The following table lists all traits with or related to the skirmisher battle role. This role focuses on focused combat through distance, targeted combat as well as skill in particular settings and against specific enemies. It draws from a wide variety of traits to accomplish this flavor.
Trait | Summary | Tags | Points | |
---|---|---|---|---|
AC Bonus | Gain a bonus to AC when not wearing armor | 6 | ||
Accurate Stance | Gain advantage to attacks for a round by spending an action | Stance | 5 | |
Deadly Accuracy | Reroll natural 1s on critical damage while using Accurate Stance | 5 | ||
> Lethal Accuracy | Deal triple damage on a critical while using Accurate Stance | 5 | ||
Sharpened Accuracy | Lower penalties inflicted by the Concealed, Covered, and Sensed conditions | 5 | ||
Armor Proficiency | Gain proficiency in armor | Special | ||
Bond †(1) | Gain a bond to your allies, an animal companion, a weapon, a familiar, a mount, or an object | Single | Special | |
Combat Swipe | Gain advantage to stealing during combat | 3 | ||
Crafting (only as a prerequisite) | Gain the ability to craft items | Multiple | Special | |
Assassin’s Apprentice | Increase the DC of poisons you craft | 5 | ||
Danger Sense | Gain an Insight bonus on Reflex saves and AC against traps | Fortification, Multiple | 4 | |
Evasion | Lessen damage on a successful Reflex save | 6 | ||
Improved Evasion | Lessen damage on a failed Reflex save | 6 | ||
Fast Crawl | Improve your speed while Crawling | Mobility | 4 | |
Fast Movement | Gain extra speed | Mobility, Multiple (Special) | 4 | |
Fast Stealth †(2) | Move at full speed while sneaking | Mobility | 4 | |
Favored Enemy | Gain benefits against certain creature tags | Multiple (Special) | 5 | |
Quarry | Gain an Insight bonus against a designated target | Mobility | 5 | |
> Improved Quarry | Increase abilities while tracking and fighting a quarry | 6 | ||
>> Master Hunter †(3) | Gain the ability to auto kill a quarry | 7 | ||
Favored Terrain | Gain benefits while in certain terrain | Multiple (Special) | 5 | |
Camouflage †(4) | Use Stealth in Favored Terrain even without cover | 4 | ||
> Hide in Plain Sight | Use Stealth in Favored Terrain even when being observed | 3 | ||
Green Faith | Gain access to other traits | 0 | ||
Wild Empathy | Gain the ability to improve the attitude of animals | 4 | ||
Healer | Gain an Insight bonus to Medicine and Nature checks | Multiple | 1 | |
Improved Initiative | Gain advantage to initiative checks | 5 | ||
Jumping Master | Always considered to have a running start to jumps | 1 | ||
Ki Pool (only as a prerequisite) | Gain a number of Ki Points to use on other traits | 6 | ||
Abundant Step | Gain the use of the Dimension Door spell or ability | 5 | ||
Feather Balance | Treat Acrobatics checks as critical successes | 3 | ||
> Light Steps | Use Feather Balance to ignore difficult terrain and walk across solid surfaces | Mobility | 4 | |
> Slow Fall | Take no damage from a fall while next to a surface | 4 | ||
> Water Sprint | Gain the use of the Water Walk extract or spell | Mobility | 5 | |
> Wind Jump | Gain a Fly speed | Mobility | 5 | |
Ki Metabolism | Survive on less food, water, and sleep | 5 | ||
Ki Range | Increase the range of a thrown weapon | 4 | ||
Sudden Speed | Gain additional speed for a minute | 3 | ||
Nature Sense | Gain an Insight bonus to Nature and Survival checks | Multiple | 1 | |
Parkour Trained | Gain an Insight bonus to Acrobatics and Athletics checks | Multiple | 1 | |
Poison Resistance | Gain advantage against poisons | Fortification, Single | 4 | |
Quick Reflexes | Gain extra reactions in a round | 4 | ||
Rage (only as a prerequisite) | Gain Rage rounds | Multiple (Special) | 7 | |
No Escape | Stride as a reaction to an enemy withdrawing | 4 | ||
Raging Climber | While in Rage, gain a climb speed | Mobility | 5 | |
Raging Leaper | While in Rage, gain improvements to Acrobatics and Athletics checks | 5 | ||
Raging Swimmer | While in Rage, gain a swim speed | Mobility | 5 | |
Swift Foot | While in Rage, gain extra speed | Mobility, Multiple | 5 | |
> Sprint | Gain additional movement when you Run or Charge | 3 | ||
Resist Nature’s Lure | Gain an Insight bonus to save against effects from the fey and plants | Fortification | 4 | |
Sneak Attack | Gain bonuses against a target who is less aware of your presence | Multiple | 5 | |
Bleeding Attack | Deal Persistent Damage on a Sneak Attack | 4 | ||
> Crippling Sneak | Deal Ability Damage on Sneak Attack | 5 | ||
Powerful Sneak | Reroll natural 1s on damage from Sneak Attack | 5 | ||
> Deadly Sneak | Reroll natural 1s and 2s on damage from Sneak Attack | 5 | ||
> Debilitating Injury | Deal a penalty to your target on a successful Sneak Attack | Multiple | 5 | |
>> Double Debilitation †(5) | Deal a second penalty to your target on a successful Sneak Attack | 6 | ||
>> Master Strike | Inflict extra effects on a Sneak Attack | 7 | ||
Slow Reactions | Prevent those damaged by your Sneak Attack from taking reactions | 5 | ||
Spelunker | Gain an Insight bonus to Dungeoneering and Perception checks | Multiple | 1 | |
Stand Up | Stand up from Prone without provoking Attacks of Opportunity | 3 | ||
