Traits

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"I am sorry to inform you that my time here has come to an end. Life goes on and I simply don't have the time to participate in this hobby any longer. It's been a wonderful 4 years here and I'd like to thank your for that. As for my material, use it however you like. This is for real and I'm not coming back. Goodbye and have fun." - Szatany

These traits were formerly maintained by Szatany and I have copied them here to be maintained, updated, and added to. Feel free to contribute in any way you wish, so long as you follow the guidelines.

Guidelines


General guidelines about trait creation from From Unearthed Arcana:

  1. The trait is only effective if the benefits and the drawbacks of the trait are related. If the drawback and benefit of a trait apply to disparate or unrelated aspects of the game, it becomes too easy for a player to choose a trait for her character that provides a bonus on a commonly attempted ability check or skill check while the corresponding penalty applies to a rarely used or never-used aspect of play.
  2. In addition to game effects, a trait should suggest characteristics about the character's personality that might lead to interesting roleplaying opportunities. Traits should offer a way for game mechanics to encourage deeper character backgrounds and consistent roleplaying.

Posted by Szatany

Contents

[edit] Official Traits

[edit] Unearthed Arcana

Abrasive

You are difficult and demanding in conversation, which tends to oppress those around you.

Benefit: You gain a +1 bonus on Intimidate checks.

Drawback: You take a –1 penalty on Diplomacy checks and Bluff checks.

Roleplaying Ideas: Characters with this trait might be loud and abrupt or quiet and sinister, but either way, most fi nd them disconcerting or irritating.

Absent-Minded

You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.

Benefit: You gain a +1 bonus on Knowledge checks (al though this does not let you use a Knowledge skill untrained).

Drawback: You take a –1 penalty on Spot checks and Listen checks.

Roleplaying Ideas: Characters with this trait might fl it from idea to idea, trailing off in mid-sentence or mumbling their way through complex ideas. Conversely, characters with this trait might be extremely articulate but still allow their thoughts to move faster than the pace of a conversation.

Aggressive

You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.

Benefit: You gain a +2 bonus on initiative checks.

Drawback: You take a –1 penalty to Armor Class.

Roleplaying Ideas: Characters with this trait are often hotheaded and quick to anger, or simply think that the best defense is a quick offense.

Brawler

You naturally move close to your opponents when fighting, instinctively grabbing and punching rather than striking with weapons.

Benefit: You gain a +1 bonus on unarmed attack rolls and grapple checks.

Drawback: You take a –1 penalty on all other attack rolls.

Special: The bonus from this trait doesn’t apply to natural weapons. A character with the Improved Unarmed Strike feat can’t select this trait (if a character with this trait later gains that feat, he loses the trait).

Roleplaying Ideas: Characters with this trait often disdain the use of weapons entirely, and some eventually learn more refined martial arts based on their instinctive fighting techniques. Many brawlers might not even be consciously aware that they fight differently from other characters; they simply know that the best way to take someone out of a fi ght is to grab him or punch him in the face.

Cautious

You are cautious in combat, even a bit cowardly, and you take more care to defend yourself than others. However, this caution renders you susceptible to fear effects.

Benefit: You gain an additional +1 dodge bonus to Armor Class whenever you fight defensively or take the total defense action.

Drawback: You take a –1 penalty on saving throws made to resist fear effects.

Special: You cannot select this trait if you have immunity to fear or fear effects. If you later gain immunity to fear, you lose the benefit of this trait.

Roleplaying Ideas: Characters with this trait might consistently urge talking rather than fighting, or they might do little to encourage that their companions avoid combat and simply remain as far away from foes as possible, using ranged weapons or spells.

Detached

You maintain a distance from events that keeps you grounded but limits your reaction speed.

Benefit: You gain a +1 bonus on Will saves

Drawback: You take a –1 penalty on Refl ex saves.

Roleplaying Ideas: Characters with this trait are likely to be quiet and restrained, but they might be vocal when others falter in their beliefs.

Dishonest

You are naturally deceitful and insincere with others. You have a talent for lying, but have difficulty convincing others when you do speak truthfully.

