Cydeth RPG Superstar 2012 Top 32 |
Okay, I'm looking for some feedback on a campaign I'm planning to run in Ustalav, and in particular on traits or potential traits for the game. A bit of background first though.
The game is going to be set in the town of Oaksbridge, a town founded 90 years earlier on the river separating the provinces of Lorzeri and Canterwall. The founder was a Pathfinder and adventurer known as Emanuel Viorel. A human with a passion for good ale, he retired here with seeds from all over to live the rest of his life experimenting with new brewing techniques. Since that time a town has grown up that focuses on brewing, and they have some minor fame for their beer. When the aristocracy was deposed in Canterwall, the local lord stepped down, only to be elected mayor. The game is going to involve both undead and therianthropes, and given the nature of Ustalav, I thought it fit. Now for the traits.
Race Traits:
Harrower (Varisian) - You are of the Varisian families that have long lived in Ustalav, and you have a great deal of faith in the art of Harrowing. You may purchase a Harrowing Deck for only 25gp, and you may choose Bluff, Perform, or Sleight of Hand, receiving a +1 Trait bonus on that skill and it is permanently a class skill.
Warrior Blood (Ulfen) - The ancient lineage of the Ulfen warriors flows through your veins, and it has lent you great strength many times. Due to this heritage, you have trained with weapons from an early age, and receive proficiency in any single Martial Weapon.
Heritage of Stone (Dwarf) - Your race once controlled the mountains to the west, until the orcs drove you from your homes. You have never forgotten, and never given up. You receive +2 to Fortitude saving throws.
Region Traits:
Monster Hunter[/b] - Ustalav has a long history of dangerous monsters, and as such has had many heroes who have fought them. Either a parent was such a hunter, or you've trained to become one, but this gives you insight into the creatures. You gain Knowledge(Local) and Knowledge(Religion) as class skills, and can make knowledge checks with them untrained.
Secrets of Emanuel Viorel - The founder of Oaksbridge was an eccentric, but he had a few secrets that he shared only when he was approaching the end of his life. These secrets have been passed down in Oaksbridge, and you have learned them. This ability functions like the Master Craftsman feat, save that it requires ranks in Profession(Brewer) and it gives no bonus on Profession checks. This ability only allows you to take Brew Potion, and no other craft feat.
Orc Hunter - You hate orcs with a burning rage, likely because of their tendency of taking human female slaves. Perhaps you knew someone who was enslaved, but you have learned to fight orcs to a great degree. You gain a +1 bonus to attack and weapon damage rolls against orcs.
Religion Traits:
Return to the Grave (Pharasma) - Your faith and devotion to Pharasma grants you the power to better return the undead to their graves. You may add your Charisma bonus to your Channel Positive Energy attempts to harm undead.
Star's Blessing (Desna) - You have always followed Desna, and she blesses you in return. You gain a +1 bonus to Fortitude, Reflex, or Will saving throws.
Blood of the Fallen (Pharasma) - The blood of the undead taints you, either because of an ancestor or from an attack. You gain +2 bonus against any Negative Energy effects.
These are just the traits that I've come up with so far, and I was wondering what people thought of them, and if they were balanced. Any feedback/suggestions would be appreciated.
Montalve |
Interesting Traits Cydeth... my comments
Race Traits:
Harrower (Varisian) - You are of the Varisian families that have long lived in Ustalav, and you have a great deal of faith in the art of Harrowing. You may purchase a Harrowing Deck for only 25gp, and you may choose Bluff, Perform, or Sleight of Hand, receiving a +1 Trait bonus on that skill and it is permanently a class skill.
mmm, I like the trait... but there is already a feat with this name... I don't rememebr exactly how it works, and it might actually be good to convert it to a trait (or not), yet I like this trait, but if you have both Feat and Trait in game I will change this one's name.
