TEXT: Table of ConTenTs
  Character Traits ........................................................ 2
  Basic Traits .................................................................3
   
  Combat Traits .......................................................3
   
  Faith Traits ........................................................... 4
   
  Magic Traits ..........................................................5
   
  Social Traits ..........................................................5
  Credits
  Authors: James Jacobs and F. Wesley Schneider
  Editor-in-Chief: James Jacobs
  Editing and Development: Christopher Carey, Sean K Reynolds, and James L. Sutter
  Editorial Assistance: Jason Bulmahn
  Senior Art Director: James Davis
  Graphic Design Assistance: Drew Pocza and Sarah E. Robinson
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeff Alvarez
  Corporate Accountant: Dave Erickson
  Director of Sales: Pierce Watters
  Sales Manager: Christopher Self
  Technical Director: Vic Wertz
  Events Manager: Joshua J. Frost
  Special Thanks: The Paizo Customer Service and Warehouse Teams
  Character Traits Web Enhancement
  Paizo Publishing, LLC 
  7120 185th Ave. NE
  Ste 120 
  Redmond, WA 98052
  paizo.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content 
  or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publish-
  ing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission.
  Pathfinder RPG Character Traits Web Enhancement is published by Paizo Publishing, LLC under the Open Game License v 
  1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery 
  are registered trademarks of Paizo Publishing, LLC; Pathfinder Chronicles is a trademark of Paizo Publishing, LLC. © 
  2009 Paizo Publishing.
  ®
  ™
  
  2
  Pathfinder CharaCter traits
  CharaCTer TraiTs 
  Playing an Adventure Path is a different experience than 
  playing in a one-shot adventure. An Adventure Path 
  presents a long, ongoing campaign, but unlike a custom-
  created campaign built by a specific GM for a group of 
  players whose tastes and proclivities in character creation 
  are known quantities, we don’t know what kinds of choices 
  your players prefer when building their characters. As 
  a result, one of the driving philosophies of crafting an 
  Adventure Path is to include sections for all 11 of the core 
  classes, so that no one feels “left out” by the game. 
  But what about the less tangible elements of game 
  play? If you’re rolling up a new character for a homebrew 
  campaign, you can (hopefully) trust your GM to tailor 
  the campaign to include your character and his history 
  and personality. For an Adventure Path, though, how is a 
  player to know what choices and what backgrounds might 
  dovetail into the predetermined story arc of the campaign 
  he’s about to spend several months playing, without 
  spoiling key components of the adventure’s plotline? 
  That’s the question that the Adventure Path Player’s 
  Guides have attempted to address. In all of the Player’s 
  Guides we provide not only a gazetteer of the region in which 
  the campaign begins, but also a spoiler-free discussion on 
  what choices might be best to make when creating a dwarf, 
  an elf, a sorcerer, a ranger, and so on. Yet there’s another tool 
  that’s been evolving as well: the character trait. 
  The first incarnation of this new element to your 
  character appeared in the Rise of the Runelords Player’s 
  Guide, disguised as six new feats that your new character 
  could take (we recommended that GMs allow players to 
  pick one of these six as a bonus feat). These new feats were 
  more than just additional tricks and powers, though; 
  they were crafted to infuse newly created characters with 
  built-in links to the then brand-new realm of Varisia. 
  In the Curse of the Crimson Throne Player’s Guide, 
  we abandoned the bonus feat model and instead came up 
  with several traits from which new players could pick and 
  choose. Each trait granted one of two relatively minor 
  bonuses, but the majority of each trait consisted of flavor 
  and background information intended to prime your new 
  character for the start of the campaign. 
  And that brings us here, to the official Pathfinder 
  character traits PDF, updated to work seamlessly with 
  the Pathfinder RPG. This document contains all the 
  rules you need to use character traits in your campaign, 
  be they Pathfinder Adventure Paths or campaigns of 
  your own design.
