Character Traits
The Pathfinder Role-Playing Game introduced the concept of the Character Trait. These are minor but useful abilities used to further define your character. Any changes to the original Traits will be listed here as well as any new traits, including regional and race traits.
Note that you may find that some Traits sound similar in their name and description, but they will have different rules. This is to allow characters to further define their characters in a certain way. For example, there are both Basic and Regional feats which deal with city-dwellers.
Be careful when referring to these traits. The Pathfinder Role-Playing game refers to "Racial Traits" and "Race Traits". These are two different things. "Racial Traits" are those which are gained automatically from taking that race and can be found alongside that race's description. "Race Traits" are a type of Character Trait and can be found below.
Please note that these are still very raw. If it seems as if too many people are taking one trait for the abilities it grants, it will be put under review. These Character Traits are meant to help you flesh out your back-story and get a little something for it, not to twink your character.
In the current iteration of the Harvest Moon character creation rules, you are allowed one each of basic, race, and regional traits. You may choose a single Negative Character Trait in order to pick any other Character Trait
| Basic |
| Drinker |
You have a taste for alcoholic beverages. |
| One With the Land |
Take two Regional Traits |
| Negative |
| Arrogant |
You are so great. Everybody loves you and you are so great. |
| Head in the Clouds |
You're oblivious. |
| Hideous |
Eugh! |
| Inept |
Dum-da-dum dumb. |
| Introverted |
You do not work well with others. |
| Klutz |
You are very clumsy. |
| Out of Touch |
You have no connection to the Primordial. |
| Overconfident |
You have a tendency to leap before you look. |
| Sickly |
You're always sick or healing. |
| Standoffish |
You're a bit of a jerk. |
| Surface-Dweller |
You lose your Darkvision. |
| Weakling |
You are naturally less strong than others. |
| Race |
| Adaptable Talents |
Humans may take an extra favored class. |
| Broad Education |
Expand your list of intelligence-based class skills. |
| Craftsperson |
Dwarves are known for their intricate attention to detail. |
| Do-Bee |
Increase your list of class skills. |
| Engineer |
Humans and Goblins are known to be the world's grease-monkeys. |
| Exposed to Psionics |
Apply your SR to Psionics. |
| High Tech |
You are a gnome who's only interest in what you can see, touch, smell, and measure. |
| Illusioncrafter |
You are more adept at Illusion creation than other Arcadians. |
| Improved Echolocation |
Apeotheans improve their senses even further when using echolocation. |
| Improved Weapon Familiarity |
Add a designated weapon to your familiarity. |
| Iron Resistance |
You are less-affected by Cold Iron than other Arcadians. |
| Just off the Boat |
You are still new to our world, so suffer some penalties yet retain some knowledge. |
| Low-Tech |
You are made from less advanced parts. |
| Mule |
You can carry more gear. |
| Native Visitor |
Visitors lose their innate social awkwardness. |
| Natural Spellcaster |
Some elves can innately feel the natural world around them. |
| Natural Swimmer |
You love to swim. |
| Primordial Attunement |
Children of Tal feel close to their ancestors. |
| Sight of the Depths |
Improve upon your Darkvision. |
| Stalawart |
You are a nigh-on immovable Dwarf. |
| Stonethrower |
When you see a group of Halflings stoop down to pick up a rock, you'd probably better find cover. |
| Tough Customer |
You're a big person with a broad back and tough body. |
| Tunnelfighter |
Gnomes and Goblins are experts at underground tunnel combat. |
| Regional |
| Borderlander |
You've lived for a long time on the line between civilization and the dangers beyond. |
| City-Dweller |
You benefit from a worldly upbringing. |
| Dazzling Urbanite |
Getting around in cities has become second nature to you. |
| Desert-Dweller |
You have become skilled at surviving without water and the basic necessities. |
| Farm-Raised |
You know a great deal about plants and animals. |
| Hermit |
You lived alone for a long time. |
| Jungle-Dweller |
You like places that are warm, damp, and permeated with hiding-spots. |
| Mountain-Dweller |
You are at home in the shoulders, at the feet, and on the peaks of mountains. |
| Plains-Dweller |
You grew up on the wide open plains. |
| Shore-Dweller |
You grew up by a large body of water. |
| Townie |
You are a bit of a rube, a bit caddy, but maybe a little more canny than you let on. |
| Tundra-Dweller |
You are accustomed to the bitter cold and remote life. |
| Underdark-Dweller |
You are a cool customer in the dark. |
| Wastes-Trained |
You know what it's like to live with next to nothing which has prepared you to make do with what you've got on-hand. |
| Wayfarer |
You were raised as a gypsy, trader, or adventurer. |
| Woods-Dweller |
Temperate forests are your playground. |