TriOmegaZero
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Honestly, I don't see any of them needing any changes, even the Dream Haunted. It only is more powerful for a Barbarian character, and I think the eventual repercussions of the barbarian being directly influenced by Adimarchus is more than worth it. If you don't ever expect to get that far in the campaign, go ahead and restrict that trait, but the rest are fine.
TriOmegaZero
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While I'm at it, here is a trait I thought up for one of my players who didn't want any of the presented ones. It reflects the character having found a way into Kurran Kural or some other spellweaver ruins and being mentally scarred by the experience.
Explorer of Dark Places
As you came of age, your natural curiosity drove you to brave the wilderness around Cauldron. You became adept at wriggling your way into places no one else could, but what you found there turned out to be something you desperately want to forget.
Benefit: You count as one size smaller for the purpose of squeezing rules, and ignore the first 5 ft square of difficult terrain you encounter each round. When trailblazing in the wilderness you double your speed.
Drawback: You have certain phobias, that require a Will save to avoid being immobilized with fear. Immunity to fear effects does not protect against this, only grants a bonus to the save.
Roleplaying Ideas: Anytime you encounter coffins, likenesses of multi-armed creatures, or pale blue illumination, you find yourself breaking out in cold sweat, and have trouble finding your voice.