Practitioner Traits

Combat Traits

Maneuver Trained (Combat)

You have long trained in a variety of combat maneuvers. You gain a +1 trait bonus to your CMB.

Mastered Talent (Combat)

You have focused on a single combat talent, gaining greater proficiency with it. Select 1 combat talent; you treat your base attack bonus as 1 higher for the purposes of its effects. At 5th level and every 4 levels afterwards, the chosen talent’s base attack bonus is treated as an additional 1 higher, although the talent’s effective base attack bonus cannot be higher than your character level.

Practiced Maneuver (Combat)

You are quick to learn from your mistakes. Whenever you attempt a combat maneuver and fail, you gain a +2 trait bonus on your next combat maneuver check with that same combat maneuver as long as you attempt it before the end of your next turn.

Sharp Reflexes (Combat)

You are able to react to danger with violence. You gain the ability to make one additional attack of opportunity each round.

Steel Body (Combat)

Your physique is far more difficult to damage than others. You gain +1 hit point; for every two additional hit dice you possess, you gain +1 hit point.

Talented Knuckle (Combat) [3PP]

You are treated as though you possessed 2 additional brute, boxer, or open hand talents when determining the damage of your unarmed strikes.

Equipment Traits

Martial Training (Equipment)

You know enough about weapons to expand your knowledge on their use. Select 1 martial weapon with which you are not proficient; you reduce the penalties on attack rolls for not being proficient with it by -2 (minimum 0). If you are proficient with at least 3 martial or exotic weapons, you instead gain proficiency with the selected martial weapon.

General Traits

Scout’s Eyes (General) [3PP]

You ignore the -5 penalty on Perception checks when using the Scout sphere’s scout ability.

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