Style Strike | Gain access to Style Strikes | 1 | ||
Blinding Strike | Gain a Strike that inflicts the Blinded Condition | 4 | ||
Deafening Strike | Gain a Strike that inflicts the Deafened Condition | 4 | ||
Defensive Strike | Gain a Strike that grants the Dodge bonus | 2 | ||
Fatiguing Strike | Gain a Strike that inflicts the Fatigued Condition | 3 | ||
Flying Strike | Stride and Strike with a Single Action | 2 | ||
Knockback Strike | Gain a Strike that moves a target | 3 | ||
Off-Hand Strike | Gain a Strike that ignores the Multi-Attack penalty | 3 | ||
Restrictive Strike | Gain a Strike that prevents the target from moving | 3 | ||
Shattering Strike | Gain a Strike that ignores Resistance and Hardness | 3 | ||
Sickening Strike | Gain a Strike that inflicts the Sick Condition | 3 | ||
Slowing Strike | Gain a Strike that inflicts the Slowed Condition | 3 | ||
Spin Strike | Gain a Strike that grants advantage to Attack Rolls | 4 | ||
Stunning Strike | Gain a Strike that inflicts the Stunned Condition | 4 | ||
> Paralyzing Strike | Gain a Strike that inflicts the Paralyzed Condition | 5 | ||
Sweep Strike | Gain a Strike that inflicts the Prone Condition | 2 | ||
Swift Poisoning | Reduce the amount of time to poison weapons | 4 | ||
Track Master | Gain an Insight bonus to Survival and Perception checks | Multiple | 1 | |
Swift Tracker | Move at normal speed while tracking without disadvantage | Mobility | 4 | |
Trackless Step | You leave no trail | Mobility | 4 | |
Trapfinding | Gain an Insight bonus to Perception checks | Multiple | 1 | |
Trapspotter | Gain immediate Perception checks when within 10 feet of a trap | 4 | ||
Uncanny Dodge | Cannot be flanked or dealt precision damage | 6 | ||
Venom Immunity | Gain immunity to contact and injury poisons | Immunization | 5 | |
Weapon Proficiency | Gain proficiency with certain weapons | Multiple | Special | |
Weapon Training | Gain an Insight bonus to damage with a weapon group | Multiple (Special) | 5 | |
Weapon Mastery | Increase your weapon’s critical multiplier with a weapon group | 5 | ||
Woodland Stride | Ignore damage and difficult terrain from natural undergrowth | Mobility | 4 |
†(2) Fast Stealth require proficiency with the Stealth skill.
†(3) Master Hunter also requires the Hide in Plain Sight and Track Master traits.
†(4) Camouflage requires proficiency with the Stealth skill.
†(5) Double Debilitation requires you to have taken the Debilitating Injury trait twice.
Fantasy Specific
Trait | Summary | Tags | Points |
---|---|---|---|
Empty Body †(F1) | Gain the use of the Ethereal Jaunt spell | 5 | |
Wild Shape †(F2) | Gain the ability to take the shape of animals | Altering, Multiple (Special) | 5 |
†(F2) Wild Shape requires the Green Faith trait.
Steampunk Specific
Trait | Summary | Tags | Points | |
---|---|---|---|---|
Alchemist’s Bomb †(SP1) | Gain the ability to make bombs | Multiple | 5 | |
Extracts †(SP1) | Gain the ability to create extracts | Special | ||
Grit | Gain a number of Grit Points to spend on other traits | 6 | ||
Bleeding Wound | Spend Grit to deal Persistent Damage | 4 | ||
Cheat Death | Spend Grit to retain 1 Hit Point | 4 | ||
Deadeye †(SP2) | Ignore Dexterity and Dodge bonuses possessed by the target and disadvantage for range increments | 4 | ||
Dead Shot | Pool your firearm attacks for more damage | 4 | ||
> Targeting | Target a body part to inflict conditions | 4 | ||
>> Death’s Shot †(SP3) | Attempt to kill a creature on a critical hit | 6 | ||
Derring-Do | Spend Grit to add additional bonus to Acrobatics and Athletics checks | 4 | ||
> Combat Grace | Move at full speed through a threatened square | 4 | ||
> Swashbuckler’s Edge | Take 10 on Acrobatics and Athletics checks | 5 | ||
Dodging Deed | Spend Grit to gain an AC bonus | 4 | ||
> Ranger’s Dodge | Spend Grit to force a ranged attack against you to take disadvantage | 4 | ||
Lightning Reload | Reload certain firearms quicker | 3 | ||
> Expert Loading | Spend Grit to prevent a Broken firearm from exploding on a misfire | 4 | ||
Perfect Attack | Pool your melee attacks to lower target’s AC and ignore Damage Reduction | 6 | ||
Menacing Shot | Spend Grit to make a shot and attempt to Frighten nearby creatures | 4 | ||
> Opportune Parry and Riposte | Spend Grit to dodge an attack and make a returning attack | 6 | ||
> Precise Strike | Deal additional damage with a finesse melee weapon | 4 | ||
Quick Clear | Quickly remove the Broken condition from a firearm that misfired | 4 | ||
Startling Shot | Miss a target with a firearm to make them easier to hit | 5 | ||
Stunning Attack | Spend Grit to Stun a creature for a round | 4 | ||
Subtle Blade | Gain immunity to Disarm attempts when wielding a piercing melee weapon | 4 | ||
Superior Feint | Miss a target with a melee weapon to make them easier to hit | 6 | ||
Utility Shot | Use a firearm shot to open locks, move objects, and stop bleeding | 4 | ||
Gunslinger | Ignore the target’s armor bonus | 7 | ||
Pistol-Whip | Make a melee attack with a firearm | 5 |
†(SP2) Deadeye also requires the Gunslinger trait.
†(SP3) Death’s Shot also requires the Menacing Shot trait.