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Lanth Sor
2018-02-28, 05:08 PM
Feats: These are feats only available at level 1 unless for story reasons(DM Fiat) they become available later in life.

[B]Afraid of the Dark

[B]Prerequisite: -
Benefits: You cannot stand to be in the dark. You stay constantly aware of your surroundings, peering into dim corners and dark shadows to see if something is there. While this has raised your Perception (+4 to all sense based checks and listen, spot, sense motive, and search are always class skills), you are spooked (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) by the prospect of darkness and simple sight of a dark area effects you by the condition. you will suffer a panic attack if you are in too dark an area, shaken (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) in dim light, and scared (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) in areas of darkness. If sudden movement occurs, someone is attack, there is a loud noise, or the darkness increases to supernatural darkness, will save DC 20 + number of factors, or the condition increases by one step (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) for each factor. The total fear level decrease by 1 step for each factor removed 1 minute after the factor is removed. If the area is effected by bright light the effect ends after 1 round.
Additionally you gain a fear bonus of +5ft to all move speeds per fear level.
Penalties of this feat do not effect perception checks as describe above.
Special: This feat must be taken at the 1st level.

Agoraphobic

[B]Prerequisite: -
Benefit: You are terrified of open spaces. As a child, you rarely went outdoors and spent your time reading and studying, gaining a bonus to Intelligence (+2) and all knowledge skills are class skills and you can make any DC knowledge check untrained. You are fine if you are indoors or even in a thickly forested area, you are spooked (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) by the prospect of open areas and simple sight of a such area effects you with the condition. you will suffer a panic attack if you are in a large open area, shaken (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) in area with more then 100ft between you and the nearest wall or solid structure, and scared (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) in area with more then 200ft between you and the nearest wall or solid structure. For every 100ft past 200ft, will save DC 20 + 1 per 100ft, or the condition increases by one step (http://www.d20pfsrd.com/gamemastering/other-rules/fear/) for each 100ft past 200ft. The total fear level decrease by 1 step for each factor removed 1 minute after the factor is removed. If the area is an enclosed space you have spent at least the effect ends after 1 round.
Special: This feat must be taken at the 1st level.

Apprenticed to a Blacksmith

[B]Prerequisite: -
Benefits: Your master is a hard man. You gain a bonus to Strength (+2) and a bonus to forge work( +3 skill to skill checks regarding metal), but you suffer a penalty to Dexterity (-2) due to the strenuous and repetitive hard labor.
Special: This feat must be taken at the 1st level.

Apprenticed to a Shopkeeper

[B]Prerequisite: -
Benefit: Spending your whole childhood inside a shop, you gain an exceptional bonus to Haggle(+3 to any skill check related to sale of goods and all prices are +/-10% in your favor), dealing with people has granted you a more personalbe demeanor increasing your charisma (+2) but you suffer a penalty to Dexterity (-2) due to mostly sedentary life.
Special: This feat must be taken at the 1st level.

Army Training

[B]Prerequisite: Must meet requirements for nations military
Benefit: You received some army training during your youth, but were discharged for having flat feet. You gain bonuses to Strength (+2), as well as Simple and Martial Weapon Proficiency, but you have a penalty to Dexterity (-2).
Special: This feat must be taken at the 1st level.

Arsonist

[B]Prerequisite: -
Benefit: You like fire. No, you LOVE fire! Fire! Fire! FIRE! You were always picked on as a kid for being scrawny, receiving penalties to Strength (-2) and Constitution (-2), but you showed them! You studied explosives, gaining +3 to make and use explosives, and you burned their homes! Burned them to the ground! Ha ha! Then you ran away from home. You may make a DC 20 craft check to make any fire based alchemy item "Masterwork" such items have all numerical effects doubled, additionally you gain +2 intelligence, and the benefit of evasion against explosions you create.
Special: This feat must be taken at the 1st level.

