While feats are more dramatic, in a lot of ways I find gaining traits to be more exciting. It just doesn’t happen every day that you get to gain a benefit based on a defining feature of your character. Traits also give you some interesting ideas for ways to roleplay your character. This week I’ve decided to specifically talk about faith and magic traits, and give you some new ones to choose from. Each of these traits offers specific bonuses that won’t be forgotten, even as play progresses.
New Magic Traits
Alchemical  Experimenter (Magic)
	        You  have little love for tried and true formulae, preferring to constantly push the  boundaries of your alchemical knowledge.
  Benefit: You gain a +5 trait  bonus on Craft (alchemy) checks made to use the Brew Potion feat to create a  potion that you have never created before. If you use Craft (alchemy) to create  a potion, but fail your skill check, then the resulting potion is cursed. You  also gain the Brew Potion feat, even if you do not meet the prerequisites. 
  Normal: You need to fail an  appropriate skill check to craft a magic item by 5 or more to create a cursed  item.
Blood  Focus (Magic)
	        Your  very blood longs for the glory of battle, and you become a focused force for  destruction in a fight.
  Benefit: You gain a +1 trait  bonus on attack rolls made with bloodrager bloodline abilities, as well as on  all attack rolls made with spells and spell-like abilities while in a  bloodrage.
Deep  Bond (Magic)
	        You  have an unusually deep bond with your familiar and are rarely parted from it.
  Benefit: You treat your level  as being 2 higher than it actually is for the purposes of your familiar’s  abilities that are dependent on its master’s level. Additionally, as long as  both you and your familiar are within 10 feet of each other, you both gain a +1  bonus on saving throws against charm, emotion, and fear effects.
Expert  Craftsman (Magic)
	        You  have made a lifetime of study in the creation of magical artifacts.
  Benefit: You gain a +1 trait  bonus on all Craft checks. Additionally, when you create a magic item using  Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, or Forge Ring, you  may use a spell of the same school and level in place of the required spell  without increasing the DC to craft the item. 
Eye  for Items (Magic)
	        You  are skilled in identifying the properties of magical items.
  Benefit: You gain a +2 trait  bonus on Spellcraft checks made to identify items. Additionally, when you  successfully identify a magic item, you gain a +2 trait bonus on Appraise  checks to determine the item’s value, and a +2 bonus on Knowledge checks made  about the items history or significance.
Hex  Mage (Magic)
	        You  use your magical talents to correct the scales by placing hexes on those that  wrong you.
  Benefit: Your level is  considered to be 1 higher than it actually is for the purposes of hexes that  target another character. 
Otherworldly  Insight (Magic)
	        You  have seen or been to other planes of existence, and your time there has left  its mark on you.
  Benefit: You gain a +1 trait  bonus on Knowledge (planes) checks, and Knowledge (planes) is always a class  skill for you. Additionally, you can occasionally recall knowledge obtained  from visits to other planes. Once each day, you can substitute a Knowledge  (planes) check for any other Knowledge skill check. 
Summoning  Savant (Magic)
	        You  have a deep connection to the spirits of creatures and share a close bond with  entities you call from distant places.
  Benefit: Creatures you summon  with spells of the summoning subschool have 1 extra hit point per caster level  you possess.
New Faith Traits
Healing  Hands (Faith)
	        You  have a background in healing and a reputation for handling the chronic and grievous  wounds on the battlefield.
  Benefit: Whenever you restore  hit points to a character using a spell of the healing subschool, if you  successfully used the Heal skill on that character within the last 24 hours,  then that character regains a number of additional hit points equal to twice  the level of the spell used to restore lost hit points.
Indoctrination  (Faith)
	        You  were indoctrinated into a faith and raised in a life which strictly follows a  rigid creed or dogma.
  Benefit: You gain a +1 bonus  on Knowledge (religion) checks, and Knowledge (religion) is always a class  skill for you. Additionally, due to your rigid adherence to your faith, you  gain a +2 bonus on Will saves made to resist divine mind-affecting spells cast  by characters who do not use a holy symbol of your faith as divine focus. 
  Special: A character with this  trait must follow a single deity or religious philosophy.
Omen  Reader (Faith)
	        You  have faith in signs from beyond the mortal realm.
  Benefit: You read signs and  omens in everyday things and, to a limited extent, can determine their  meaning, allowing you to be ready for whatever awaits you. Each day you note an  omen of things to come, which has one of the following effects, determined  randomly by the GM. 
Street  Preacher (Faith)
	        You  have a background in missionary work in big cities and know how to spread the  faith among the poor and downtrodden.
  Benefit: As long as you  display your holy symbol, you gain a +1 trait bonus on Diplomacy and Intimidate  checks made in an urban environment. If the prevailing religion in the area  worships the faith displayed in your holy symbol, you also gain a further +2  bonus on Diplomacy checks made to gather information.
True  Conviction (Faith)
	        You  have an intense and unshakable belief in your faith that comes from a place of  absolute certainty.
  Benefit: Once per day, you may  add your Wisdom modifier to any Charisma check or any Diplomacy or Intimidate  check by invoking the name of your deity.