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Random Trait notions. Please do feel free to throw your own ideas in here, I don't want this to be a one-man show, like my 'Familiars for everyone!' thread turned out to be. :)
Humans would generally be able to take *any* racial trait that doesn't require a specific racial physical ability (so if a hypothetical Trait increased the effectiveness or range of low-light vision or darkvision, a Human wouldn't be able to snag that one).
Racial
Elf
Patient Aim – additional +1 to hit with a single ranged attack if at least one full round is spent aiming.
Patient Spellcraft – by taking a full-round action to cast a spell that normally takes 1 standard action, the spell is cast at +1 caster level. By taking 1 minute to cast a spell that normally takes 1 full-round action, the spell is cast at +1 caster level.
Inhuman Patience – Any time you would be capable of ‘Taking 10,’ you can take even longer (twice as long as necessary to take 10) to ‘Take 12.’
Anticipatory Strike – any time you take a Delay action to ready an attack, you gain a +1 to attack and damage with the delayed attack.
Dwarf
Alehouse Stamina – +2 to Fortitude saves vs. the effects of intoxication and to resist the effects of a Forced March or other exertion.
Gnome
Alchemical Specialist – +2 to Craft (alchemy) checks when crafting one particular alchemical preparation (alchemist’s fire, or antitoxin, for instance).
Animal Fancier – +2 to Handle Animal (or Wild Empathy) checks with one particular type of animal, such as dogs, bears, horses, great cats or birds of prey.
Halfling
Quick Slip – As a full-round action, you can make a single missile attack, and then make a 5 ft. step while attempting a Sneak check at a -10 penalty. If successful, the target of the attack will not be able to tell which 5 ft. square you stepped into.
Urgathoa (faith) or Gnoll (racial)
Carrion Queen/King – You have +2 to Handle Animal (or Wild Empathy) checks against carrion-eaters such as hyenas and vultures.
Faith
Abadar (cities, wealth, merchants, law)
Purchaser – +1 to Appraise checks and always treat Appraise as a Class skill.
Purveyor – +1 to Diplomacy checks and always treat Diplomacy as a Class skill.
Arbiter – +2 to Sense Motive checks to tell if someone is concealing evidence of committing a crime.
Officiant – +1 DC to Command spells that would result in the target being compelled to obey a lawful order or cease an illegal activity. (Telling a fleeing rogue to ‘stop,’ for instance.)
Asmodeus (tyranny, pride, slavery, contracts)
Examiner – +2 to checks to determine if something is a forgery.
Forceful – +2 to Intimidate checks against social inferiors.
Calistria (trickery, lust, revenge)
Deceiver – +2 to Bluff checks to seduce or betray someone who has wronged you.
Cayden Cailean (freedom, ale, wine and bravery)
Fool’s Courage – additional +1 to saves vs. fear effects for every level of intoxication.
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More traits, 'cause I can't get enough of 'em.
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Racial Traits
Halfling
Big Courage – one round after succumbing to any fear effect, you can make another save to downgrade it one level. (Panicked to Frightened to Shaken to unaffected)
Small Talk – +2 to Gather Information checks in any town that has an established Halfling population.
Gnome
The Nose Knows – +2 to Survival checks to track or forage, so long as the sense of smell could be a factor (in identifying edible foodstuffs / potable water, or follow tracks).
Dwarf
Gustatory Adventurer – +2 to Fortitude saves vs. ingested poisons, or any diseases that are contracted from tainted or corrupted food or drink.
Impressive Beard – +2 to Diplomacy attempts against other Dwarves, +2 to Sleight of Hand checks to conceal one size Tiny item within your magnificently coiffed beard.
Elf
Dance of Blades – you can take Perform (blade-dance) as a class skill, and use it to Perform, using a longsword, short sword, rapier or any special elven sword. When you spend a standard action making an Intimidate check by performing an inhumanly graceful display of swordsmanship, you can make additional Intimidate checks as a free action each round to maintain the effect, so long as you remain within combat and within view of the target. If the effect ends (through a failed check, losing line of sight to the target or a cessation in hostilities) you will have to use another standard action to re-initiate it.