Bandit Gunslinger

[B]Prerequisite: -
Benefit: You are a gun-toting bandit. Your lifestyle has earned you proficiency with Firearms, +1 to hit with firearms, as well as a penalty to Charisma (-2). You ran afoul of the law and are trying to stay just one step ahead of the authorities. You have your revolver and some ammo (10), but you don't have any money.
Special: This feat must be taken at the 1st level.

Wildlands Barbarian

[B]Prerequisite: -
Benefit: You were raised among a wild barbarian tribe in a far away land. You gain bonuses to Strength (+2) and Constitution (+2), and a bonus to Melee{+1 to hit), while suffering penalties to Intelligence (-2) and Charisma (-2), and all trading prices are 10% worse. You also possess Masterwork Hide Armor but less money than other characters(Calculate starting gold then half it).
Special: This feat must be taken at the 1st level.

Beat with an Ugly Stick

[B]Prerequisite: -
Benefit: You are ugly. There is just no other word for it, unless you consider "hideous" a better word. Children flee from you in terror and even the kindest of souls finds it difficult to stand your presence for long. As a result of your countenance you take a -6 penalty to all charisma based skills if people can see you except intimidate, anyone that can see your face attitude starts 2 steps lower then normal, but because you have had to defend yourself from frequent attacks, you gain a bonus to Strength (+2), Dexterity (+2), and +1 to hit and dodge bonus to AC.
Special: This feat must be taken at the 1st level.

Bookworm

[B]Prerequisite: Raised near library.
Benefit: You have spent most of your life reading. You gain a bonus to Intelligence (+1). Unfortunately, myopia has set in, and are less perceptive (-2 spot and listen).
Special: This feat must be taken at the 1st level.

Born Under a Sign

[B]Prerequisite: -
Benefit: You were born during an astounding astronomical event. As a result, you experience fewer critical hits and critical misses, but when you do get them their results tend to be spectacular. When ever you roll critical hit or miss roll there is a 50% chance of success. If successful the roll is twice as effective.
Special: This feat must be taken at the 1st level.

Bride of Frankenstein

[B]Prerequisite: female, human or half-orc
Benefit: You were reanimated by a man scientist to be the bride of his other creation, but somehow you managed to escape before the wedding. You are very well constructed, gaining bonuses to Beauty (people start 2 steps higher attitude), Constitution (+4), Electrical Resistance 5, and Poison Resistance +2, but you have a very slow Dexterity (-4), a damaged brain-larynx connection (-4 skills requiring speech), and a susceptibility to fire (fire damage deals 20% more damage). You also start out with no money whatsoever.
Special: This feat must be taken at the 1st level.

Bully

[B]Prerequisite: all except half-orcs and half-ogres.
Benefit: You were the class bully, big and dumb. Extortion and intimidation have afforded you a bonus to Strength (+1), but getting people to do your homework for you leaves you with a deficiency in Intelligence (-1).
Special: This feat must be taken at the 1st level.

Charlatan's Protégé

[B]Prerequisite: all except half-orcs and half-ogres.
Benefit: Having been convinced by a travelling salesman to become his apprentice, you've given up your life in the military academy you were enrolled in. You gain a major bonus to Charisma (+6), but lose some physical Strength (-2) and Constitution (-2), as well as taking slight penalties to all of your Combat Skills -1 AC, and attack rolls.
Special: This feat must be taken at the 1st level.

Child of a Hero

[B]Prerequisite: -
Benefit: You start with your father's +1 sword and are known throughout the land as a child of a Hero. Therefore you will incur terrible negative reaction for any evil act. Double any attitude changes due to alignment.
Special: This feat must be taken at the 1st level.

Clanless Dwarf

[B]Prerequisite: dwarf
Benefit: Your parents did not belong to a clan, and would not discuss the reasons why. You gain no dwarven bonus to craft skills, but you do start with an excellent dwarven war hammer.
Special: This feat must be taken at the 1st level.