  Character Trait Design Philosophy 
  At its core, a character trait is approximately equal in 
  power to half a feat—in fact, at one point, we considered 
  calling them “Half Feats” but abandoned that idea when 
  we realized it implied a point-based system that didn’t 
  really exist (there’s no such thing, for example, as a 
  “Double Feat”). Yet a character trait isn’t just another kind 
  of power you can add on to your character—it’s a way to 
  quantify (and encourage) building a character background 
  that fits into the world of Golarion. Think of character 
  traits as “story seeds” for your background; after you pick 
  your two traits, you’ll have a point of inspiration from 
  which to build your character’s personality and history. 
  Alternatively, if you’ve already got a background in your 
  head or written down for your character, you can view 
  picking his traits as a way to quantify that background, 
  just as picking race and class and ability scores quantifies 
  his other strengths and weaknesses. 
  One more thing: character traits are for PCs. If you 
  want an NPC to have traits, that NPC will need to “buy” 
  them with the Additional Traits feat. Player characters are 
  special; they’re the stars of the game, after all, and if they 
  have an advantage over the NPCs of the world in this way, 
  that kind of makes sense. The pregenerated characters 
  presented in Pathfinder and the modules will not have 
  bonus traits selected for them—we’re leaving those choices 
  to you if you wish to use one of them as a PC. 
  Many traits grant a new type of bonus: a “trait” bonus. 
  Trait bonuses do not stack—they’re intended to give 
  you a slight edge over the non-PCs of the world, not a 
  secret backdoor way to focus all your traits on one type 
  of bonus to gain an unseemly advantage over the rules. 
  It’s certainly possible, for example, that somewhere 
  down the line, a “Courageous” trait might be on the 
  list of dwarf race traits, but just because this trait’s on 
  the dwarf race traits list and the basic combat traits list 
  doesn’t mean you’re any more brave if you choose both 
  than if you choose only one. 
  Gaining Traits 
  When you create your character for a campaign, ask your 
  GM how many traits you can select. In most cases, a 
  new PC should gain two traits, effectively gaining what 
  ammounts to a bonus feat at character creation. Some 
  GMs may wish to limit this somewhat, depending upon 
  their style of play; you may only be able to pick one trait, 
  or your GM might allow three or more. Even if your GM 
  doesn’t allow bonus traits, you should still be able to pick 
  
  3
  Character Traits
  Character Traits
  up some with the Additional Traits feat (see the sidebar 
  on page 6). For Pathfinder Adventure Paths, there are 
  two categories of traits to choose from. One of your traits 
  must be a campaign trait chosen from the list given in 
  that Adventure Path’s Player’s Guide—this trait ties your 
  character into the campaign’s storyline and gives you a 
  built-in reason to begin the first adventure. Your other 
  trait can be chosen from one of the other types of traits: 
  basic traits, region traits, race traits, or religion traits. 
  Types of Traits 
  There are five types of character traits to choose from. 
  This document presents only one category—the basic 
  trait. The other four types of traits can all be found in 
  Pathfinder Companions.
  Basic Traits: There are a total of 40 basic traits—ten 
  each, split among the categories of Combat, Faith, Magic, 
  and Social. Note that each of these four categories roughly 
  equates to the four modes of adventuring, but aren’t tied to 
  specific classes. It’s perfectly possible to have a religious 
  rogue, for example, or a magic-obsessed fighter. Basic 
  traits are “generic,” and should be able to fit into any 
  campaign setting with a minimum of customization.
  Campaign Traits: These traits are specifically tailored 
  to give new characters an instant hook into a new 
  Adventure Path. Campaign traits tailored to a specific 
  Adventure Path can always be found in that Adventure 
  Path’s Player’s Guide.
  Race Traits: Race traits are keyed to specific races or 
  ethnicities. In order to select a race trait, your character 
  must be of the trait’s race or ethnicity. If your race or 
  ethnicity changes at some later point (as could be possible 
  due to the result of polymorph magic or a reincarnation 
  spell), the benefits gained by your racial trait persist—
  only if your mind and memories change as well do you 
  lose the benefits of a race trait. Of course, in such an 
  event, you’re also likely to lose skills, feats, and a whole 
  lot more!
  Regional Traits: 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). In 
  order to select a regional trait, your PC must have spent 
  at least a year living in that region. At first 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. 