Heritage of Stone (Dwarf) - Your race once controlled the mountains to the west, until the orcs drove you from your homes. You have never forgotten, and never given up. You receive +2 to Fortitude saving throws.
mmm, while I like the backgorund on this one, I also believe you missed the point... the heritage is more than just phisical... besides you are giving them the same bonus at 1st level than Greater Fortitude... I will change it like this:
+1 to Fortitude Saves; and +1 triat bonus to Knowledge Local[Dwarves or Belkzen] and make it a class skill
Monster Hunter - Ustalav has a long history of dangerous monsters, and as such has had many heroes who have fought them. Either a parent was such a hunter, or you've trained to become one, but this gives you insight into the creatures. You gain Knowledge(Local) and Knowledge(Religion) as class skills, and can make knowledge checks with them untrained.
mmm while i like this one... gaining 2 class skills is a bit much, I would say both skills get +1 trait bonus to your rolls, but you can only chose one as class skill...
besides, a) if you are monster hunter then you are taking both this knowledge anyways... b) this is more like hunter of the dead than monster hunter... Religion serves for undeads... but other monsters may need specialiced knowledges, from Nature, Arcana, Dungeoneering, etc.
By the way, the Wayfinder #1 has an article that may come handy... Tools of the Trade: Hunter of the Dead, it has traits and feats that may be used in a chronicle of this type... be free to use any of them that serves to your game.
the other traitsm, I really like... but I am not sure if the one of Phrasma is a bit overpowered or not... of course this depends in how high the cleric has his/her charisma.
Set |
Anything I didn't comment on seems good to me. Neat ideas, I always love to see new Traits! I've got a heap of them here, if you are looking for more fan-made Traits.
Heritage of Stone (Dwarf) - Your race once controlled the mountains to the west, until the orcs drove you from your homes. You have never forgotten, and never given up. You receive +2 to Fortitude saving throws.
Too good. It's equal to Great Fortitude, which makes it a full Feat's value in a 'half-feat' can.
If you want to retain the +2 (or more) Fort save, have it only apply to specific situations (with disease/poison being +2, or only death effects being +3, perhaps).
Return to the Grave (Pharasma) - Your faith and devotion to Pharasma grants you the power to better return the undead to their graves. You may add your Charisma bonus to your Channel Positive Energy attempts to harm undead.
The wording could be cleared up to specific that you add your Charisma bonus (if positive) to your damage when you channel energy to harm undead. If any other dice rolls to harm undead are later included in the game, it would be easier if this said 'damage' up front.
Star's Blessing (Desna) - You have always followed Desna, and she blesses you in return. You gain a +1 bonus to Fortitude, Reflex, or Will saving throws.
I tend to associate Desna more with grace (Ref) and wisdom (Will), but there's no reason she couldn't also be associated with timelessness and the endless (Fort), so this is cool.
Blood of the Fallen (Pharasma) - The blood of the undead taints you, either because of an ancestor or from an attack. You gain +2 bonus against any Negative Energy effects.
+2 bonus for Will saves against negative energy channeling damage?
+2 bonus to all saves against all negative energy *damage?* (including inflict wounds and perhaps ability damage causing spells?)+2 bonus to all saves against all negative energy *effects,* including stuff like enervation and energy drain? If so, that might be kinda big...
Note that, in all cases, the words '+X Trait bonus' should be used, to make it abundantly clear that one can't take Star's Blessing and Heritage of Stone to stack the bonuses to Fortitude saves.
[Of course, a Trait bonus to Will saves and a Trait bonus to Will saves vs. mind-affecting spells and a Trait bonus to Will saves vs. negative energy channeling / inflict wounds spells are different things, and could be stacked, as I understand it.]
Dogbert |
Harrower (Varisian) - You are of the Varisian families that have long lived in Ustalav, and you have a great deal of faith in the art of Harrowing. You may purchase a Harrowing Deck for only 25gp, and you may choose Bluff, Perform, or Sleight of Hand, receiving a +1 Trait bonus on that skill and it is permanently a class skill.
Traits that offer extra class skills usually limit the menu to two. Offering three plus a discount on an exotic item is likely to cause outrage among whistleblowers. I personally don't mind it, but I'm sure many others will.
Heritage of Stone (Dwarf) - Your race once controlled the mountains to the west, until the orcs drove you from your homes. You have never forgotten, and never given up. You receive +2 to Fortitude saving throws.
