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Focused mind magic trait
Focused mind magic trait











focused mind magic trait

At 1st level, you can only select one regional trait (typically the one tied to your character’s place of birth or homeland), despite the number of regions you might wish to write into your character’s background.

#FOCUSED MIND MAGIC TRAIT PC#

In order to select a regional trait, your PC must have spent at least a year living in that region. Regional Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain).If your race or ethnicity changes at some later point (perhaps as a result of polymorph magic or a reincarnation spell), the benefits gained by your race trait persist-only if your mind and memories change as well do you lose the benefits of a race trait. Race Race traits are keyed to specific races or ethnicities, which your character must belong to in order to select the trait.Our Campaign specific traits can be found here. Campaign traits tailored to a specific Pathfinder Adventure Path can always be found in that Adventure Path’s Player’s Guide, available at. Campaign Campaign traits are specifically tailored to give new characters an instant hook into a new campaign.And Social traits focus on your character’s social class or upbringing.

focused mind magic trait

Magic traits focus on any magical events or training he may have had in his past. Faith traits focus on his religious and philosophical leanings. Combat traits focus on martial and physical aspects of your character’s background.

  • Basic Basic traits are broken down into four categories: Combat, Faith, Magic, and Social.
  • There are five types of character traits to choose from: Even if your GM normally doesn't allow bonus traits, you might still be able to pick up some with the Additional Traits feat. Some GMs may wish to adjust this number somewhat, depending upon their style of play you may only be able to pick one trait, or your GM might allow three or more. In most cases, a new PC should gain two traits, effectively gaining what amounts to a bonus feat at character creation. When you create your character for a campaign, ask your GM how many traits you can select. Another option is that if your character abandons a religion, he loses the associated religion trait until he gains an experience level, at which point he may replace a lost religion trait with a basic faith trait. She may simply rule that your character loses that trait, or she might allow him to pick a new religion trait tied to his new deity. In this case, consult your GM for your options. The one exception to this is religion traits-since these traits require continued faith in a specific deity, your character can indeed lose the benefits of these traits if he switches religions. Even if your character becomes a hermit and abandons society, he’ll still retain his legacy of growing up an aristocrat if he took the relevant social trait. Remember also that traits are intended to model events that were formative in your character’s development, either events from before he became an adventurer, or (in the case of additional traits gained via the Additional Traits feat) ones that happened while adventuring.

    focused mind magic trait

    Certain types of traits may have additional requirements, as detailed in the section above. When selecting traits, you may not select more than one from the same list of traits (the four basic traits each count as a separate list for this purpose). To begin with, your GM controls how many bonus traits a PC begins with the default assumption is two traits. There are a few rules governing trait selection.













    Focused mind magic trait