
Ernest Mueller |
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I'm starting a pirate-themed campaign and wanted to put together some new traits, mostly to let people get relevant skills regardless of class, but I came up with a bit of a variety. Thoughts?
Cabin Man (Campaign): You have spent significant time in your childhood aboard waterborne vessels. You gain a +1 trait bonus on Profession: Sailor checks, and Profession: Sailor is always a class skill for you.
Man From Azlant (Campaign): You have spent a lot of time in the water. You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Connected (Social) – in town, you know who to ask and how to ask them. You gain a +1 trait bonus to the Gather Information use of Diplomacy and Knowledge: Local checks, and Knowledge: Local is always a class skill for you.
Derobement (Combat): Your weapon work is exceptionally wary and you keep your blade out of contact with your opponent’s as much as you can. You gain a +1 trait bonus to your CMD to resist disarms, binds, and sunders.
Rigging Monkey (Campaign): You are at home above the deck of a ship. You gain a +1 trait bonus to Climb and Use Rope checks, and Climb is always a class skill for you.
Freestyle Runner (Campaign): You are remarkably nimble and can move fast in difficult terrain. You gain a +1 trait bonus to Acrobatics checks and Acrobatics is always a class skill for you.
Bounding (Combat): You are skilled at shooting and then taking cover, even when on the move (or spending your move action to reload). After firing a missile weapon, you can spend a swift action to take cover or partial cover, if such is available wherever you’ve ended your movement.
Baller (Combat): from a youth spent playing games, you are pretty good at lobbing something where you want it to go. Whenever throwing a splash weapon or attempting other kinds of indirect fire throwing attacks, you gain a +1 trait bonus to the attack roll.
Good Soil (Faith) – Your faith makes you fertile ground for the works of the gods. Whenever you have a divine healing spell cast on you, or are healed by a channel energy or lay on hands, you heal one extra hit point per die of healing.