Traits that offer combat bonuses are usually limited to a +1. If you're giving +2 on a save I suggest you make it a circumstantial bonus (either "vs poison" or "to shake off negative levels" etc).
Monster Hunter - Ustalav has a long history of dangerous monsters, and as such has had many heroes who have fought them. Either a parent was such a hunter, or you've trained to become one, but this gives you insight into the creatures. You gain Knowledge(Local) and Knowledge(Religion) as class skills, and can make knowledge checks with them untrained.
Me likey!
Secrets of Emanuel Viorel - The founder of Oaksbridge was an eccentric, but he had a few secrets that he shared only when he was approaching the end of his life. These secrets have been passed down in Oaksbridge, and you have learned them. This ability functions like the Master Craftsman feat, save that it requires ranks in Profession(Brewer) and it gives no bonus on Profession checks. This ability only allows you to take Brew Potion, and no other craft feat.
Nothing prevents a player from getting this trait at character creation and getting the gateway for Brew Potion for free for only 1 rank in Profession(Brewer). I strongly suggest you establish a specific level and concrete number of ranks in the Profession as a requisite, otherwise the GM is forced to police a PC's character progress each level, unnecessarily increasing his workload.
[b]Return to the Grave (Pharasma) - Your faith and devotion to Pharasma grants you the power to better return the undead to their graves. You may add your Charisma bonus to your Channel Positive Energy attempts to harm undead.
Some users will wonder whether the bonus is to the damage inflicted, to the number of Channel Energy uses per day, or to the Will save DC to turn them (where applicable). Please be more specific? =)
Cydeth RPG Superstar 2012 Top 32 |
First things first, since I'm not certain how to quote people...
Harrower Thank you for pointing out that there might feat of the same name, Montalve, I had forgotten about that possibility. And Dogbert, you have a point on the cost reduction. I actually based it off of a few traits from the Legacy of Fire Player's Guide, but I'll have to consider a little more.
Heritage of Stone And once again, evidence that I get a little carried away when I'm building a campaign. Definitely need to reduce it, and I like your suggestion, Montalve. I may go with it.
Monster Hunter I honestly wasn't certain what to name this one, and the knowledges that I chose were for the enemies that I see in the region. I couldn't remember what Therianthropes were, so I guessed that they would be under Knowledge(Local). If anyone can confirm or deny this, it would be helpful. And I think that it fits the flavor of Ustalav, but I'll keep it in mind.
Return to the Grave Definitely need to work on the wording of it. Hrrm....
Blood of the Fallen Another that needs to be re-worded. I'm going to be applying it to Will Saves vs. Negative Energy Effects.
Secrets of Emanuel Viorel Last one...actually by specifying that it works like Master Craftsman, it specifies that you use your number of ranks in the Craft/Profession check as your Caster Level in order to qualify for the Item Creation Feats.
And if anyone has other traits they would recommend, I'd appreciate it. Oh, and there are going to be campaign specific traits, they're just taking more work.
Set |
Harrower Thank you for pointing out that there might feat of the same name, Montalve, I had forgotten about that possibility. And Dogbert, you have a point on the cost reduction. I actually based it off of a few traits from the Legacy of Fire Player's Guide, but I'll have to consider a little more.
The Feat is named 'Harrowed,' so it's different, but you might want to make it even more distinctive by naming it 'Harrow-reader' or 'Harrow-caster' or something. There's also a PrC called Harrower, so that's out as well!
As for the Trait itself, it's only allowing *one* of those three skills as a possible bonus, right? If so, that's fine. If it's giving +1 to all three skills, that's too much, but I read it as having to choose one of those three skills, which is cool.
Mikhaila Burnett 313 |
Harrower (Varisian) - You are of the Varisian families that have long lived in Ustalav, and you have a great deal of faith in the art of Harrowing. You may purchase a Harrowing Deck for only 25gp, and you may choose Bluff, Perform, or Sleight of Hand, receiving a +1 Trait bonus on that skill and it is permanently a class skill.
Like it, but as upthread states it is similar to an existing trait. I'm pretty sure it's in LoF.