Benefit: You gain a +1 bonus on Bluff checks.

Drawback: You take a –2 penalty on Diplomacy checks.

Roleplaying Ideas: Characters with this trait might be portrayed as crafty liars, or lying might simply be second nature to them, making actually telling the truth a diffi cult chore.

Distinctive

You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal.

Benefit: You gain a +1 bonus on Reputation checks (see Reputation in Chapter 6).

Drawback: You take a –1 penalty on Disguise checks.

Special: This trait is available only if your campaign in cludes the Reputation variant described in Chapter 6.

Roleplaying Ideas: Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.

Easygoing

You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.

Benefit: You gain a +1 bonus on Gather Information checks.

Drawback: You take a –1 penalty on Intimidate checks and Sense Motive checks.

Roleplaying Ideas: Characters with this trait might be more easily manipulated in interactions with NPCs, or they might simply prefer not to argue and instead use their natural talent to learn more about the world around them.

Farsighted

You have difficulty focusing on nearby objects, but your distance vision is more keen than normal.

Benefit: You gain a +1 bonus on Spot checks.

Drawback: You have a –2 penalty on Search checks.

Roleplaying Ideas: Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.

Focused

You can keep your attention on a task despite many distractions; however, events in the background pass you by.

Benefit: You gain a +1 bonus on Concentration checks.

Drawback: You take a –1 penalty on Spot checks and Listen checks.

Roleplaying Ideas: Characters with this trait often seem single minded or even obsessive in their focus on a specific task.

Hard of Hearing

You have a slight hearing impairment, and to compensate, you have become more in tune with your other senses.

Benefit: You gain a +1 bonus on Spot checks.

Drawback: You take a –2 penalty on Listen checks.

Roleplaying Ideas: Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.

Hardy

You are made of tougher stuff than the average person, but you’re not quite as quick to react to dangerous effects.

Benefit: You gain a +1 bonus on Fortitude saves.

Drawback: You take a –1 penalty on Refl ex saves.

Roleplaying Ideas: Characters with this trait might see their physical prowess as normal and look down on less hardy individuals, or they might see it as their duty to play the role of protector and help those less able to endure physical hardship.

Honest

You are naturally straightforward and sincere. This quality helps you persuade people to your viewpoint, but you have diffi culty telling lies and seeing deception in others.

Benefit: You gain a +1 bonus on Diplomacy checks.

Drawback: You take a –1 penalty on Bluff checks and Sense Motive checks.

Roleplaying Ideas: Characters with this trait might be naïve and too unsophisticated to lie, or they might be aware of worldly matters and simply choose to take a higher ground.

Illiterate

You cannot read, but you have devoted yourself to learning other skills.

Benefit: Choose any one skill except Decipher Script or Forgery. You gain a +1 bonus on checks using that skill.

Drawback: You are illiterate.

Special: You can eliminate the negative effect of this trait by spending 2 skill points to become literate. Unlike with the barbarian, you cannot become literate by taking a level in any class other than barbarian.

You can’t select this trait if your character is already illiterate because of race, class, or any other reason.

Roleplaying Ideas: Characters with this trait might be sensitive about not being able to read, or they might not value “book learnin’.”

Inattentive

You are skilled at finishing simple tasks quickly, but you have a difficult time dealing with longer, more complex tasks.

Benefit: Choose a skill that allows complex skill checks. You gain a +1 bonus on simple skill checks made using the chosen skill.

Drawback: You take a –4 penalty on any complex skill checks made with the chosen skill.

Special: You can take this trait more than once. Its effects do not stack. Instead, choose a new eligible skill each time you select this trait.

This trait is available only if your campaign includes the complex skill checks variant described earlier in this chapter.

Roleplaying Ideas: Characters with this trait might fl it from subject to subject in conversation, or they might seem typical in most situations but leave most of their long-term projects perpetually unfinished.

Musclebound

You are good at almost everything that requires strength, but less adept than most at tasks that require coordination.

Benefit: You gain a +1 bonus on Strength-based skill checks and ability checks.

Drawback: You take a –2 penalty on Dexterity-based skill checks and ability checks.