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Faith Traits
Urgathoa
Creatures of the Night – Summon Monster spells that you cast to summon bats, rats and wolves are at +1 caster level.
Asmodeus
Fires of Hell – you gain a +1 trait bonus to damage when using alchemist’s fire, a fire spell that requires an attack roll, or a weapon with the flaming or flaming burst property.
Calistria
Pillow Talk – Gather Information is always treated as a class skill for you and you have a +1 trait bonus to Gather Information checks.
[Alternately; always a class skill, and if untrained, you get a +2 bonus to GI checks. No bonus if trained.]
Thrice-Stung – get an automatic attack of opportunity (that counts as one of your AoOs) when someone strikes you a third time in a single combat. Any additional attacks from that foe in the same combat, even if there are three more of them, do not give this opportunity.
Three Stings – when using any ranged piercing weapon, you gain +1 to damage rolls on a second hit in a single round and a +2 to damage rolls on a third hit in a single round. Any additional hits have no increased effect.
Nethys
Minor Magic – you can spontaneously transform any 0-level spell into a Prestidigitation spell as a full-round action.
Arcane Savant – you gain the 1st and 2nd round of information on the 1st round of viewing an item using any detect magic spell that have you personally cast.
Mixologist – any potion you consume affects you as if it were prepared at +1 caster level.
Rovagug
Adept of Destruction – you gain a +1 trait bonus to damage on Sunder attempts, or when striking to damage unliving objects (including Constructs, but not Undead).
Lamashtu
Favored Cousin – you gain a +1 to Diplomacy or Intimidate rolls when interacting with Demons, Gnolls, Goblinoids or Minotaurs. Speak Language (Abyssal, Gnoll or Goblinoid) always count as class skills for you.
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Oh look, I found more elsewhere on my computer... I think they're breeding!
Faith Traits
Desna
Sparkling Travelers - Dancing lights is automatically known as a bonus Orison or Cantrip. Non-spellcasters or spellcasters who do not gain the use of cantrips (such as Paladins and Rangers) cast the spell at CL 1 up to 3 times per day + 1 / day per point of their Charisma or Wisdom modifier (whichever is better).
Gozreh
Waterbearer – Create water is added to Orisons / Cantrips known as a free bonus spell, but is always cast at CL 1.
Iomedae
Shining Steel – You can cast light on a longsword in your own hand at will. The light extinguishes immediately if the weapon leaves your hand (or is sheathed).
Nethys
Iron Handed – You gain a +1 trait bonus to damage rolls on attempts to Sunder and +1 trait bonus to your Armor Class when Fighting Defensively, using Total Defense or Combat Expertise.
Arcane Channeling – You can expend a Turn/Rebuke or Channel Energy use as a free action to add or subtract up to four to the caster level of the next spell cast in that round. (Make a turning check of 1d20 + Charisma modifier, and consult the chart on PHB 159 to see if the Cleric adds or subtracts caster levels, and how many. A spell cast at CL 0 or less automatically fails!)
Erastil
Cooperative Strength - When you use the Aid Other action, you can provide a +3 bonus to your allys attack roll, armor class or skill check, instead of a +2 bonus to the chosen roll.
| Dogbert |
Huntsman: As a seasoned traveller, you're no stranger to open roads nor things like hunting your own food. +1 on all survival checks and Survival is always a class skill for you.
( Related traits for benchmark: Bully, Dangerously Curious. )
I came up with this one for one of my table's ongoing games as I wanted to play a manhunter, but wanted no nature motiffs... so it was either neogitating a whole customization of the Ranger for an "urban Ranger" end product, or just playing a Rogue with a very small twist. Path of less resistance.
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Huntsman: As a seasoned traveller, you're no stranger to open roads nor things like hunting your own food. +1 on all survival checks and Survival is always a class skill for you.
(Related traits for benchmark: Bully, Dangerously Curious.)
Yeah, there could easily be versions of this idea for every skill, and they can vary with origin as well. A farmer boy or an apprentice squire would be just as likely to be good at Handle Animal, and a street kid or a courtiers child would be just as likely to have skill at Bluff.
Your use of the Trait to turn a Rogue into an outdoorsy 'Scout' was pretty brilliant!
| KaeYoss |
This seems a good opportunity to shamelessly blow my own horn.