Warrior Blood (Ulfen) - The ancient lineage of the Ulfen warriors flows through your veins, and it has lent you great strength many times. Due to this heritage, you have trained with weapons from an early age, and receive proficiency in any single Martial Weapon.
My feedback on this is that it be somewhat more scalar. If a character that is already proficient with all Martial Weapons takes it, it should either scale to a free Exotic Weapon Proficiency, or a Weapon Focus at the player's choice.
Heritage of Stone (Dwarf) - Your race once controlled the mountains to the west, until the orcs drove you from your homes. You have never forgotten, and never given up. You receive +2 to Fortitude saving throws.
Upthread mention of +2 v +1 to a save is pretty consistent. What concerns me, though is that the fluff doesn't really match the crunch. Never forgetting Orcs driving you from home = + to Fort? I could see that being a bonus on to hit vs Orcs with the fluff intact. Or the fluff written something like: "until the orcs drove you from your homes. You have never forgotten their horrific abuse of your people through poison, torture, etc.."
From the PRD:
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Were it me, I'd either build on what's there (the saves or the + to attck) or build in an offshot (+1 to damage against Orcs, +2 bonus to confirm crits vs Orcs, something like that... ) Ooh, I really like the bonus to confirm crits. I might have to keep that.
Monster Hunter - Ustalav has a long history of dangerous monsters, and as such has had many heroes who have fought them. Either a parent was such a hunter, or you've trained to become one, but this gives you insight into the creatures. You gain Knowledge(Local) and Knowledge(Religion) as class skills, and can make knowledge checks with them untrained.
Possibly Knowledge(Local) and Knowledge(Nature)? Nature would, IMO, reflect better.
From the PRD:
Identify a common plant or animal Nature 10
Secrets of Emanuel Viorel - The founder of Oaksbridge was an eccentric, but he had a few secrets that he shared only when he was approaching the end of his life. These secrets have been passed down in Oaksbridge, and you have learned them. This ability functions like the Master Craftsman feat, save that it requires ranks in Profession(Brewer) and it gives no bonus on Profession checks. This ability only allows you to take Brew Potion, and no other craft feat.
I'm not quite positive I fully comprehend what you're trying for with this one, so I won't comment.
Orc Hunter - You hate orcs with a burning rage, likely because of their tendency of taking human female slaves. Perhaps you knew someone who was enslaved, but you have learned to fight orcs to a great degree. You gain a +1 bonus to attack and weapon damage rolls against orcs.
Might want to mention whether this stacks with the Dwarven racial feature and/or the Ranger Favored Enemy bonus or not. This, combined with the racial and favored enemy, might be a bit overpowered IMO. OTOH, I can totally see this combining well with those for a PC with the "I really HATE Orcs!" schtick.
Again, fluff v crunch. If the adventure is about fighting undead and therianthropes, Orcs aren't presented as the Big Bads and it seems to run against the grain if you're writing this up to match with the existing Adventure Path Trait thingy. Traits for AP's should match the content of the AP. World traits for the region don't have to. Hope that makes sense.
Return to the Grave (Pharasma) - Your faith and devotion to Pharasma grants you the power to better return the undead to their graves. You may add your Charisma bonus to your Channel Positive Energy attempts to harm undead.
Dig it!
Star's Blessing (Desna) - You have always followed Desna, and she blesses you in return. You gain a +1 bonus to Fortitude, Reflex, or Will saving throws.
You may want to make it explicit that it is "OR" by adding "This choice must be made when the trait is taken, and can not be changed" to the text.
Blood of the Fallen (Pharasma) - The blood of the undead taints you, either because of an ancestor or from an attack. You gain +2 bonus against any Negative Energy effects.
Rockityboom! Love this one. It reminds me a lot of the Unearthed Arcana 'spell touched feats' from 3.5.
Hope that helps, and keep up the great work!
Cydeth RPG Superstar 2012 Top 32 |
Hehe. Yet more evidence that although I think my wording of things is clear, it isn't necessarily. Now then...
Thus far, the villains I have planned out are...