Roleplaying Ideas: Characters with this trait are likely to solve problems with physical strength rather than through trickery or finesse.

Nearsighted

You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.

Benefit: You gain a +1 bonus on Search checks.

Drawback: You take a –1 penalty on Spot checks.

Roleplaying Ideas: Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.

Nightsighted

Your eyes are particularly well suited to using darkvision, but they are less well adapted to what others consider normal light.

Benefit: Add 10 feet to the range of your darkvision.

Drawback: You take a –1 penalty on Spot checks when in areas of bright light.

Special: You must have darkvision as a racial ability to have this trait.

Roleplaying Ideas: This trait might not affect a character’s personality at all, but it might make the character prefer going on underground or nighttime adventures.

Passionate

You are made of tougher stuff than the average person, but you are highly suggestible.

Benefit: You gain a +1 bonus on Fortitude saves.

Drawback: You take a –1 penalty on Will saves.

Roleplaying Ideas: Characters with this trait might be gruff and place extreme value on overcoming physical obstacles, or conversely, their weakness against magical enchantments might leave them fascinated and fearful of such things.

Plucky

You have a strength of will not reflected in your limited physical gifts.

Benefit: You gain a +1 bonus on Will saves.

Drawback: You take a –1 penalty on Fortitude saves.

Roleplaying Ideas: Characters with this trait might be annoyingly positive-minded, or they might only show their mental resilience in times of dire need.

Polite

You are courteous and well spoken.

Benefit: You gain a +1 bonus on Diplomacy checks.

Drawback: You take a –2 penalty on Intimidate checks.

Roleplaying Ideas: Characters with this trait might be honestly polite and kind, or they might simply be adept at mimicking social conventions to get what they want.

Quick

You are fast, but less sturdy than average members of your race.

Benefit: Your base land speed increases by 10 feet (if you don’t have a land speed, apply the benefi t to whichever of your speeds is highest).

Drawback: Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).

Special: You must have a Constitution of 4 or higher to select this trait.

Roleplaying Ideas: Characters with this trait typically try to stay away from physical combat, but a rare few might relish it, striving to see if their superior speed is enough to best hardier warriors.

Reckless

You naturally sacrifice accuracy to put more power behind your blows.

Benefit: You gain a +1 bonus on damage rolls after successful melee attacks.

Drawback: You take a –1 penalty on melee attack rolls.

Roleplaying Ideas: Characters with this trait might be loudly passionate about entering combat and overcoming foes through strength of arms, or they might be quiet and so desperate to avoid confrontation that they put extra effort into every blow in an attempt to end the encounter more quickly.

Relentless

You don’t know the meaning of the word “tired.” You go all out until you simply can’t continue.

Benefit: You gain a +2 bonus on Constitution checks and similar checks made to continue tiring activities (see the Endurance feat, page 93 of the Player’s Handbook, for a mention of all the checks and saves to which this benefit applies).

Drawback: Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted.

Roleplaying Ideas: Characters with this trait may see others as soft or weak, especially anyone who complains about being tired or fatigued. They might openly scoff at others’ weaknesses or might quietly encourage them to “tough it out.”

Saddleborn

You are a natural in the saddle, but you have little patience for handling animals when not riding them.

Benefit: You gain a +1 bonus on Ride checks.

Drawback: You take a –1 penalty on Handle Animal checks.

Roleplaying Ideas: Characters with this trait rarely bother to consider animals as good for anything other than mounts, but they are extremely confident about their riding abilities.

Skinny

You are very slender for your race.

Benefit: You gain a +1 bonus on Escape Artist checks.

Drawback: You take a –2 penalty on Strength checks to avoid being bull rushed or overrun.

Roleplaying Ideas: Skinny characters tend to be pushed around by tougher types, so those with this trait might be shy, or they might be very defensive when faced with such situations.

Slippery

You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another’s hold.

Benefit: You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.

Drawback: You take a –1 penalty on all other grapple checks.

