Agent None
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I'm posting these here so I can get some feedback on them, as well as maybe some balance issues tweaked. I'm horrible when it comes to balancing things at times. But, at the same time, I kind of like the flavor of these so I figured I'd also share them with my fellow gamers. Enjoy. And thanks in advance. Also, please keep in mind that these traits are for my own custom homebrew campaign, hence the rather specific nature of some of them.
These traits are all considered regional, in that the character that wishes to take one must hail from that nation, either having lived there since birth and recently left to join in the campaign, or have lived there for an extended period of time prior to becoming a first level character, generally 3 years. These traits follow the same trait rules, in that their bonuses do not stack with bonuses provided by a different trait to the same thing, and only one of these can be chosen by the character. The region is given in parentheses after the trait name.
Noble-Rouser (Baronlands): While not born into nobility, you did manage to befried the child of a notable family. As such, you've managed to increase your standing and station, by a small degree, with that family. As a token of friendship, your friend has decided to aid you, and help fund your choice to become an adventurer. Your starting cash increases to 450 gold. In addition, you gain a +1 trait bonus to Knowledge (Nobility), and Knowledge (Nobility) is always a class skill for you.
Poisonbane (Black Meadows): Constant encounters with the resident lizardfolk, and their choice tactics, has enabled you to better resist their debilitating toxins better than most. You gain a +2 trait bonus to Fortitude saves to resist the effects of poisons.
Skullduggery (Crimson Coast): Verbal trickery, bribery and under-handed tactics are second nature to a native of the Crimson Coast's lawless nature. You gain a +1 trait bonus to Bluff and Sleight of Hand check, and one of these skills (your choice) is always a class skill for you.
Hot Blooded (Falken): Living in a desert society is rough, especially for those merely visiting. But, as a native, your body has accustomed to the constant heat and cloudless skies. You gain a +2 trait bonus to Fortitude saving throws versus Fatigue and Exhaustion effects. In addition, you gain this bonus to Fortitude checks when staving off the effects of hot weather exposure, and reduce the non-lethal damage taken from exposure from 1d4 to 1d3.
Flower Child (Fuldara): Repeated exposure to plant and animal life through everyday encounters with nomadic druids throughout your life has taught you a few things. You gain a +1 trait bonus to Handle Animal and Knowledge (Nature) checks, and one of these skills (your choice) is always a class skill for you.
Cold Blooded (Harglen): A harsh environment in a tough civilization has given you the ability to withstand the unforgiving rigors of the northern tundra's winter-like climate. You gain a +2 trait bonus to saving throws versus cold and ice based spells. In addition, you gain this bonus to Fortitude checks when staving off the effects of cold weather exposure, and reduce the non-lethal damage taken when exposed from 1d6 to 1d4.
Kingsman (Kaldor'Ak Kingdom): Commerce and trade have been a staple in your everyday life living in the kingdom. You gain a +1 trait bonus to Appraise and Diplomacy checks, and one of these skills (your choice) is always a class skill for you.
Phalanx Solider (Kondul): The nation's required training in the Kondulian Phalanx has taught you a great deal of combat with a shield, instilling the ideal that a good defense is the best offense. When employing a heavy or tower shield and using the Fighting Defensively or Total Defense options, you gain a +2 trait bous to your CMD against Trip, Bull Rush and Disarm attempts targeting your shield. This bonus lasts until the start of your next turn.
Alcoholic (Lachlan): At a young age you'd always sneak a sip or two from your parents' liquor cabinet. Now, as an adult, it has helped you greatly in local drinking contests at the nearby tavern. You gain a +2 trait bonus to Fortitude checks when resisting the effects of, and addiction to, alcohol. In addition, if you do get addicted to alcohol, the penalties for these addictions are halved.
Stonefear (Medusa's Hold): Living in a nation ruled by a collective of medusae has had a resounding paranoia on the community as a whole. As such, many folks have found secret ways to enable their bodies to withstand their gaze, should they ever be unfortunate enough to meet one. You gain a +2 trait bonus to saving throws to resist being turned to stone and a +10% increase to the chance to avoid having to make a saving throw against gaze attacks when averting your eyes.