  Religion Traits: Religion traits indicate that your 
  character has an established faith in a specific deity; you 
  need not be a member of a class that can wield divine 
  magic to pick a religion trait, but you do have to have a 
  patron deity and have some amount of religion in your 
  background to justify this trait. Unlike the other categories 
  of traits, religion traits can go away if you abandon your 
  religion, as detailed below under Restrictions. 
  Restrictions on Trait Selection 
  There are a few rules governing trait selections. To begin 
  with, your GM controls how many bonus traits a PC begins 
  with; the default assumption is two traits. When selecting 
  traits, you may not select more than one from the same 
  list of traits. Certain types of traits may have additional 
  requirements, as detailed in the section above.
  Remember also that traits are intended to model events 
  that were formative in your character’s development, 
  either before he became an adventurer, or (in the case 
  of additional traits gained via the Additional Traits feat) 
  events that happened while adventuring. Even if you 
  become a hermit and abandon society, you’ll still retain 
  your legacy of growing up an aristocrat if you took a 
  social trait. The one exception to this is religion traits—
  since these traits require continued faith in a specific 
  deity, you can indeed lose the benefits of these traits if 
  you switch religions. In this case, consult your GM for 
  your options. He may simply rule that you lose that trait, 
  or he might allow you to pick a new religion trait tied to 
  your new deity. Another option is that if you abandon a 
  religion, you lose the associated religion traits until you 
  gain an experience level, at which point you may replace 
  lost religion traits with basic faith traits. 
  basiC TraiTs 
  These traits are broken down into four categories. 
  Combat traits focus on martial and physical aspects of 
  your character’s background. Faith traits focus on his 
  religious and philosophical leanings. Magic traits focus 
  on any magical events or training he may have had in his 
  past. And Social traits is both a catch-all category and 
  one that indicates what social class or upbringing your 
  PC had. 
  Combat Traits 
  These traits are associated with combat, battle, and 
  physical prowess; they give characters minor bonuses in 
  battle and represent conflicts and physical struggles in 
  the character’s backstory. 
  1 Anatomist: You have studied the workings of anatomy, 
  either as a student at university or as an apprentice 
  mortician or necromancer. You know where to aim your 
  blows to strike vital organs and you gain a +1 trait bonus 
  on all rolls made to confirm critical hits. 
  2 Armor Expert: You have worn armor as long as you 
  can remember, either as part of your training to become 
  a knight’s squire or simply because you were seeking to 
  emulate a hero. Your childhood armor wasn’t the real 
  thing as far as protection, but it did encumber you as 
  
  4
  much as real armor would have, and you’ve grown used to 
  moving in such suits with relative grace. When you wear 
  armor of any sort, reduce that suit’s armor check penalty 
  by 1, to a minimum check penalty of 0. 
  3 Bullied: You were bullied often as a child, and you are 
  now constantly ready to defend yourself with your fists 
  when an enemy comes near. You gain a +1 trait bonus on 
  attacks of opportunity attack rolls made with unarmed 
  strikes. Note that this trait does not grant the ability 
  to make attacks of opportunity with your unarmed 
  strikes—you’ll need to take a level of monk, the Improved 
  Unarmed Strike feat, or some other similar power to 
  gain the use of this character trait. However, that doesn’t 
  prevent you from selecting this trait. You’ll simply not be 
  able to make use of it until a later point if you do. 
  4 Courageous: Your childhood was brutal, yet you 
  persevered primarily through force of will and the hope 
  that no matter how hard things might get, as long as you 
  kept a level head you’d make it through. You gain a +2 
  trait bonus on saving throws against fear effects. 
  5 Deft Dodger: Growing up in a rough neighborhood 
  or a dangerous environment has honed your senses. You 
  gain a +1 trait bonus on Reflex saves.
  6 Dirty Fighter: You wouldn’t have lived to make it out of 
  childhood without the aid of a sibling, friend, or companion 
  on whom you could always count to distract your enemies 
  long enough to do a little bit more damage than normal. 
  That companion may be another PC or an NPC (who may 
  even be recently departed from your side). When you hit 
  a foe you are flanking, you deal an additional 1 point of 
  damage (this damage is added to your base damage, and 
  is multiplied on a critical hit). This additional damage is 
  a trait bonus. 
