Traits/Warforged Components.   Posted by DM Darkchylde.Group: 0
DM Darkchylde
 GM, 24 posts
Sat 19 Nov 2005
at 21:28
Traits/Warforged Components
Traits

You can pick 1 trait from the list below and apply the appropriate modifiers to your PC.  Traits must be chosen at the time of character creation.  List traits as you would feats on your PC sheet, with the trait name and the modifiers given by that trait.  Traits are optional.


Abrasive (+1 on Intimidate, -1 on Diplomacy and Bluff)
Absent-Minded (+1 on Knowledge, -1 on Listen and Spot)
Aggressive (+2 initiative, -1 Armor Class)
Brawler (+1 on unarmed attacks, -1 on weapon attacks) Does not apply when character also has Improved Unarmed Strike
Cautious (+1 dodge bonus to armor class whenever you fight defensively or take the total defense action. You take a -1 to saves vs. fear effects) Cannot select if character has immunity to fear
Detached (+1 on will saves, -1 on reflex saves)
Dishonest (+1 on Bluff, -2 on Diplomacy; non-lawfuls)
Easygoing (+1 on Gather Information, -1 on Intimidate and Sense Motive)
Farsighted (+1 on Spot, -2 on Search)
Focused (+1 on Concentration, -1 on Spot and Listen)
Hard of Hearing (+1 on Spot, -2 on Listen)
Hardy (+1 on fortitude saves, -1 on reflex saves)
Honest (+1 on Diplomacy, -1 on Bluff and Sense Motive; no chaotic-evils)
Musclebound (+1 on all strengh checks, -2 on all dexterity checks)
Nearsighted (+1 on Search, -1 on Spot)
Nightsighted (+10 feet on darkvision, -1 on Spot in bright light) Need to have darkvision
Passionate (+1 on fortitude saves, -1 on will saves)
Plucky (+1 on will saves, -1 on fortitude saves)
Polite (+1 on Diplomacy, -2 on Intimidate)
Quick (+10 feet on movement, -1 hp/level) CON >= 4
Reckless (+1 on melee damage, -1 on melee "to hit")
Relentless (+2 on saves vs. tiring; if fail, are exhausted)
Saddleborn (+1 on Ride, -1 on Handle Animal)
Skinny (+1 on Escape Artist, -2 to avoid being knocked over)
Slippery (+1 on escape artist checks against being grappled, -1 all other grapple checks.)
Slow (+1 hp/level, halve movement speed) Base land speed >= 20
Stout (+2 to avoid being knocked over, -1 on Escape Artist)
Suspicious (+1 on Sense Motive, -1 on Diplomacy and Intimidate)
Torpid (+1 on saves vs. enchantments, -2 on initiative)
Uncivilized (+1 on Handle Animal / Wild Empathy,-1 on Bluff, Diplomacy, Gather Information)

This message was last edited by the GM at 20:48, Wed 12 July 2006.

DM Kindred
 GM, 76 posts
Wed 14 Dec 2005
at 22:25
Re: Traits
SHIFTER TRAITS

WILDHUNT

While shifting a wildhunt shiftertemporarily gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching creatures, sniff out hidden creatures, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights

A wildhunt shifter can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the range noted above. Overpowering scents, such as skunk musk or trogoldyte stench, can be detceted at triple the normal range. The stronger scemts block the other scents, so they can be sometimes used to block or hamper this shifter trait.

When a wildhunt shifter detects a scent, the exact location of the source isn't revealed- only its presence somewhere within the range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source's location.

While shifting, a wildhunt shifter who has the track feat can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability otherwise follows the rules for the tracj feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility.

When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.
Trueseeker
 GM, 49 posts
 +8, 17/15/17
 61/61, 9/11/8
Sat 17 Dec 2005
at 00:49
Re: Traits/Warforged Components
WARFORGED COMPONENTS

DRAGONSHARD CORE [EMBEDDED COMPONENT]
Siberys: The warforged senses the presence of any dragon marked creatures within one hundred feet, and is aware of which squares they occupy (though such creatures still have cover if the warforged can not see them). With a DC 15 wisdom check, the warforged also knows the relative strength of each dragon mark detected (least, lesser, greater, or siberys). Aberrant dragon marks are also detected by this power, but will appear to be least dragon marks with no hint of their aberrant nature. A failed check can be retried after one minute.

In addition, the warforged can create an effect identical to an antimagic field about himself that protects him from the dragon marked powers of the dragon marked individuals. This field extends out to one hundred feet, and can be manifested at will. Weight 10 lbs.


WINGED CAPE [ATTACHED COMPONENT]
This item consists of two large adamantine edged mithral plates attached to a shoulder harness. Whent he wings are attached, a warforged gains a fly speed of a hundred and twenty feet with perfect maneuverability. In addition, the warforged gains the ability to make to wing buffet attacks, even when flying. Each wing attack is a secondary attack dealing 1d10 points of bludgeoning damage, with such attacks treated as adamantine weapons for the purpose of overcoming damage reduction.

Many winged capes have been found, all bearing one of three designs engraved into their plates: interweaving snake coils without heads or tails, feathers like great wings, or star bursts inlaid with gold. What these designs signify is unknown. Weight 30 lbs.

ARMBLADE [ATTACHED COMPONENT]
This large metal cylinder with a heavy, serrated blade at one end attachs to a warforged. It fits over the hand and forearm. An armblade is a +1 bastard sword, and requires the Exotic Weapon Proficiency (bastard sword) feat to use it properly.

This message was last edited by the GM at 20:48, Wed 12 July 2006.