Roleplaying Ideas: Characters with this trait might fear close combat, knowing they are less adept grapplers than most opponents. On the other hand, good escape artists with this trait might enjoy baiting larger foes into grappling them, knowing they can easily slip out of the grasp of most foes.

Slow

You are slow, but sturdier than average members of your race.

Benefit: Add +1 to your hit points gained at each level.

Drawback: Your base land speed is halved (round down to the nearest 5-foot interval).

Special: You must have a base land speed of at least 20 feet to select this trait.

Roleplaying Ideas: Characters with this trait tend to be relatively immobile in combat. They typically prefer to wear strong armor (or other protective devices), since it’s hard for them to fl ee a fi ght.

Specialized

You have a knack for one kind of work or study, but other tasks are harder for you to accomplish.

Benefit: Choose one specific Craft, Knowledge, or Profession skill. You gain a +1 bonus on checks using the specifi ed skill.

Drawback: You take a –2 penalty on all other checks using the same skill (Craft, Knowledge, or Profession, based on the skill chosen).

Roleplaying Ideas: Characters with this trait often see themselves as elite artists or experts rather than mere professionals, and they might regard their chosen vocation or study as more useful or interesting than other tasks.

Spellgifted

You have a gift for casting spells from a certain school. Although your spells from this school are more potent than those of other casters, you are not as effective at casting spells from other schools.

Benefit: Choose a school of magic. Add 1 to your caster level when casting spells from that school.

Drawback: Reduce your caster level by 1 whenever you cast a spell that is not from your chosen school.

Roleplaying Ideas: Characters with this trait might be loudly vocal about the merits of the school of magic that they understand most readily, or they might feel awkward and out of place around “normal” spellcasters as a result of their unusual aptitude.

Stout

You are heavy for your race.

Benefit: You gain a +2 bonus on Strength checks to avoid being bull rushed or overrun.

Drawback: You take a –1 penalty on Escape Artist checks.

Roleplaying Ideas: Overweight characters are often bullied, so those with this trait might be shy, or they might be very defensive when faced with such situations. Some turn to humor to defuse such situations, while others become bitter.

'Suspicious

You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or fi nd you threatening.

Benefit: You gain a +1 bonus on Sense Motive checks.

Drawback: You take a –1 penalty on Diplomacy checks and Intimidate checks.

Roleplaying Ideas: This trait might express itself as comic levels of paranoia, or it might make the character quietly cautious about others.

'Torpid

You are sluggish and slow to react to danger, but also resistant to others’ commands.

Benefit: You gain a +1 bonus on saves against enchantment (compulsion) effects.

Drawback: You take a –2 penalty on initiative checks.

Roleplaying Ideas: Torpid characters may be seen as lazy, or as methodical and measured in their actions.

Uncivilized

You relate better to animals than you do to people.

Benefit: You gain a +1 bonus on Handle Animal checks and wild empathy checks.

Drawback: You take a –1 penalty on Bluff checks, Diplomacy checks, and Gather Information checks.

Roleplaying Ideas: Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations.

[edit] Custom Traits

Balanced Resistances

Your resistances are rather equal.

Benefit: You gain +2 bonus on all checks with your lowest saving throw (if you have 2 lowest saving throws at the equal bonus, you gain only +1 bonus to each.

Drawback: You gain -2 penalty on all checks with your highest saving throw (if you have 2 highest saving throws at the equal bonus, you suffer only -1 penalty to each.

Posted by Szatany

Fast Learner

You learn things very fast, outclassing all other when it comes to skills.

Benefit: You gain +1 competence bonus on all skill checks. Maximum number of ranks in your cross-class skills is equal to your character level +3.

Drawback: You gain Level Adjustment +1.

Posted by Szatany

Neuter

You are genderless and lack sexual organs.

Benefit: You gain +2 racial bonus to disguise yourself as a member of either gender. You gain +1 racial bonus on saves against enchantment (Charm) spells and effets.

Drawback: You cannot have children. Depending on society you live in, you may be treated as freak, mutant, abomination or demon-child (unless you are able to hide your condition - talk this through with your DM).

