Drinker (Cayden Cailean)Whenever you imbibe any alcoholic beverage, you gain a +2 bonus on saves against mind-affecting effects for 1 hour. So this is actually a really nice trait. Mind-Affecting spells are some of the worst to fail on, and the 1 beverage an hour shouldn’t cause you any negative effects. The only issue with this trait is trying to figure out how to carry that much alcohol around. But that's part of the fun!. 

Good Natured (Cayden Cailean) +2 bonus on all saving throws against fear effects. Not nearly as good as Fortified Drinker. Fear affects aren’t nearly as bad. And no excuse to drink!

Strong Willed (Cayden Cailean)+2 bonus on saving throws against charm and compulsion effects. Fortified Drinker is better because Mind-affecting ecompases charm and compulsion and then some. Plus no reason to drink! All joking aside though it is still a solid trait.