  7 Fencer: You trained long hours as a youth with blades, 
  either taking lessons in the genteel art of fencing from 
  tutors paid for by your parents or by being taken under 
  the wing of a disenfranchised fencer who may have 
  turned to a life of crime. You gain a +1 trait bonus on 
  attacks of opportunity made with daggers, swords, and 
  similar bladed weapons. 
  8 Killer: You made your first kill at a very young age and 
  found the task of war or murder to your liking. You either 
  take particular pride in a well-placed blow, or vile pleasure 
  in such a strike as you twist the blade to maximize the 
  pain. You deal additional damage equal to your weapon’s 
  critical hit modifier when you score a successful critical 
  hit with a weapon; this additional damage is added to the 
  final total, and is not multiplied by the critical hit multiple 
  itself. This extra damage is a trait bonus. 
  9 Reactionary: You were bullied often as a child, but never 
  quite developed an offensive response. Instead, you became 
  adept at anticipating sudden attacks and reacting to danger 
  quickly. You gain a +2 trait bonus on Initiative checks. 
  10 Resilient: Growing up in a violent neighborhood 
  or in the unforgiving wilds often forced you to subsist 
  on food and water from doubtful sources. You’ve built 
  up your mettle as a result, and gain a +1 trait bonus on 
  Fortitude saves. 
  Faith Traits 
  These traits rely upon conviction of spirit, perception, 
  and religion, but are not directly tied to the worship of 
  a specific deity. You do not need a patron deity to gain 
  a Faith Trait, as these traits can represent conviction in 
  one’s self or philosophy just as easily as they can represent 
  dedication to a deity. 
  1 Birthmark: You were born with a strange birthmark 
  that looks very similar to the holy symbol of the god you 
  chose to worship later in life. This birthmark can serve 
  you as a divine focus for casting spells, and, as a physical 
  manifestation of your faith, increases your devotion to 
  your god—you gain a +2 trait bonus on all saving throws 
  against charm and compulsion effects as a result. 
  2 Caretaker: As the child of an herbalist or an assistant 
  in a temple infirmary, you often had to assist in tending 
  to the sick and wounded. You gain a +1 trait bonus on 
  Heal checks, and Heal is always a class skill for you. 
  3 Child of the Temple: You have long served at a temple 
  in a city, and not only did you pick up on many of the 
  nobility’s customs, you spent much time in the temple 
  libraries studying your faith. You gain a +1 trait bonus 
  on Knowledge (nobility) and Knowledge (religion) checks, 
  and one of these skills (your choice) is always a class skill 
  for you. 
  4 Devotee of the Green: Your faith in the natural world 
  or one of the gods of nature makes it easy for you to pick 
  up on related concepts. You gain a +1 trait bonus on 
  Knowledge (geography) and Knowledge (nature) checks, 
  and one of these skills (your choice) is always a class skill 
  for you. 
  5 Ease of Faith: Your mentor, the person who invested 
  your faith in you from an early age, took steps to ensure 
  that you understood that what powers your divine magic 
  is no different than that which powers the magic of other 
  religions. This philosophy makes it easier for you to 
  interact with others who may not share your views. You 
  gain a +1 bonus on Diplomacy checks, and Diplomacy is 
  always a class skill for you. 
  6 History of Heresy: You were raised with heretical views 
  that have made it not only difficult for you to accept most 
  religious beliefs, but you also have had to live with the fact 
  that you or those you love were often treated as pariahs. As 
  a result, you have turned your back on religious teachings, 
  and as long as you do not possess any levels in a class that 
  grants divine spellcasting power, you gain a +1 trait bonus 
  on all saving throws made against divine spells. 
  
  5
  Character Traits
  Character Traits
  7 Indomitable Faith: You were born in a region where 
  your faith was not popular, yet you never abandoned it. 
  Your constant struggle to maintain your own faith has 
  bolstered your drive; you gain a +1 trait bonus on Will 
  saves as a result. 
  8 Sacred Conduit: Your birth was particularly painful 
  and difficult for your mother, who needed potent divine 
  magic to ensure you survived; your mother may or may 
  not have survived. In any event, the magic infused you 
  from an early age, and you now channel divine energy 
  with greater ease than most. Whenever you channel 
  energy, you gain a +1 trait bonus to the save DC of your 
  channeled energy. 