I've converted the bonus feats from the RotRL player's guides, as well as the background traits from CotCT player's guide to campaign traits. See the PDFs on my site.
They're for PF, though it should be easy enough to turn them into 3e traits.
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This seems a good opportunity to shamelessly blow my own horn.
My d20 Game Aides
Very cool stuff, thanks for sharing!
Huh, I was just looking at Traits for Second Darkness and noticed that my Erastil Faith trait Cooperative Strength is way weaker than 'Fools for Friends,' which gives a +1 bonus to Aid Other effects on others, *or* on oneself, *and* a +1 to Will saves when friends are within 30 ft!
I like the idea of Erastil, god of community, giving a bonus to Aid Other checks, but I might have to find a way to bump that up.
Upping it to a +3 bonus (whether giving or receiving Aid) could be neat. +4, IMO, would be a bit much. Perhaps a secondary bonus would be the ability to use Aid Other as a move action, but only to confer a +1 bonus...
| Golarion Goblin |
Here are the ones I've got for my game:
Brother in Arms - Gain a +3 bonus instead of the normal +2 when flanking with brother (I have a pair of half-orc brothers in game).
Voice of the Fey - Bardic music effects last one round longer for animals, fey, and humanoids.
Brutal - Gain a +1 trait bonus to confirm critical hits.
Cloud Walker - You can make running jumps standing still.
Good Natured - Gain a +1 bonus on Diplomacy checks vs. Good-aligned creatures.
| Disciple of Sakura |
KaeYoss wrote:This seems a good opportunity to shamelessly blow my own horn.
My d20 Game Aides
Very cool stuff, thanks for sharing!
Huh, I was just looking at Traits for Second Darkness and noticed that my Erastil Faith trait Cooperative Strength is way weaker than 'Fools for Friends,' which gives a +1 bonus to Aid Other effects on others, *or* on oneself, *and* a +1 to Will saves when friends are within 30 ft!
But aren't campaign traits supposed to be a little bit better than standard traits, since they're there to tie you in better to the campaign at hand?
I created an Aid Another related feat for my games a while back called "Swift Aid" which allowed a character to make an Aid Another check as a swift action. It might be a little powerful for a trait, but I'm not so sure, really. Aid Another almost never gets used, in my experience.
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I created an Aid Another related feat for my games a while back called "Swift Aid" which allowed a character to make an Aid Another check as a swift action. It might be a little powerful for a trait, but I'm not so sure, really. Aid Another almost never gets used, in my experience.
Even just changing it to a move action is pretty awesome, since it allows a character who doesn't have a full BAB to stand near a full BAB character and perform a standard action (such as cast Cure X Wounds or Scorching Ray) *and* still Aid Other on the tank to give them a +2 to attack or AC.
But yeah, Aid Other isn't nearly used enough, although it's pretty decent in situational uses (tank standing in the doorway, with three party members huddled behind him Aid-ing his AC is a nice free +6 AC or Attack, allowing him possibly to Power Attack with impunity).
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Brother in Arms - Gain a +3 bonus instead of the normal +2 when flanking with brother (I have a pair of half-orc brothers in game).
Given how 'Fools for Friends' works, it might be within reason to give this another smallish bonus (particularly given how limited this is, only working with one specific other character), such as the ability for the brothers to count as 'flanking' a creature so long a both are adjacent to it. (So the brothers could both be on one side, but still gain the bonus to hit, although, if either has or might gain Sneak Attack, you might want to specify that they don't qualify for Sneak Attack unless they are *really* flanking the target, they just gain the bonus to attack!)
Voice of the Fey is also a neat idea.
Cloud Walker - You can make running jumps standing still.
I like this one. Similar special move-action related options might also make decent Feats.
Perhaps someone might be an 'Expert Swimmer' and gain the ability to Take 10 while making Swim checks and take the 'run' action while swimming in a straight line, for instance.
Fake Healer
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This seems a good opportunity to shamelessly blow my own horn.
I've converted the bonus feats from the RotRL player's guides, as well as the background traits from CotCT player's guide to campaign traits. See the PDFs on my site.