Were-leopard Ranger
Necromancer who might turn into a skeletal champion
Vampire duelist
Vampire necromancer (Wife of the duelist)
Half-Demon Red Dragon (Who currently rule's a tribe of orcs, and they've takene over an ancient dwarven stronghold.
Now then, hopefully that gives some of the intent I have for a few of the traits. Now to answer/ask a couple of things.
Heritage of Stone What would people think of a +1 to Fort Saves, and +1 HP? It isn't much, but I'm not certain thus far.
Warrior Blood Hmm...I was intending it mostly for characters that weren't proficient in all martial weapons, but maybe give them +1 damage with the weapon if they're already proficient? I'm leery to give a feat.
Monster Hunter I really need to come up with a better name for this one. I just can't figure out what to call a Van Hellsing styled trait. >_< Anyway...the Knowledge(local) is there specifically for Shapshifters(therianthropes), and the Knowledge(religion) is there for undead. This is one of the abilities that I'm most hesitant to change.
Secrets of Emanuel Viorel The intent of this feat is to allow people with Profession(Brewer) to qualify for the Brew Potion feat, so long as they have 3 ranks in the profession skill. Mind, all of their potions will be alcoholic...but they do not have to be able to cast spells for this.
Orc Hunter This trait was partially inspired by some of the flavor of the half-orcs/full orcs. They mentioned somewhere that orcs have started to prize half-orcs to a degree, and have begun taking human female slaves specifically to get more. The trait is partially to represent the fear and training that may cause, considering how close they are to the Orc Hold of Belkzen.
Star's Blessing Grr...another rewording in order.
Set |
Hehe. Yet more evidence that although I think my wording of things is clear, it isn't necessarily. Now then...
Heh, my most frustrating college course was a creative writing class where the prof would make us read out contribution for the day and then sit quietly while the rest of the class discussed it. The lesson was, if you have to explain it to the reader, you didn't write it right. Very, very frustrating to sit in the room, silent, while a dozen other people go off on some wild tangent that had *nothing* to do with your intent, but it was a good lesson. :)
Heritage of Stone What would people think of a +1 to Fort Saves, and +1 HP? It isn't much, but I'm not certain thus far.
If hit points are rolled in this game, having +1 to Fort saves and the ability to re-roll any 1's rolled for hit points could be neat.
Warrior Blood Hmm...I was intending it mostly for characters that weren't proficient in all martial weapons, but maybe give them +1 damage with the weapon if they're already proficient? I'm leery to give a feat.
Free Martial Weapon prof in a single weapon is fine and good. If someone already has all Martial Weapon proficiencies, they can pick a different Trait. Not every Trait should 'scale.' (And there are plenty of Traits that affect Channel Energy or Spellcasting or some other class-exclusive characteristic, so having one that could potentially benefit evert class that isn't a Paladin, Ranger, Fighter or Barbarian should be more than fine!)
Monster Hunter I really need to come up with a better name for this one. I just can't figure out what to call a Van Hellsing styled trait. >_< Anyway...the Knowledge(local) is there specifically for Shapshifters(therianthropes), and the Knowledge(religion) is there for undead. This is one of the abilities that I'm most hesitant to change.
This one seems fine to me. Knowledge (and Craft, Profession and Perform) skills are generally regarded as a tiny bit less 'equal' than skills like Acrobatics or Diplomacy or Perception.
Ontologist, Scholar of the Occult, Student of the Dark or Metaphysician could be different names (just words or concepts I saw bandied about on the Van Helsing Wikipedia write-up), to create more of a 'monster student' vibe than a gun-and-stake toting Solomon Kane-rip-off vibe. To go back to the Hunter-y vibe, Scourge of the Night or Scourge of the Dark or something could sound more evocative than 'Monster Hunter.'
Or just be funny and name the Trait 'Them Winchester Boys.'
Mikhaila Burnett 313 |
Heritage of Stone What would people think of a +1 to Fort Saves, and +1 HP? It isn't much, but I'm not certain thus far.
Basically, Dwarves already get a +1 to Fort on poison. Giving them a flat +1 to ALL Fort saves on top of that...
Now the bonus HP works, though I'm not sure how many would be appropriate for a trait. As traits are, to my understanding, intended to supplement feats and not provide another way to get MORE feats, adding HP per level in a manner similar to Toughness is ... a duplication of existing mechanics.