Example: Zwitter, dwarven sorcerer neuter was unable to hide his state and was considered doppelganger and exiled from his hold. Now he wanders nearby human villages and performs magical shows to gather some money to leave the area and become adventurer.

Special: You may not take this trait if your race is genderless.

Posted by Szatany

Lesser Paragon

[1] You are powerful member of your race.

Benefit: Add +2 to two chosen ability scores, none of which can be the score already modified with highest racial bonus. For example, half-orc gains +2 racial bonus to his Strength score, so he cannot choose Strength to be increased with this trait.

Drawback: You gain Level Adjustment +1.

Posted by Szatany

Talented

You are very talented and possess few uncanny abilities.

Benefit: You gain 4 feats. None of those feats can have other feats as a prerequisite.

Drawback: You gain Level Adjustment +1.

Special: If you take this trait, you cannot take any flaws.

Posted by Szatany

Wild Caster Spells

You spells have fluctuating potency.

Benefit and Drawback: When you cast spell that has effects based on caster level, roll 1d6 and consult table below.

1d6  Effective caster level
1    -2
2    -1
3-4  no change
5    +1
6    +2

Posted by Szatany

Wild Save Spells

Your spells behave unpredictably when it comes to their offensive power.

Benefit and Drawback: When you cast spell that allows saving throw(s), instead of base DC 10 use value 2d6+3.

Posted by Szatany


Cold-Blooded [Racial]

Your slower metabolism requires less energy, but doesn't produce as much body heat as a warm-blooded creature.

Prerequisites: You cannot have dragon type or reptilian subtype.

Benefit: You can go for twice as long as normal without eating before suffering the effects of starvation (6 days instead of 3), after which time you must begin making Constitution checks as normal.

Drawback: You suffer double damage from cold temperatures (below 40 degrees F). This only applies to damage from cold weather or environments, not cold energy damage from spells and effects.

Roleplaying Ideas: While cold-blooded creatures can move with the same speed and vigor as warm-blooded creatures when they need to, they are sluggish and lazy at most other times.

Posted by 77IM

Surface Eyes

You are from a subteranean race and your eyes have become adapted to surface living over a period of time.

Prerequisite: Must have Darkvision and have Light Sensitivity penalties.

Benefit: You no longer suffer from your Light Sensetivity penalties.

Drawback: Your Darkvision range has been cut in half.

Posted by Avihs

Outlawry

This is both a blessing and a boon. With this you are now considered an outlaw in your homeland and any allied states (countrys, cities however it is). There will be wanted signs posted up of you with the occasional kingmen that come after you every time you commit a crime.

Benefit: In the wilderness, you have learned how to survive. You get a +4 on your survival checks and +4 on an "Outlaws" craft check. You can also take ranks in this new skill, its really a collection of woodworking, herbalism and others craft things. It is a broad area but limited...an outlaw would know how to build the strongest and most perfect staff but would not know how to build a house, ect.

Drawback: Regardless if you are loved or feared, you have a -4 to all diplomacy checks dealing with strangers because they are either afraid of you or afraid of someone that might hurt them because of you.

Posted by Frostbite_Ravenheart

Desensitized

The horrors of war and violence have deadend your emotions.

Benefit: You recieve a +2 morale bonus on saves against fear and Enchantment (Charm) spells and effects, as well as pain causing spells and effects (such as symbol of pain).

Drawback: You suffer a -4 penaltiy on all diplomacy checks.

Posted by Hammerhead

Webbed Fingers

You have folds of skin between your fingers, much like frogs.

Benefit: If you have swim speed, it increases by 5 feet. If you do not, you instead gain +4 racial bonus on all swim checks.

Drawback: You are unable to wear rings. You also cannot wear gloves unless they are custom-made (price x2).

Posted by jkovacik

Greedy

You are particularly avaricious, valuing money and material wealth over everything else- even your own safety.

Benefit: You gain +2 morale bonus on Search checks when searching for valuables and +2 competence bonus on all Appraise checks.

Drawback: You take a -4 penalty to Diplomacy checks when dealing with merchants or with matters concerning your own money or belongings. You suffer -4 penalty on level check against Intimidate attemp if a person intimidating you threatens your possessions. You can be intimidated this way even if you are immune to fear.