They're for PF, though it should be easy enough to turn them into 3e traits.
Hey, KaeYoss, I just wanted to take the opportunity here to thank you for having that site of your game aides. Thanks a whole lot, I perused them a month or so back and it helped me form a lot of ideas about what I wanted to do for my upcoming campaign (ROTRL) and even pointed out some stuff I didn't want to do. I used a lot of your houserules like equipment and the alternate class features for my game (converted to 3.5, the group wouldn't make the jump to PF) and having a good, well-written reference for those changes was priceless.
So once again, Thanks.| Seldriss |
Hmm...
I also developped some racial traits (or talents).
But when looking at them i wonder if they should be considered as traits or as racial feats...
The question is how many racial traits should a character have ?
1 ? 1 every 4 levels ? Every 5 levels ?
From the quantity of the ones i made up, i thought they would be more accessible as racial feats.
What do you guys think ?
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Hmm...
I also developped some racial traits (or talents).
But when looking at them i wonder if they should be considered as traits or as racial feats...
The question is how many racial traits should a character have ?
1 ? 1 every 4 levels ? Every 5 levels ?
From the quantity of the ones i made up, i thought they would be more accessible as racial feats.
What do you guys think ?
I'm a big fan of multiple options. There shouldn't just be one way to aquire something, so it would be fine to right them up as Traits, and combine some together / beef them up to present as Feat options as well.
Bear in mind that, at this time, you can only have *one* Trait from a particular category, so an Elf could never have more than one Racial trait. Adding in some of them as Racial Feats allows an elf character to pick up even more of that elfy goodness, by taking a Racial Feat and a Racial Trait.
| Dale McCoy Jr Jon Brazer Enterprises |
Elf
Dance of Blades – you can take Perform (blade-dance) as a class skill, and use it to Perform, using a longsword, short sword, rapier or any special elven sword. When you spend a standard action making an Intimidate check by performing an inhumanly graceful display of swordsmanship, you can make additional Intimidate checks as a free action each round to maintain the effect, so long as you remain within combat and within view of the target. If the effect ends (through a failed check, losing line of sight to the target or a cessation in hostilities) you will have to use another standard action to re-initiate it.
This seems a little complicated. How about this instead?
Dance of Blades (Elf): You receive a +1 Trait Bonus to Athletics. When wielding a longsword, short sword, rapier or any special elven sword, you can use Athletics when in combat inplace of an Intimidate to achieve the same effect.
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Bumped to add some traits that came to mind after reading the Osirion Pathfinder Companion.
Regional Traits
Relic Broker - You spend your childhood on the sook, running errands for merchants and bringing items and messages from collector to buyer and back again. You have a +1 trait bonus to Appraise checks and Appraise is always a class skill. The bonus is doubled to determine the value of goods of Osirion antiquity.
Tomb Rat - A childhood sent squirming your small body into ruins and collapsed areas to bring back ages-lost items for your tomb raider parents has left you with a +1 trait bonus to Climb and Escape Artist checks.
Tomb Raider - You have learned much of Osirioni trapmaking and you can make Search and Disable Device checks higher than DC 20, but only vs. the traps and hazards found in ancient Osirioni tombs and structures.
Ghul-Touched - You, or perhaps your mother, when she carried you, have felt the touch of the bodiless dead souls that haunt the crypts and desert sands. You have a +2 trait bonus to any saving throws you make versus ability drain from undead or to the check to avoid a negative level becoming permanant.
Pyramid Lore - Having studied the ancient writings of your ancestors, you know Ancient Osirioni as a bonus language, and gain a +1 trait bonus on any saving throws against the magical traps often found in Osirioni ruins.
Blade Binder - You have learned special tactics that allow you to entangle another's weapon within the curves of your own with great skill. You have a +2 trait bonus to checks to bind a blade (see the Pathfinder Chronicles Campaign Setting p 119 for rules on Blade Binding).
Faith Traits
Khepri's Blessing - You have received an unusual blessing, and the servants of Khepri respond to your call. Whenever you cast a Summon Monster spell (as an arcane or divine spell) to summon one or more celestial giant fire beetle, celestial giant bombardier beetles or celestial giant stag beetles, you extra rounds of duration equal to the level of the spell, and you can command the creatures as if you spoke Celestial even if you do not.