Warrior Blood Hmm...I was intending it mostly for characters that weren't proficient in all martial weapons, but maybe give them +1 damage with the weapon if they're already proficient? I'm leery to give a feat.
See above re: Feats v Traits. By giving a 'free Martial Weapon Proficiency' you're already giving a feat. Martial Weapon Proficiency for a character not already proficient in ALL Martial Weapons counts as a feat. Now, I can see both sides of this coin. It's good fluff, and the crunch can follow the fluff. But, well, if you've got "Warrior Blood" and you're a Druid... you're getting a bonus feat. Meanwhile, if you've got "Warrior Blood" and you're a fighter, you get... nada? Seems a little off-center to me. You, however, are the final arbiter in such things. I am a bystander here to provide the requested tuppence.
Monster Hunter I really need to come up with a better name for this one. I just can't figure out what to call a Van Hellsing styled trait. >_< Anyway...the Knowledge(local) is there specifically for Shapshifters(therianthropes), and the Knowledge(religion) is there for undead. This is one of the abilities that I'm most hesitant to change.
Well, this is my two CP in all honesty. I'm really just trying to provide constructive feedback and make the crunch match existing crunch where possible. Internal consistency is a very good friend of mine.
Secrets of Emanuel Viorel The intent of this feat is to allow people with Profession(Brewer) to qualify for the Brew Potion feat, so long as they have 3 ranks in the profession skill. Mind, all of their potions will be alcoholic...but they do not have to be able to cast spells for this.
Secrets of Emanuel Viorel The intent of this feat is to allow people with Profession(Brewer) to qualify for the Brew Potion feat, so long as they have 3 ranks in the profession skill. Mind, all of their potions will be alcoholic...but they do not have to be able to cast spells for this.
So, basically, this is a workaround on a prerequisite for a feat? This would basically allow non-casters to take the Brew Potion feat. Hm, well, that's definitely your prerogative.
Per the PRD:
Brew Potion (Item Creation)
You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
So, my question in the constructive frame of mind is "How do non-casters reproduce spell-casting for potion creation?"
Orc Hunter This trait was partially inspired by some of the flavor of the half-orcs/full orcs. They mentioned somewhere that orcs have started to prize half-orcs to a degree, and have begun taking human female slaves specifically to get more. The trait is partially to represent the fear and training that may cause, considering how close they are to the Orc Hold of Belkzen.
With that clarification, that makes perfect sense.
Star's Blessing Grr...another rewording in order.
Don't be hard on yourself. I am very, very particular with my use of language. It comes from a great many years hacking my way through English texts, and I am a very strong advocate of 'explicit is always better than implicit' I love this trait!
If hit points are rolled in this game, having +1 to Fort saves and the ability to re-roll any 1's rolled for hit points could be neat.
Agreed!
Free Martial Weapon prof in a single weapon is fine and good. If someone already has all Martial Weapon proficiencies, they can pick a different Trait. Not every Trait should 'scale.' (And there are plenty of Traits that affect Channel Energy or Spellcasting or some other class-exclusive characteristic, so having one that could potentially benefit evert class that isn't a Paladin, Ranger, Fighter or Barbarian should be more than fine!)
Also agreed! I'm mostly trying to correct a few bits here that jangle against my (admittedly off-kilter) notions of balance. If a free feat is being called a trait, have that free feat be a feat and not a trait.
Per the Web Traits document:
At its core, a character trait is approximately equal in
power to half a feat—in fact, at one point, we considered
calling them “Half Feats” but abandoned that idea when
we realized it implied a point-based system that didn’t
really exist
At the very core of this system, however, is the GM. Upon whose approval the entire system rests. Everyone may take my words as so much fluff with my best wishes. I've gotten good feedback on these boards, and aim to return that as best I'm able.
Or just be funny and name the Trait 'Them Winchester Boys.'
I don't quite get that reference, and casual googling didn't enlighten me, but that's neither here nor there.