  9 Sacred Touch: You were exposed to a potent source 
  of positive energy as a child, perhaps by being born 
  under the right cosmic sign, or maybe because one of 
  your parents was a gifted healer. As a standard action, 
  you may automatically stabilize a dying creature merely 
  by touching it. 
  10 Scholar of the Great Beyond: Your great interests as 
  a child did not lie with current events or the mundane— 
  you have always felt out of place, as if you were born in the 
  wrong era. You take to philosophical discussions of the 
  Great Beyond and of historical events with ease. You gain 
  a +1 trait bonus on Knowledge (history) and Knowledge 
  (planes) checks, and one of these skills (your choice) is 
  always a class skill for you. 
  Magic Traits 
  These traits are associated with magic, and focus on 
  spellcasting and manipulating magic. You need not be a 
  spellcaster to take a Magic Trait (although several of these 
  traits aren’t as useful to non-spellcasters). Magic Traits 
  can represent a character’s early exposure to magical 
  effects or childhood studies of magic. 
  1 Classically Schooled: Your apprenticeship or early 
  education was particularly focused on the direct application 
  of magic. You gain a +1 trait bonus on Spellcraft checks, 
  and Spellcraft is always a class skill for you. 
  2 Dangerously Curious: You have always been intrigued 
  by magic, possibly because you were the child of a 
  magician or priest. You often snuck into your parent’s 
  laboratory or shrine to tinker with spell components and 
  magic devices, and often caused quite a bit of damage and 
  headaches for your parent as a result. You gain a +1 bonus 
  on Use Magic Device checks, and Use Magic Device is 
  always a class skill for you. 
  3 Focused Mind: Your childhood was either 
  dominated by lessons of some sort (be they musical or 
  academic) or by a horrible home life that encouraged 
  your ability to block out distractions to focus on the 
  immediate task at hand. You gain a +2 trait bonus on 
  concentration checks. 
  4 Gifted Adept: Your interest in magic was inspired by 
  witnessing a spell being cast in a particularly dramatic 
  method, perhaps even one that affected you physically 
  or spiritually. This early exposure to magic has made it 
  easier for you to work similar magic on your own. Pick 
  one spell when you choose this trait—from this point 
  on, whenever you cast that spell, its effects manifest at 
  +1 caster level. 
  5 Hedge Magician: You apprenticed for a time to a 
  craftsman who often built magic items, and he taught 
  you many handy shortcuts and cost-saving techniques. 
  Whenever you craft a magic item, you reduce the cost of 
  gp required to make the item by 5%. 
  6 Magical Knack: You were raised, either wholly or 
  in part, by a magical creature, either after it found you 
  abandoned in the woods or because your parents often 
  left you in the care of a magical minion. This constant 
  exposure to magic has made its mysteries easy for you 
  to understand, even when you turn your mind to other 
  devotions and tasks. Pick a class when you gain this 
  trait—your caster level in that class gains a +2 trait bonus 
  as long as this bonus doesn’t increase your caster level 
  higher than your current Hit Dice. 
  7 Magical Lineage: One of your parents was a gifted 
  spellcaster who not only used metamagic often, but 
  developed many magical items and perhaps even a new 
  spell or two—and you have inherited a fragment of this 
  greatness. Pick one spell when you choose this trait. 
  When you apply metamagic feats to this spell, treat its 
  actual level as 1 lower for determining the spell’s final 
  adjusted level. 
  8 Magical Talent: Either from inborn talent, whimsy 
  of the gods, or obsessive study of strange tomes, you have 
  mastered the use of a cantrip. Choose a 0-level spell. You 
  may cast that spell once per day as a spell-like ability. 
  This spell-like ability is cast at your highest caster level 
  gained; if you have no caster level, it functions at CL 1st. 
  The spell-like ability’s save DC is Charisma-based. 
  9 Mathematical Prodigy: Mathematics has always 
  come easily for you, and you have always been able to 
  “see the math” in the physical and magical world. You 
  gain a +1 bonus on Knowledge (arcana) and Knowledge 
  (engineering) checks, and one of these skills (your choice) 
  is always a class skill for you. 