Special: If you are a druid, you add Giant Fire Beetle, Giant Bombardier Beetle and Giant Stag Beetle to your Summon Nature's Ally I, II and V lists, respectively, and gain the same duration bonuses above, but you do not gain the ability to communicate with them in Celestial.
Venom of Wedjet - As a standard action, you can spontaneously convert (and cast) any divine or arcane spell of at least 1st level into a 1st level Close range ray spell that produces a gout of blinding venom. It's effects are the same as Color Spray on the single target struck, but the spell is Conjuration, and it's saving throw is Fortitude based. A spell higher than 1st level can be spontaneously converted into a metamagic enhanced version of the spell as a full-round action, if the appropriate metamagic feat is known.
Apep's Lieutenant - Whenever you use a Summon Nature's Ally or Summon Monster spell to summon a Snake (Viper or Constrictor) or Crocodile (normal or Giant), whether mundane or augmented by the Fiendish template, you gain the ability to communicate with the creatures summoned as if you shared their language. If you use an additional material component of wand to staff sized sticks of wood, for snakes, or planks of lumber or logs, for crocodiles (all of which must be within touch range and unattended and not part of a structure, if not necessarily carried on the casters person), the spell's duration increases by one minute.
Magic Traits
Secret of Cool Waters - You have learned a secret technique that allows you to survive the harsh desert heat better than most. These techniques cannot be shared with those not of desert blood, and some say that only the blessings of an Efreet can explain such a property! You have a +2 trait bonus to Fort saves vs. heat exposure and you suffer only a -2 penalty to this check from wearing armor or heavy clothing. On any day in which you wish to benefit from this bonus, you must consume twice your normal daily ration of water.
Sungazer Magician You have spent many days staring at the sun, sometimes through special cloths, other times reflected in water or mica or special mirrors of brass, seeking to divine the secret mysteries of flame from the dancing spots in your eyes. In the light of the sun, any Fire spells you cast (not those activated from a scroll, wand or other device) have a secondary effect that Dazzles their targets for 1 round per level of the spell. Creatures sensitive to daylight suffer double the penalty.
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More traits mostly inspired by Elves of Golarion (and more from Gods & Magic).
Yuelral
Crystallomantic Lore – You can create Ioun Stones as if you possessed the necessary feats and spells (must meet casting level prerequisite). If you have the necessary feats and spells you can craft Ioun Stones at 75% of the cost and in 75% of the time.
Findeladlara
Eye of the Artisan – You gain a +1 trait bonus to Knowledge (architecture & engineering checks) and a +2 trait bonus to Appraise checks to determine the quality / value of art objects.
Ketephys
Huntsman’s Eye – You have spent long years practicing the arts of striking the vital spots of prey that is not aware of your presence. You gain a +2 trait bonus to bow damage on any target that is flat-footed or denied it’s Dex bonus against your attack. This is treated as precision damage.
Faithful Companion – You are treated as 2 levels higher in any class that grants Summon Familiar or Animal Companion (but no higher than your character level), so long as the familiar is a hawk or the companion is a riding dog. If you have levels in both sorts of classes, and have both a hawk familiar *and* a riding dog companion, you are treated as 3 levels higher in *each* class, still up to a maximum of your character level.
Abadar
Banker’s Charge – All of your worn or carried gear gains a +2 trait bonus to saving throws to avoid harm and is treated as if it possessed a hardness 2 greater than normal.
Lawbreaker’s Demise – You gain a +2 trait bonus to crossbow damage whenever you take a Readied action to interrupt someone doing something unlawful or any creature with the [Chaotic] descriptor.
Cayden Cailean
Unfettered - +2 to Disable Device, Escape Artist or Strength checks to break free of bindings, manacles or restraints, these rolls are never penalized by the effects of intoxication.
Desna
True Dreamer – If you are capable of casting the Augury spell, you can cast a special Augury spell that takes a full eight hours of undisturbed rest to reveal itself, in the form of prophetic dreams. You add your wisdom score to the chance of an accurate answer, and if the augury pertains to a specific event that occurs within the next day, you gain a +1 trait bonus to attack rolls, skill checks and saving throws during that encounter, if you received an accurate augury, but suffer a similar penalty if the augury failed.
