Traits
Jun 5, 2014 20:35:51 GMT
Post by Tel Vinrae on Jun 5, 2014 20:35:51 GMT
Different people have lived different lives. Growing up in such a diverse civilization has made it possible for you to either adapt or stand firm in your ways.
In order to receive traits, a player must submit a background prior to character sanction, detailing the past of the character along with the noted traits you are applying for. Additionally, you may choose Flaws. For every Two Flaws selected, you may select one additional trait. A character may only have a total of 2 Traits maximum. Flaw taken for bonus traits do not grant bonus feats.
Traits
Courtier: You have grown up about court, either as a page, servant, or squire. You are versed in the basics of decorum and politics. You gain +1 to Know Nobility and Diplomacy checks, and one of these skills may be treated as a class skill. (Please Note: Aristocrats gain this trait for Free).
Northerner: 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.
Local: 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.
Wilder: 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.
Sandman: 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 from Heat. You are also able to reduce the non-lethal damage taken from exposure from 1d4 to 1d3.
Slippery: Verbal trickery, bribery and under-handed tactics are second nature to a native of Tel Vinrae, especially if you grew up in Deadman's Knot, surviving its almost lawless nature. You gain a +1 trait bonus to Bluff, Sleight of Hand, and Escape Artist Checks, and one of these skills (your choice) is always a class skill for you.
Thief: Being a member of The Brothers means you've survived yourself amongst the brood of riffraff in the streets of Tel Vinrae. You've proven your skill as a cut-purse or smuggler. You gave a +1 Trait Bonus to Sleight of Hand and Stealth Checks. Additionally, you automatically know the Theives' Cant Language.
Child Soldier: You grew up on the Battlefield, fighting the war for either The Rebels or The Empire. You know how to survive and you know how to kill, but you come off as paranoid and unfeeling to those who don't understand what you've endured. You gain a +1 bonus on Perception, Search, and Survival checks, which are always class skills for you. To take this Trait, you must also take the Child Soldier Flaw. This combination how-ever does not count as a Flaw for taking an additional Trait.
Educated: You did well in studies and went on to pursue higher education. Your studies have paid off, making you a treasure trove of information. You have acquired a great deal of knowledge over the years, and have picked up many odd facts. You gain a +1 bonus on Concentration Checks. Once per day, you can gain a +2 Trait Bonus to one Knowledge Check. Also, you gain Literacy if not provided by your class.
Militant Mind: You joined the armed forces, fighting for either the Empire of The Rebels. You received instruction in unarmed combat and grueling training in how to resist fear for the information you might have learned. You gain a +1 bonus on Heal Checks, which is always class skill for you. You may choose to treat melee attacks made by you with light, bladed simple weapons as unarmed strikes. In addition, you gain a +2 bonus on saves and checks made to resist fear effects, including Intimidate and Torture.
Runt: You are overly small for a creature of your race. You gain the benefits of small size to your character. (+1 to Attacks, +1 to AC from Size, +4 Size Bonus on Stealth Checks) To take this trait, you must also take the Runt Flaw. Taking that flaw does not count towards the two flaws required for an additional trait. You cannot take this trait if your character size is already small.
In addition to these traits listed, you can choose traits from the d20 SRD. Additional Traits can be found here.
In order to receive traits, a player must submit a background prior to character sanction, detailing the past of the character along with the noted traits you are applying for. Additionally, you may choose Flaws. For every Two Flaws selected, you may select one additional trait. A character may only have a total of 2 Traits maximum. Flaw taken for bonus traits do not grant bonus feats.
Traits
Courtier: You have grown up about court, either as a page, servant, or squire. You are versed in the basics of decorum and politics. You gain +1 to Know Nobility and Diplomacy checks, and one of these skills may be treated as a class skill. (Please Note: Aristocrats gain this trait for Free).
Northerner: 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.
Local: 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.
Wilder: 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.
Sandman: 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 from Heat. You are also able to reduce the non-lethal damage taken from exposure from 1d4 to 1d3.
Slippery: Verbal trickery, bribery and under-handed tactics are second nature to a native of Tel Vinrae, especially if you grew up in Deadman's Knot, surviving its almost lawless nature. You gain a +1 trait bonus to Bluff, Sleight of Hand, and Escape Artist Checks, and one of these skills (your choice) is always a class skill for you.
Thief: Being a member of The Brothers means you've survived yourself amongst the brood of riffraff in the streets of Tel Vinrae. You've proven your skill as a cut-purse or smuggler. You gave a +1 Trait Bonus to Sleight of Hand and Stealth Checks. Additionally, you automatically know the Theives' Cant Language.
Child Soldier: You grew up on the Battlefield, fighting the war for either The Rebels or The Empire. You know how to survive and you know how to kill, but you come off as paranoid and unfeeling to those who don't understand what you've endured. You gain a +1 bonus on Perception, Search, and Survival checks, which are always class skills for you. To take this Trait, you must also take the Child Soldier Flaw. This combination how-ever does not count as a Flaw for taking an additional Trait.
Educated: You did well in studies and went on to pursue higher education. Your studies have paid off, making you a treasure trove of information. You have acquired a great deal of knowledge over the years, and have picked up many odd facts. You gain a +1 bonus on Concentration Checks. Once per day, you can gain a +2 Trait Bonus to one Knowledge Check. Also, you gain Literacy if not provided by your class.
Militant Mind: You joined the armed forces, fighting for either the Empire of The Rebels. You received instruction in unarmed combat and grueling training in how to resist fear for the information you might have learned. You gain a +1 bonus on Heal Checks, which is always class skill for you. You may choose to treat melee attacks made by you with light, bladed simple weapons as unarmed strikes. In addition, you gain a +2 bonus on saves and checks made to resist fear effects, including Intimidate and Torture.
Runt: You are overly small for a creature of your race. You gain the benefits of small size to your character. (+1 to Attacks, +1 to AC from Size, +4 Size Bonus on Stealth Checks) To take this trait, you must also take the Runt Flaw. Taking that flaw does not count towards the two flaws required for an additional trait. You cannot take this trait if your character size is already small.
In addition to these traits listed, you can choose traits from the d20 SRD. Additional Traits can be found here.