Roleplaying ideas: Greedy characters may just be particularly motivated by the gain of wealth, or may be- in extreme cases- incredibly selfish and may horde their items and money, being unwilling to share a much needed potion with a wounded ally, or be unwilling to spend money to pay for the resurrection of a fallen friend, etc.

Posted by jukar

Insomniac

You have a hard time sleeping.

Benefit: You gain a +4 bonus to saving throws against sleep spells and effects.

Drawback: You require 12 hours of sleep before you are fully rested.

Posted by Rarus

Idol

Members of the opposite sex find you irresistible.

Benefit: You gain +2 bonus on all Diplomacy checks and +2 bonus to your leadership score (which is useless unless you have leadership feat).

Drawback: 1d6 1st-level commoners per your character level are always trying to steal your clothes and gear to keep as trophies. They flee from anything even closely resembling danger, but they always manage to find you later showing up in the next community you visit to the annoyance of everyone who is forced to interact with your groupies.

Posted by Reney

Blind but Deadly

Your eyes are dead but your other abilities are enhanced.

Benefit: You recieve a bonus feat and 1 extra action point per level.

Drawback: You're blind, all creatures have total concealment relative to you, and you automatically fail any spot check. (Along with a host of other problems). Since you are blind from birth, spells like regeneration don't recover your sight (spells don't remove birth defects).

Posted by Riznar

Crazy

You are crazy and unpredictible in combat, but in suprisingly charming way.

Benefit: You gain +2 bonus on your Charisma score (as if you rolled 2 more when generating ability scores).

Drawback: Each round in combat, you have 10% of acting as if under the effects of lesser confusion spell.

Special: You cannot take this trait if your Charisma score is 13 or higher.

Posted by simen_88

Deaf

You are deaf but have other senses sharpened.

Benefit: You gain +20 competence bonus on all checks to read from lips, and gain +4 competence bonus on search and spot checks.

Drawback: You are deaf, which means that you automatically fail all Listen checks and suffer 20% chance of losing spell with verbal component.

Special: Since you are deaf from birth, spells like regeneration don't recover your hearing capability (spells don't remove birth defects).

Posted by simen_88

Slow and Steady

You are slow but sure-footed.

Benefit: You gain the stability ability, just like dwarf (+4 to saves against trip and bull rush while standing on ground).

Drawback: Your base speed is reduced by 10ft.

Posted by simen_88

Frenzied Rage

Prerequisite: Ability to Rage

Benefit: Your rage counts as Battle Fury (see Deities and Demigods). Your Strength and Constitution are 2 higher than normal, and your will saves increase by 1. Everything else, except as noted in the drawbacks section, is as listed in the Barabarian rage section.

Drawback: You cannot easily distinguish friend from foe, and you need to succeed at a Will save of 15 + the number of rounds spent in the Frenzied Rage to do so. You also singlemindedly attack a target until it is dead, you are dead, or the rage ends. If the target breaks off, you must go after it, even if there are enemies interposing between (though you can bullrush your way through). After the target dies, or escapes beyond your vision, you immediately attack the next nearest moving thing (allowing for the Will save to distinguish friend from foe).

Special: if there is some ability that allows you to remain clear while raging, the benefit of this trait is negated (example: Book of Exalted Deeds prestige class: Champion of Gwynharwyf)

Note: Though it is possible to use the Ride skill while Frenzying, it is typically not a good idea. You will attack the nearest creature to you that you are aware of when beginning the rage, and that means your mount, usually. If you are riding an opponent (for example, a fiendish horse you are fighting), then this is not as much a problem.

Posted by the Horc

Trained under Pretense

Benefit: Choose one skill. This skill is always considered a class skill for you.

Drawback: Choose another skill. This skill is always considered cross-class for you. In addition, you must invest max ranks in this skill.

Posted by the Horc

Master of Poison

You have been skilled with poison from an early age.

Prerequisite: Non-Lawful alignment

Benefit: You gain the poison use ability, and so never risk accidently poisoning yourself when applying poison to a blade.