Racial (Elf), Mordant Spires heritage or Human of Azlanti or Qadiran heritage
Wave-Kissed – Whether due to the blessings of a Marid, elemental ancestry or a connection to the Aquatic Elves or Seaborn Azlanti, you were born in the sight of water, and it is there that you feel your best. You can take 10 on Swim checks (even in dangerous conditions), take the run action when swimming in a straight line, and have a +2 trait bonus to all Swim checks. You can also run on top of water as a double move or run action, but cannot end your action on the water’s surface without falling in.
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Has anyone worked on any FR specific traits?
I haven't yet, but the plethora of regions and dieties in the Realms would certainly lend itself to the mechanic.
Indeed, most of the Regional Feats could be cut 'in half' and made into Regional Traits.
Examples from the FRCS (avoid the Players Guide to Faerun versions, as they are bumped up in power and much harder to 'cut in half' to make into Traits!);
Arcane Schooling - Pick one arcane spellcasting class. That class is always treated as a Favored Class for you, in addition to any other Favored Class gained as a Racial choice.
Artist - You gain a +1 trait bonus to Perform checks and to one Craft skill that represents your artform, such as calligraphy, painting, etc.
Blooded - You gain a +1 trait bonus to Initiative checks and to Spot (or Perception) checks.
Bloodline of Fire - You gain a +1 trait bonus to the DC of any sorcerer spells with the fire descriptor that you cast personally (not those activated from scrolls, wands, etc. even if you crafted that scroll or wand yourself), which does not stack with any applicable Spell Focus, and a +2 trait bonus to your own saving throws vs. fire.
Design note - While more powerful than a 'half-feat' should be, removing the option of stacking with Spell Focus tones it down a bit.
Bullheaded - You gain a +1 trait bonus to Will saves and Initiative checks.
Initiate Feats could similarly be (much more) reduced and made into Faith Traits.
Initiate of Bane - you can make a single Intimidate check as a free action during a charge action (against the target of the charge). You also add Mystic Lash, Battletide, Stonewalk and Undeath to Death to your Cleric spell list.
Initiate of Gond - You add Disable Device and Open Lock to your list of Cleric class skills. You also add Wieldskill, Understand Device and Fantastic Machine to your Cleric skill list.
Design note - Traits that allow a character to treat a skill as a class skill typically allow only one such skill. Since this trait only allows the skills affected to count as *Cleric* class skills, and not 'class skills, regardless of class,' I don't feel that this one is over-the-top.
The third obvious source of potential Traits is the Regional Equipment packages listed in the Forgotten Realms Campaign Setting. One could take a Regional Trait that gives one access to that regional package in addition to starting cash, and it would easily be balanced against the 'Rich Parents' trait (and, since Rich Parents is a Social Trait, you could take *both*, starting your 1st level character with Masterwork Fullplate and a Masterwork weapon...).
For examples;
Aglarondan Equipment You start with your choice of A) Masterwork Studded Leather Armor and 20 Masterwork Arrows, B) scroll of web and protection from arrows or C) scroll of silence and spiritual weapon in addition to standard starting wealth. You can sell this gear for 50% of it's value instead, if you wish.
Amnian Gear You start with your choice of A) Masterwork Thieves Tools, Hand Crossbow, 10 Masterwork Bolts, B) choice of Masterwork Longsword or Masterwork Short Sword or C) Light Warhorse, bit and bridle, military saddle and Studded Leather Barding.
That's kind of a neat idea, porting the Traits mechanic over to the Realms, Greyhawk, Eberron, etc. Of course, given my own temperament, I'm much more likely to start jotting down Trait ideas for the Scarred Lands or Freeport...
| Bitter Thorn |
Bitter Thorn wrote:Has anyone worked on any FR specific traits?I haven't yet, but the plethora of regions and dieties in the Realms would certainly lend itself to the mechanic.
Indeed, most of the Regional Feats could be cut 'in half' and made into Regional Traits.