Undeath Exposure (Restmoore): Living in a gloomy and swampy region has allowed you the opportunity to experience a plethora of undead from a very early age. As such, you've learned how to combat their methods. You gain a +1 trait bonus on all critical hit confirmation rolls against undead and you gain a +2 trait bonus to Fortitude saving throws to stave off the effects of energy drain when employed by an undead.
Martial Observer (Sargon): Growing up in the city has given you easy access to the martial arts tournaments held every year. After watching these tournaments and returning home, you would emulate the fighters in your room, away from prying eyes. This was the closest you were ever able to becoming a member of one of the various monk training academies. You gain a +1 trait bonus to hit and damage rolls when fighting with unarmed strikes, so long as you do not possess the Improved Unarmed Combat feat.
Bestial Resistance (Savage Wilds): Growing up, and surviving, in the savage wild lands is a feat all of its own. The lands are constantly being plagued by the lycanthropic beasts. As a result, your body has learned to adjust to this overwhelming threat. You gain a +2 trait bonus to Fortitude saves to resist contracting the Curse of Lcanthrope. In addition, if you do contract the curse, you gain a +2 trait bonus to your Willpower saving throw to become aware of your condition.
| boring7 |
Possible issues:
Undeath Exposure: Undead are crit-immune. Change it to a knowledge skill or a bonus against fear or something?
Martial observer: Not sure how useful that one is.
Noble Rouser: that's a lot of money, relatively speaking. I think it might be too much.
Bestial Resistance: this may seem petty, but my own sensibilities are offended by the use of Lamarckian genetics and would alter the fluff text for why it works the way it does.
| Dragonamedrake |
Possible issues:
Noble Rouser: that's a lot of money, relatively speaking. I think it might be too much.
There are several traits that give as much or more gold. Rich Parents for instance give you 900 extra starting gold.
Having said that. None of these seem overpowered. Several are actually pretty weak compared to existing traits, but that's not necessarily a bad thing. Just pointing it out.
Agent None
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Martial observer: Not sure how useful that one is.
Bar brawls happen in my campaigns a lot for some reason. And as a result, fists and feet are all over the place, and it very rarely involves lethal damage. So in a sense, it works. I took the idea from Bulletproof Monk. Dude learns martial arts from watching old kung-fu movies, but he's far from actually trained.
Bestial Resistance: this may seem petty, but my own sensibilities are offended by the use of Lamarckian genetics and would alter the fluff text for why it works the way it does.
I agree, the fluff could be altered slightly, but at the same time, this is a world where werewolves exist. So scientific theory/fact/whathaveyou doesn't necessarily have to apply as far as "genetic reasoning" goes.
Agent None
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boring7 wrote:Possible issues:
Noble Rouser: that's a lot of money, relatively speaking. I think it might be too much.
There are several traits that give as much or more gold. Rich Parents for instance give you 900 extra starting gold.
Having said that. None of these seem overpowered. Several are actually pretty weak compared to existing traits, but that's not necessarily a bad thing. Just pointing it out.
I liked the Rich Parents trait. But at the same time, it doesn't do much for the long-haul of a campaign. So I tried to make one that helped starting characters out a little based off that trait, as well as give them a minor bonus to something else they can use for the life of the character.
As for the weak ones, could you point them out? I'm trying to make them as balanced as I can.
| VRMH |
Phalanx Solider (Kondul) - since the bonus has a duration, the type of action required to active it needs to be specified.
Martial Observer (Sargon) - the feat is called "Improved Unarmed Strike". Overall, this trait's a stinker: you stand to lose all of its use, unless you stay away from improving what the trait also improves: unarmed combat. And if there's any feat or class ability with the phrase "works as if the character has Improved Unarmed Strike", it suddenly becomes rather too good for a trait. I suggest changing it to give a +1 to unarmed damage, and leaving it at that.
