Eldhusgaur
2011-05-13, 02:00 PM
I play with a group every sunday and have done so for a little over a year now, and one session from now it will be my turn to dm, so I figured I would spice things up a bit and homebrew a little backstory trait(future plot hook thing).
Now, I plan to have them roll a d12 and each number will have a corresponding trait.
Now, I have already created a few, but some of them just feel stale so I figured I would break my 2 year lurk here and ask for a bit of help, seeing as how you guys are a fountain of brilliance most of the time :)
This is what I got so far:
Trait 1: Haunted! An Eerie presence has haunted you for a long time, causing many a sleepless nights and startling frights.
You gain a +1 Trait bonus to Initiative and Attacks when flanking. You suffer a -2 penalty on saves vs. fear and gain no benefit from morale bonuses to saves vs. fear. When affected by a fear effect, your base speed increases by 10 feet and you gain a +1 dodge bonus to Armor Class. ( I consider this trait pretty well rounded and there is an obvious sidequest in exorcising)
Trait 2: Expirement! Kidnapped by an alchemist and expiremented upon when you were just a child. Luckily local law enforcement saved you from the expirement being completed but never caught the alchemist...
You gain twice the normal amount of hitpoints when resting and get a +4 bonus on stabilize checks. When affected by a bleed effect with a duration, increase that duration by 1 round. (I am not sure about how powerful this trait is, but I like the alchemist sidequest)
Trait 12: Goldmine! You recently aquired the deed to an abandoned goldmine, all you gotta do is clear the thing out.
(No buff stuff, just a sidequest to OWN a goldmine)
The remaining nine traits are incomplete so far, and I will most likely replace them with whatever you guys may suggest, all input and comments appreciated!
Edit:
Trait 7: Is this too much? Tireless suitors! Your character is constantly followed by suitors who would wed you! +4 to diplomacy checks on individuals of the opposite sex, -4 penalty to diplomacy checks on individuals of the same sex
Now, I plan to have them roll a d12 and each number will have a corresponding trait.
Now, I have already created a few, but some of them just feel stale so I figured I would break my 2 year lurk here and ask for a bit of help, seeing as how you guys are a fountain of brilliance most of the time :)
This is what I got so far:
Trait 1: Haunted! An Eerie presence has haunted you for a long time, causing many a sleepless nights and startling frights.
You gain a +1 Trait bonus to Initiative and Attacks when flanking. You suffer a -2 penalty on saves vs. fear and gain no benefit from morale bonuses to saves vs. fear. When affected by a fear effect, your base speed increases by 10 feet and you gain a +1 dodge bonus to Armor Class. ( I consider this trait pretty well rounded and there is an obvious sidequest in exorcising)
Trait 2: Expirement! Kidnapped by an alchemist and expiremented upon when you were just a child. Luckily local law enforcement saved you from the expirement being completed but never caught the alchemist...
You gain twice the normal amount of hitpoints when resting and get a +4 bonus on stabilize checks. When affected by a bleed effect with a duration, increase that duration by 1 round. (I am not sure about how powerful this trait is, but I like the alchemist sidequest)
Trait 12: Goldmine! You recently aquired the deed to an abandoned goldmine, all you gotta do is clear the thing out.
(No buff stuff, just a sidequest to OWN a goldmine)
The remaining nine traits are incomplete so far, and I will most likely replace them with whatever you guys may suggest, all input and comments appreciated!
Edit:
Trait 7: Is this too much? Tireless suitors! Your character is constantly followed by suitors who would wed you! +4 to diplomacy checks on individuals of the opposite sex, -4 penalty to diplomacy checks on individuals of the same sex