Examples from the FRCS (avoid the Players Guide to Faerun versions, as they are bumped up in power and much harder to 'cut in half' to make into Traits!);
Arcane Schooling - Pick one arcane spellcasting class. That class is always treated as a Favored Class for you, in addition to any other Favored Class gained as a Racial choice.
Artist - You gain a +1 trait bonus to Perform checks and to one Craft skill that represents your artform, such as calligraphy, painting, etc.
Blooded - You gain a +1 trait bonus to Initiative checks and to Spot (or Perception) checks.
Bloodline of Fire - You gain a +1 trait bonus to the DC of any sorcerer spells with the fire descriptor that you cast personally (not those activated from scrolls, wands, etc. even if you crafted that scroll or wand yourself), which does not stack with any applicable Spell Focus, and a +2 trait bonus to your own saving throws vs. fire.
Design note - While more powerful than a 'half-feat' should be, removing the option of stacking with Spell Focus tones it down a bit.
Bullheaded - You gain a +1 trait bonus to Will saves and Initiative checks.
Initiate Feats could similarly be (much more) reduced and made into Faith Traits.
Initiate of Bane - you can make a single Intimidate check as a free action during a charge action (against the target of the charge). You also add Mystic Lash, Battletide, Stonewalk and Undeath to Death to your Cleric spell list.
Initiate of Gond - You add Disable Device and Open Lock to your list of Cleric class skills. You also add Wieldskill, Understand Device and Fantastic Machine to your Cleric skill list.
Design note - Traits that allow a character to...
I like it, but are traits used in lieu of regional feats? It would seem quite potent to have a regional feat and a trait or two at first level. Alas I am not familiar with the trait mechanic in PRPG.
Set
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I like it, but are traits used in lieu of regional feats? It would seem quite potent to have a regional feat and a trait or two at first level. Alas I am not familiar with the trait mechanic in PRPG.
Traits would replace the Regional Feats for this purpose, and you can't take two of the same sort of Trait (so no taking two different Regional Traits, but you could take one Regional and one Racial, or one Social and one Faith, etc).
| Bitter Thorn |
Bitter Thorn wrote:I like it, but are traits used in lieu of regional feats? It would seem quite potent to have a regional feat and a trait or two at first level. Alas I am not familiar with the trait mechanic in PRPG.Traits would replace the Regional Feats for this purpose, and you can't take two of the same sort of Trait (so no taking two different Regional Traits, but you could take one Regional and one Racial, or one Social and one Faith, etc).
Traits intrigue me as a means of distinguishing characters, but we are committed to regional feats at this point in my 3.75 FR game. Do you think allowing one non-regional trait in addition to a regional feat would be excessive?
Set
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Traits intrigue me as a means of distinguishing characters, but we are committed to regional feats at this point in my 3.75 FR game. Do you think allowing one non-regional trait in addition to a regional feat would be excessive?
Not at all. It's a free half feat, but if everyone already has them, it ends up balancing with the rest.
If using the Players Guide to Faerun Regional Feats, they are already a considerable step up in power compared to most of the Forgotten Realms Campaign Setting Feats.
Set
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Yes we are using the PGtF 3.5 regional feats. I think I'm going to have to consider letting characters take a trait.
Thanks for the input, and sorry if I sidetracked the topic too much! :)
Not at all. It was a fun diversion, and any inspirations that I get from say, the irresistable urge to write up Faith Traits for Lleira (the supposedly dead goddess of deception and illusion, for those who truck with that Time of Troubles poppycock), can as easily be put to use in Golarion as Faith Traits for Sivanah. :)
Ratpick
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I love the racial traits, especially the ones with the punny names. Now I have the image of a dwarf stowing small weapons into his beard stuck in my head.
Hmmm, if my familiar were to hide in my character's beard would that be a Hide check on its part or a Sleight of Hand check on my character's part? ;)
Set
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I love the racial traits, especially the ones with the punny names. Now I have the image of a dwarf stowing small weapons into his beard stuck in my head.
Hmmm, if my familiar were to hide in my character's beard would that be a Hide check on its part or a Sleight of Hand check on my character's part? ;)
Hide check for it if it's conscious.
Sleight of Hand check for you if you are trying to stash your unconscious toad in your beard. :)