As re: Renaming and rewording this one, have fun with it while keeping true to your vision. I might offer:
Dark Stalker (though that has an association)
Dark Hunter (already a PRC in 3x with an entirely different crunch/fluff, but who cares, we're playing PFRPG now!)
Ustalav Forester
Huntsman (Now I'm just reaching through the thesaurus for 'hunter')
The important thing isn't the name, it's the intent. At least, IMO.
Cydeth RPG Superstar 2012 Top 32 |
*whacks self in head*
Evidently I really need to specify. For the '+1 HP' I was meaning that they would get it only at 1st level. My own fault there.
On Brew Potion: There are already mechanics in place to allow one to ignore the Spell requirement for creating a magic item. +5 to the DC, as I recall, which makes it a bit trickier. The other thing to note is that Master Craftsman only allows a character to take Magic Arms & Armor, and Craft Wondrous Item.
And I really, really like the name Dark Hunter. I'm going through my stuff now to re-word, and then will post the changes.
Cydeth RPG Superstar 2012 Top 32 |
Okay, updated traits, as well as a couple of new ones of each category. As before, let me know what you think. Heritage of Stone is still in flux.
Race Traits:
Harrower (Varisian) - You are of the Varisian families that have long lived in Ustalav, and you have a great deal of faith in the art of Harrowing. You may purchase a Harrowing Deck for only 25gp, and you may choose one of the following, Bluff, Perform, or Sleight of Hand. You receive a +1 Trait bonus on that skill and it becomes a permanent class skill.
Warrior Blood (Ulfen) - The ancient lineage of the Ulfen warriors flows through your veins, and it has lent you great strength many times. Due to this heritage, you have trained with weapons from an early age, and receive proficiency in any single Martial Weapon.
Heritage of Stone (Dwarf) - Your race once controlled the mountains to the west, until the orcs drove you from your homes. You have never forgotten, and never given up. You receive +1 Trait Bonus to Fortitude saving throws, and +1 to your Hit Points at 1st level.
Whispers of Warning (Gnome) - Your connections to the land are greater than that of most gnomes, and the wilderness whispers in your ears. You gain a +2 Trait Bonus to Perception Checks and Initiative Checks while in the wilderness. This does not function underground or indoors.
Region Traits:
Dark Hunter - Ustalav has a long history of dangerous monsters, and as such has had many heroes who have fought them. Either a parent was such a hunter, or you've trained to become one, but this gives you insight into the creatures. You gain Knowledge(Local) and Knowledge(Religion) as class skills, and can make knowledge checks with them untrained.
Secrets of Emanuel Viorel - The founder of Oaksbridge was an eccentric, but he had a few secrets that he shared only when he was approaching the end of his life. These secrets have been passed down in Oaksbridge, and you have learned them. This you to qualify for the Brew Potion Feat using your ranks in Profession(Brewer) as your Caster Level, and you may make Profession(Brewer) checks to craft potions.
Orc Hunter - You hate orcs with a burning rage, likely because of their tendency of taking human female slaves. Perhaps you knew someone who was enslaved, but you have learned to fight orcs to a great degree. You gain a +1 Trait bonus to attack and weapon damage rolls against orcs.
Light Sleeper - After so many legends of creatures in the night, you have trained yourself to wake more easily than most people. The DC for your Perception checks is only increased by 5 rather than the normal 10.
Religion Traits:
Return to the Grave (Pharasma) - Your faith and devotion to Pharasma grants you the power to better return the undead to their graves. You may add your Charisma bonus to your Channel Positive Energy attempts to damage undead.
Star's Blessing (Desna) - You have always followed Desna, and she blesses you in return. You gain a +1 Trait bonus to Fortitude, Reflex, or Will saving throws. You choose which saving throw to apply the bonus to at 1st level and cannot change it at any point afterward.
Blood of the Fallen (Pharasma) - The blood of the undead taints you, either because of an ancestor or from an attack. You gain +2 trait bonus to Will saves against Negative Energy effects.
Light against the Darkness (Iomedae) - The blessing of your goddess shines on you, and it grows only greater in the darkness, when you seem to almost glitter agains the dark. At night you gain a +1 trait bonus damage when wielding slashing weapons.