Traits (Again): Adopted and Hedge Magician


Rules Questions


I know, these have been discussed a bit before, but a few questions/ thoughts/ ideas.

1) Hedge Wizard- with what appears to be an elimination of the XP requirement for making magic items, this trait loses a lot of its value. Any suggestions on how to make it a bit better? (+1 Spellcraft? 10% GP savings? Free potion and scroll at 1st level?)

2) Adopted- this sort of thing came up in a 3.5 game we played before traits came out. What about letting a character, with the GM's permission, to use adopted to take one of the skill/ training options for the adoptive race... So, an elf raised by dwarves would have the dwarven weapon skills instead of the elves, or a human raised by half orcs would know how to be intimidating...

Obviously, the physical/ magical traits woud't cross over (no half-orcs with dancing lights 1/day because they were raised by gnomes...)

Any thoughts on either of these?


gigglestick wrote:

I know, these have been discussed a bit before, but a few questions/ thoughts/ ideas.

1) Hedge Wizard- with what appears to be an elimination of the XP requirement for making magic items, this trait loses a lot of its value. Any suggestions on how to make it a bit better? (+1 Spellcraft? 10% GP savings? Free potion and scroll at 1st level?)

Compare "Hedge Magician" to "Rich Parents". Rich Parents is worth at most 900 gp (and more likely about 750 gp, on average). So how much do you have to craft in order to have "Hedge Magician" worth as much as "Rich Parents"? Something like 15,000 gp-18,000 gp. That sounds reasonable to me; YMMV.

gigglestick wrote:
2) Adopted- this sort of thing came up in a 3.5 game we played before traits came out. What about letting a character, with the GM's permission, to use adopted to take one of the skill/ training options for the adoptive race... So, an elf raised by dwarves would have the dwarven weapon skills instead of the elves, or a human raised by half orcs would know how to be intimidating...

Hmmm...what's the best one I can think of? If you could get a human's free bonus feat, that'd be too good. ;-)

I'd prefer to come up with a specific list of "learned" racial abilities before allowing that trait.


hogarth wrote:
gigglestick wrote:

I know, these have been discussed a bit before, but a few questions/ thoughts/ ideas.

1) Hedge Wizard- with what appears to be an elimination of the XP requirement for making magic items, this trait loses a lot of its value. Any suggestions on how to make it a bit better? (+1 Spellcraft? 10% GP savings? Free potion and scroll at 1st level?)

Compare "Hedge Magician" to "Rich Parents". Rich Parents is worth at most 900 gp (and more likely about 750 gp, on average). So how much do you have to craft in order to have "Hedge Magician" worth as much as "Rich Parents"? Something like 15,000 gp-18,000 gp. That sounds reasonable to me; YMMV.

gigglestick wrote:
2) Adopted- this sort of thing came up in a 3.5 game we played before traits came out. What about letting a character, with the GM's permission, to use adopted to take one of the skill/ training options for the adoptive race... So, an elf raised by dwarves would have the dwarven weapon skills instead of the elves, or a human raised by half orcs would know how to be intimidating...

Hmmm...what's the best one I can think of? If you could get a human's free bonus feat, that'd be too good. ;-)

I'd prefer to come up with a specific list of "learned" racial abilities before allowing that trait.

1) Interesting point. I was looking more at replacing the loss with something else. Is an additional bonus to spellcraaft, or a free 50 gp worth of magic items too much at L1?

2) Good point, that would have to be part of it.

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