Arcana Supremacist

[B]Prerequisite: -
Benefit: You believe that technology must be brought down at any cost. This faith has strengthened your resolve, Wisdom (+2), but the recent rise of technology has made you bitter, Charisma (-2).
Special: This feat must be taken at the 1st level.

Dark Sight

[B]Prerequisite: -
Benefit:Your eyes are overly sensitive to light. You are nearly blind in daylight, but you can see perfectly in darkness. Therefore, all lighting penalties are reversed for you.
Special: This feat must be taken at the 1st level.

Day Mage

[B]Prerequisite: -
Benefit: You were born with a magickal aptitude that has affinity for the sun. During the day (between the hours of 6 AM and 6 PM), you possess a +2 bonus to your caster level, but at night(between the hours of 6 AM and 6 PM) you suffer a -2 penalty to your casterlevel.
Special: This feat must be taken at the 1st level.

Débutante

[B]Prerequisite: Female
Benefit: Your family is one of the most influential in all of the kingdom. As a young debutante, you have a increase of all starting attitudes by 1, all sense motive and charisma based skills are class skills and gain a +1 bonus, and Charisma (+3). Of course, the easy life has made you soft in mind and body. You have penalties in Strength (-1), Dexterity (-1), and all of your Combat Skills, -2 to hit and AC.
Special: This feat must be taken at the 1st level.

Educator

[B]Prerequisite: -
Benefit: You are a natural teacher. Your followers are more talented then most, followers may be 3 levels lower then you and ad 1 to the level of followers you can have. However, since you spend extra time with each follower, you cannot have as many as usual (half all follower numbers).
Special: This feat must be taken at the 1st level.

Escaped Lunatic

[B]Prerequisite: -
Benefit: You have escaped from an insane asylum and have yet to be found out. You are extremely resistant to damage (-10 physical, fire, electricity damage, and +5 poison resistance) but you have no money, you have stolen some cheap clothing, and most people are frightened or repulsed by you (-2 steps starting attitude).
Special: This feat must be taken at the 1st level.

Extreme Personality

[B]Prerequisite: -
Benefit: You possess an extreme personality. People react more strongly to your presence, and tend to grow to either love or hate you. After making 2 charisma based skill roles around any NPC roll a %, 50 below their attitude shifts two in the negative, on 51+ their attitude shifts 2 in the positive.
Special: This feat must be taken at the 1st level.


Feral Child

[B]Prerequisite: -
Benefit: As an infant, your parents abandoned you in the middle of the forest. Having been raised by a pack of wolves gives you a considerable bonus to Strength (+3) and Dexterity (+3) as well as bonuses in the Thieving Skills of Hide(+3), Move Silently(+3) and Sleight of Hand(+3) in addition to them being class skills. But, oblivious of table manners and the rules of good society, you receive a severe penalty to Intelligence (-6) as well as slight penalties in the Social Skills of -3 diplomacy and sense motive. You begin with half the normal stating wealth.
Special: This feat must be taken at the 1st level.

Foppish Elf

[B]Prerequisite: elf.
Benefit: Raised in the city, you lose the elven bonus to dexterity but gain a bonus to Charisma +2 and Bluff, Diplomacy, Sense Motive are all class skills and gain a +1 bonus.
Special: This feat must be taken at the 1st level.

Frankenstein Monster

[B]Prerequisite: male
Benefit: You were reanimated by a mad scientist from various body parts he found at grave sites, but somehow you escaped from the laboratory. You are very well constructed, gaining bonuses to Strength (+4), Constitution (+4), Electricity Resistance (15), and Poison Resistance (+5), but you have very slow Dexterity (-6), a damaged brain-larynx connection (-4 skills requiring speech), and a susceptibility to fire, Fire Resistance (fire damage deals 20% more damage). You also start out with no money whatsoever.
Special: This feat must be taken at the 1st level.

