Glooble Glistencrist
2007-02-04, 02:58 PM
Trait:
Autistic Savant
Benefit: Choose a Knowledge skill. If it is not already a class skill for you, it becomes one. If it is, you can buy two ranks in it for one skill point. Either way, you also gain a +8 competence bonus on that skill.
Drawback: You take a -4 to all Charisma related skill checks.
Perfect Pitch
Benefit: You get +2 to all perform (music) checks.
Drawback: Sonic attacks are more painful to you, dealing an extra point of damage per die.
Flaws:
Obsessive Compulsive
Effect: If you are a spellcaster, you make a DC 17 will save after you prepare your spells. If you fail, you must do it again (Just incase you forgot one.)
It takes you twice as long to don armor. Everytime you leave town, break camp, or leave your base of operations, you must meticulously check to make sure you have everything, a process taking 1d4 hours.
Hypochondriac
You believe you have any disease you see.
Effect: Any time someone in your party contracts a disease, you must make a will save against the diseases DC or you think you have it to. You become shaken until it can be proven that you do not, in fact, have the disease.
Also, any time you touch another creature, dungeon wall, or anything else that is dirty, you must make a will save or be compelled to wash your hands. If you cannot wash your hands, you become shaken until you can.
Autistic Savant
Benefit: Choose a Knowledge skill. If it is not already a class skill for you, it becomes one. If it is, you can buy two ranks in it for one skill point. Either way, you also gain a +8 competence bonus on that skill.
Drawback: You take a -4 to all Charisma related skill checks.
Perfect Pitch
Benefit: You get +2 to all perform (music) checks.
Drawback: Sonic attacks are more painful to you, dealing an extra point of damage per die.
Flaws:
Obsessive Compulsive
Effect: If you are a spellcaster, you make a DC 17 will save after you prepare your spells. If you fail, you must do it again (Just incase you forgot one.)
It takes you twice as long to don armor. Everytime you leave town, break camp, or leave your base of operations, you must meticulously check to make sure you have everything, a process taking 1d4 hours.
Hypochondriac
You believe you have any disease you see.
Effect: Any time someone in your party contracts a disease, you must make a will save against the diseases DC or you think you have it to. You become shaken until it can be proven that you do not, in fact, have the disease.
Also, any time you touch another creature, dungeon wall, or anything else that is dirty, you must make a will save or be compelled to wash your hands. If you cannot wash your hands, you become shaken until you can.