  10 Skeptic: Growing up, you were always around 
  magical effects to the extent that you realized that much 
  of it was smoke and mirrors. You gain a +2 trait bonus on 
  all saving throws against illusions. 
  Social Traits 
  Social Traits are a sort of catch-all category—these 
  traits ref lect the social upbringing of your character, 
  your background with high society or lack thereof, 
  
  6
  and your history with parents, siblings, friends, 
  competitors, and enemies. 
  1 Adopted: You were adopted and raised by someone not 
  of your actual race, and raised in a society not your own. 
  As a result, you picked up a race trait from your adoptive 
  parents and society, and may immediately select a race 
  trait from your adoptive parents’ race. Race traits can be 
  found in Pathfinder Companion products—if you don’t 
  have access to a selection of race traits, it’s best to simply 
  pick a different social feat.
  2 Bully: You grew up in an environment where the 
  meek were ignored and you often had to resort to threats 
  or violence to be heard. You gain a +1 trait bonus on 
  Intimidate checks, and Intimidate is always a class skill 
  for you. 
  3 Canter: You grew up among thieves and scoundrels, 
  and their unusual speech patterns and turns of phrase 
  don’t phase you in the slightest today as a result. Anyone 
  who attempts to use Bluff to deliver a secret message 
  to you gains a +5 bonus on his Bluff check. When you 
  attempt to intercept a secret message using Sense Motive, 
  you gain a +5 trait bonus on the attempt. 
  4 Charming: Blessed with good looks, you’ve come to 
  depend on the fact that others find you attractive. You 
  gain a +1 trait bonus when you use Bluff or Diplomacy on a 
  character that is (or could be) sexually attracted to you, and 
  a +1 trait bonus to the save DC of any language-dependent 
  spell you cast on such characters or creatures. 
  5 Child of the Streets: You grew up on the streets of a 
  large city, and as a result you have developed a knack for 
  picking pockets and hiding small objects on your person. 
  You gain a +1 trait bonus on Sleight of Hand checks, and 
  Sleight of Hand is always a class skill for you. 
  6 Fast-Talker: You had a knack at getting yourself into 
  trouble as a child, and as a result developed a silver tongue 
  at an early age. You gain a +1 trait bonus on Bluff checks, 
  and Bluff is always a class skill for you. 
  7 Natural-Born Leader: You’ve always found yourself 
  in positions where others look up to you as a leader, 
  and you can distinctly remember an event from your 
  early childhood where you led several other children to 
  accomplish a goal that each of you individually could 
  not. All cohorts, followers, or summoned creatures 
  under your leadership gain a +1 morale bonus on Will 
  saves to avoid mind-affecting effects. If you ever take 
  the Leadership feat, you gain a +1 trait bonus to your 
  Leadership score. 
  8 Poverty-Stricken: Your childhood was tough, and 
  your parents had to make every copper piece count. 
  Hunger was your constant companion, and you often 
  had to live off the land or sleep in the wild. You gain a +1 
  bonus to Survival checks, and Survival is always a class 
  skill for you. 
  9 Rich Parents: You were born into a rich family, 
  perhaps even the nobility, and even though you turned to 
  a life of adventure anyway, you enjoyed a one-time benefit 
  to your initial finances and your starting cash increases 
  to 900 gp. 
  10 Suspicious: You discovered at an early age that 
  someone you trusted, perhaps an older sibling or a parent, 
  had lied to you, and often, about something you had taken 
  for granted, leaving you quick to question the claims of 
  others. You gain a +1 trait bonus on Sense Motive checks, 
  and Sense Motive is always a class skill for you. 
  New Feat: Additional Traits 
  You have more traits than normal. 
  Benefit: You gain two character traits of your choice. 
  These traits must be chosen from different lists, and cannot 
  be chosen from lists from which you have already selected a 
  character trait. You must meet any additional qualifications 
  for the character traits you choose—this feat cannot enable 
  you to select a dwarf character trait if you are an elf, for 
  example. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) 
  “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Character Traits Web Enhancement, Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs and  
  F. Wesley Schneider.
  
SOURCE: textdata/thevault/Pathfinder/Character Traits.pdf