Drawback: You have had this ability from an early age, and as such it is well known. When ever you are in a city that you have been to before, and are not diguised, there is a 50% chance that any guards you meet search you, with detect poison if possible.

Posted by the Mnky

Corrosive Blood

Your blood is composed of a strong acid or base.

Prerequisite: Tiefling, Half-Fiend, or Demon or Devil bloodline.

Benefit: You can use your blood as an splash weapon. By inflicting an open wound upon yourself as a free action, you can make melee touch attacks that deal 1d6 points of acid damage. Your blood eats through flesh, metal, stone and wood alike; even magic items touched by your blood suffers from the corrosion. Thus, while your self-inflicted open wound remains unhealed, anything within your grasp dissolves at the rate of 1 inch per round.

Drawback: You do not heal naturally with rest. Open wounds (such as those caused by a Wounding weapon) deal an addition 1 point acid damage per wound; this damage cannot be resisted by any mundane forms of acid resistance. Moreover, only a spells with the [Healing] descriptor can close your wounds. Unless "healed", your death is within 1d10 years of reaching adulthood.

Roleplaying Notes: A character with corrosive blood is always in pain, as his own blood eats away at him constantly from within. Those with this trait often adventure to seek a way to "heal" this "malady".

Posted by the HaikenEdge

Flammable Blood

The composition of your blood makes it easily combustible.

Prerequisite: Tiefling, Half-Fiend or Demon or Devil Bloodline

Benefit: Your blood burns at the same rate as oil and can be used to substitute for oil when it is unavailable.

Drawback: Whenever you have open wounds (such as those caused by a Wounding weapon), any spell or effect that allows a Reflex save against catching on fire causes you to take an additional 1d6 fire damage per wound; if you catch on fire and have open wounds, you suffer an additional 1d6 fire damage per wound every round you are on fire. Any effects with the [Fire] descriptor which target your blood force you to make an additional Fortitude saving throw (against the same DC) or die.

Roleplaying Notes: A character with flammable blood is generally cautious around fire; when injured and bleeding, most will do everything possible to avoid fires. Some have adapted to using their blood as a make-shift fuel for fires, but these individuals are few.

Posted by the HaikenEdge

Voracious Reader

You hunger for knowledge and read incessantly.

Benefit: You treat all Knowledge skills as class skills, regardless of the class you adopt. As long as you can consult your books, you may take 10 or take 20 (with the appropriate time adjustments) on any Knowledge check for which you have the appropriate books.

Drawback: You must spend at least 25% (rounded up) of your income on books, which you must always carry with you. You cannot participate in the destruction of books without a good reason (such as a paladin attempting to destroy the Book of Vile Darkness).

Roleplaying Notes: Voracious readers tend to be bookworms. Many hoard books, keeping them as treasures, while other seek knowledge for its own sake.

Posted by the HaikenEdge

Drug Dependant

You like drugs, but you recover from addiction very easily.

Benefit: If you make two successful saving throws (not necessarily in a row), you recover from addiction and do not take additional damage due to addiction.

Drawback: You suffer a -4 penalty against saving throws to resist addiction to drugs.

Posted by the HaikenEdge

Drug Resistant

You don't like drugs, and your body reflects this.

Benefit: You gain a +4 to saving throws to resist addiction to drugs.

Drawback: Any bonuses granted by a drug lasts only half as long, although all penalties caused by the drug last their full duration.

Posted by the HaikenEdge

Trigger Happy

Effect: A trigger happy person loves to shoot stuff. Whenever insulted, maligned, or anything else, they must make a DC 20 will save or shoot their target. This also applies whenever they are resting and make a listen check. In addition they gain +2 attack bonus with a ranged attack and -2 attack penalty for a melee attack.

Posted by...?

Streaky

You tend to get on a roll, one way or another.

Benefit: If you make a successful attack, you get a +1 morale bonus on your next attack.

Drawback: If you miss, you get a -1 morale penalty on your next attack.

Posted by Slar

[edit] Notes

  1. Alterations to this trait are currently being discussed.
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