Freed Bodyguard

[B]Prerequisite: Str 15
Benefit: Your master recently died, and in his will you were freed from servitude, as well as being left a small monetary gift (+1000g). However, you are not very bright, and suffer a penalty to your Intelligence (-1).
Special: This feat must be taken at the 1st level.

City Orphan

[B]Prerequisite: -
Background: Abandoned in a large city as a child, you survived by stealing and never received any education. You gain a +1 bonus to Hide, Move Silently, Sleight of Hand, they also count as class skills, but lost a point to Intelligence (-1) and cannot make any knowledge check other than local untrained.
Special: This feat must be taken at the 1st level.

Hydrophobic

[B]Prerequisite: Cannot have swim speed.
Benefit: You are deathly afraid of water and of drowning. As a child, you constantly made up reasons to avoid entering even shallow water, gaining a bonus to charisma (+2). If you do find yourself in water, you suffer a panic attack, leading to penalties in Dexterity (-2), Intelligence (-2) and Wisdom (-2), but you do gain a bonus to Strength (+2) from the fear.
Special: This feat must be taken at the 1st level.

Hyperactive

[B]Prerequisite: -
Benefit: You are constantly busy. Your Speed is higher than normal (+5ft) and initiative (+2), but most people find you annoying, and your Charisma suffers (-1).
Special: This feat must be taken at the 1st level.

Idiot Savant

[B]Prerequisite: humans and Human-Hybrids.
Benefit: You were institutionalized at a young age and believed to be mentally handicapped. After several years, the institute lost funding and you were turned out onto the street with nothing more than the clothes on your back. You are brilliant with a keen grasp of numbers and mathematics, but you are barely able to talk. You gain a significant bonus to Intelligence (+6) and an exceptional bonus to your Gambling skill (+6). However, years of being locked away makes you suffer physically and emotionally. You talk as if you had a much lower Intelligence -3 skills using speach and you suffer penalties to Strength (-1), Constitution (-1), Dexterity (-2), and Wisdom (-2). You start with no money.
Special: This feat must be taken at the 1st level.

Inheritance

[B]Prerequisite: -
Benefit: You were orphaned as a young child and inherited a lot of money. The easy life has cost you a penalty to Wisdom (-1). Most of the money has been spent by now, but you begin with significant starting wealth (+2000g).
Special: This feat must be taken at the 1st level.

Lady's Man

[B]Prerequisite: male
Benefit: Women swoon whenever they are near you. Being unusually good-looking, you gain a large bonus to initial reactions(improve starting attitudes by 2 steps) and Charisma (+4). Unfortunately, all that primping and powdering has you lacking in the more manly virtues... you lose points in Constitution (-2), Strength (-2), and Dexterity (-2).
Special: This feat must be taken at the 1st level.

Mad Doctor

[B]Prerequisite: -
Benefit: You have performed numerous untested and dangerous medical experiments upon yourself and suffer from the adverse effects. You have bonuses to Intelligence (+2), Perception (+2), Poison Resistance (+4), Electricity Resistance (10), and a bonus to your Heal skill (+1), but you suffer penalties to Diplomacy (-1), Charisma (-1), Dexterity (-2), and Constitution (-3).
Special: This feat must be taken at the 1st level.

Magic Allergy

[B]Prerequisite: Cannot be able to cast spells, have any spell-like or supernatural abilities.
Benefit: You are severely allergic to magical items, such that touching them causes you pain. Therefore, you have been devoted to technology since a young age and have developed a knack for it. You gain a +3 bonus to all rolls with anything with complex inter-workings or is masterwork and an additional +7 on skill rolls of the same type, but you cannot make physical contact magical items or effects with out taking 1 con damage per minute, and instantaneous magic effects deal 1d6 con damage.
Special: You may forgo learning any magical ability gained in return for a bonus feat. Failure to do so will trigger you allergy. Additionally you gain a bonus feat every even level.
Special: This feat must be taken at the 1st level.