Overall, the traits are good if a bit lacklustre: nothing jumps out as abusable, but nothing jumps out as "cool" either.
| Tom S 820 |
Cold Blooded (Harglen): A harsh environment in a tough civilization has given you the ability to withstand the unforgiving rigors of the northern tundra's winter-like climate. You gain a +2 trait bonus to saving throws versus cold and ice based spells. In addition, you gain this bonus to Fortitude checks when staving off the effects of cold weather exposure, and reduce the non-lethal damage taken when exposed from 1d6 to 1d4.
This one may be little to strong +1 may be more in line with smaller damage dice. But if it in worng game it might not be worth even taking.
Martial Observer (Sargon): Growing up in the city has given you easy access to the martial arts tournaments held every year. After watching these tournaments and returning home, you would emulate the fighters in your room, away from prying eyes. This was the closest you were ever able to becoming a member of one of the various monk training academies. You gain a +1 trait bonus to hit and damage rolls when fighting with unarmed strikes, so long as you do not possess the Improved Unarmed Combat feat.
change +1 to hit to +1 on cirttcal roll leave the damage alone. and let stack/ work with unarmed strike feat.
Noble-Rouser (Baronlands): While not born into nobility, you did manage to befried the child of a notable family. As such, you've managed to increase your standing and station, by a small degree, with that family. As a token of friendship, your friend has decided to aid you, and help fund your choice to become an adventurer. Your starting cash increases to 450 gold. In addition, you gain a +1 trait bonus to Knowledge (Nobility), and Knowledge (Nobility) is always a class skill for you.
K I have played with Rich parent trait(900 gp Strating gold) and have seen it use in many games. It great on level 1 then drops off the face of the earth in use ie none once you hit level 2. So half gold big start 450GP and +1 to Knoweldge Nodilty and make it class skill make this well balenced trait.
Kingsman (Kaldor'Ak Kingdom): Commerce and trade have been a staple in your everyday life living in the kingdom. You gain a +1 trait bonus to Appraise and Diplomacy checks, and one of these skills (your choice) is always a class skill for you.
K this is just personal bias since in all time a played 3.0, 3.5, or pathfinder I have never taken or rolled Appraise skill ever .... We have all gone back to craft/ profesion skil check/ or INT check. So in my view it a littel weak. maybe give them 50GP worth of trade goods to start the game. Make shure it not comabt useful stuff. like paper, ink, grain, gems dust, cold iron bars, steel, ect. With +1 diplomacy and /or Craft, or profession and not make it class skill for you.
Agent None
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Here's the edits based on the suggestions given by some already. Plus, one that I forgot to put in my original post and since you can't edit posts I figured I'd post it now that I'm also posting the "updates." It's the bottom one.
Phalanx Soldier (Kondul): The nation's required training in the Kondulan Phalanx has taught you a great deal of combat with a shield, instilling the ideal that a good defense is the best offense. When using a shield and using the Fighting Defensively or Total Defense option you gain a +2 trait bonus to your CMD against Trip, Bull Rush and Disarm attempts targeting your shield. This bonus lasts until the start of your next turn.
Martial Observer (Sargon): Growing up in the city has given you easy access to the martial arts tournaments held every year. After watching these tournaments and returning home, you would emulate the fighters in your room, away from prying eyes. This was the closest you were ever able to becoming a member of one of the various monk training academies. You gain a +1 trait bonus to damage rolls when fighting unarmed.
Hot Blooded (Falken): Living in a desert society is rough, especially for those merely visiting. But, as a native, your body has accustomed to the constant heat and cloudless skies. You gain a +2 trait bonus to Fortitude saving throws versus Fatigue and Exhaustion spells and effects. In addition, you gain this bonus to Fortitude checks when staving off the effects of hot weather exposure.
Cold Blooded (Harglen): A harsh environment in a tough civilization has given you the ability to withstand the unforgiving rigors of the northern tundra's winter-like climate. You gain a +2 trait bonus to saving throws versus cold and ice based spells and effects. In addition, you gain this bonus to Fortitude checks when staving off the effects of cold weather exposure.
Distant Shot (Vel D’Larna): Life in the elven lands was fairly simple and relaxed. You weren’t rushed into any training and were given ample time to learn to use a bow. When using a longbow or shortbow (not including composites or any other bow-like weapon) increase your range increment by +10 feet. This is a trait bonus.