Miracle Operation

[B]Prerequisite: -
Benefit: Though born to a wealthy family as a young child, you mysteriously lost your sight. It was discovered that you had contracted a degenerative and always fatal disease. As a blind child, your early development favored indoor activities and development befitting the wealthiest of society. You gained bonuses to Intelligence (+3) and Charisma (+3). Your senses of touch (+5 Search), hearing (+5 Listen), and smell (+5 increased to compensate for your blindness. However, you suffered physically, leading to penalties in Strength (-3), Dexterity (-3), and Constitution (-5). As a young adult, your parents, out of desperation, paid for the services of a renowned, if unorthodox physician, who miraculously restored your sight. The operation cost your family its fortune, so you set out to make your own.
Special: This feat must be taken at the 1st level.

Nature Mage

[B]Prerequisite: -
Benefit: You were born with a magical aptitude that has affinity for nature. While standing on a natural surface, you possess a +2 bonus to caster level. But on a man-made surface, you suffer a -2 penalty to your caster level.
Special: This feat must be taken at the 1st level.

Nietzsche Poster Child

[B]Prerequisite: -
Benefit: Nietzsche once said "That which does not kill me makes me stronger," and he may have been referring to you. All your life you have been making mistakes, but you always seem to come out better afterwards. In other words, you critically fail more than normal (+1 to critical fail range) but you have a 10% experience point bonus.
Special: This feat must be taken at the 1st level.

Night Mage

[B]Prerequisite: -
Benefit: You were born with a magical aptitude that has affinity for the night. At night (between the hours of 6 PM and 6 AM), you possess a +2 bonus to your caster level, but during the day you suffer a -2 penalty to your casterlevel.
Special: This feat must be taken at the 1st level.

Only Child

[B]Prerequisite: -
Benefit: You grew up as the only child of very permissive parents, and you basically always got your own way. As an adult, you expect nothing less than total obedience of those around you, gaining a bonus to Charisma (+6) and can used charisma modifier for will saves, but your temperament leaves much to be desired, resulting in penalties to your charisma based skills other than intimidate (-6), and wisdom (-4).
Special: This feat must be taken at the 1st level.

Professional Knife Tosser

[B]Prerequisite: -
Benefit: You used to work as a knife thrower in a circus, until losing an eye in a freak accident. Sadly, you lose a point to Perception (double penalty for distance), but you gain an exceptional bonus to your Throwing skill (+4 to hit with thrown weapons).
Special: This feat must be taken at the 1st level.

Raised by Elves

[B]Prerequisite: -
Benefit: You start with a wonderful suit of magical elven chain mail(+1), but suffer a slight penalty to constitution (-1) as your body never aligned with elven cooking..
Special: This feat must be taken at the 1st level.

Raised by Monks

[B]Prerequisite: -
Benefit: Piety has its advantages and disadvantages. You gain a bonus to Wisdom (+1), but renouncing the material world leaves you with only one quarter of the normal starting wealth.
Special: This feat must be taken at the 1st level.

Raised by Orcs

[B]Prerequisite: humans, gnomes, halfings, half-orcs, and half-ogres.
Benefit: You were a runaway orphan, homeless and starving, when an orcish family in the wilderness took you in and raised you. Their brutish ways have left you with increased Strength (+2) and Perception (+2 Spot, Listen, and Search), as well as given you a slight bonus to all Combat Skills (+1 to hit and dodge bonus to AC). Unfortunately, your upbringing has also taken its toll on your personality, and you have a severe penalty to Charisma (-6).
Special: This feat must be taken at the 1st level.

Raised by Snake Handlers

[B]Prerequisite: -
Benefit: You receive a +6 increase in your resistance to poison, but suffer a penalty to your Charisma (-1) due to the large numbers of bite scars on your arms and legs.
Special: This feat must be taken at the 1st level.

Raised in the Pits

[B]Prerequisite: -
Benefit: Being a veteran in the local pit fights, you gain a bonus to Strength (+2), Dexterity (+2), and a bonus to all Combat Skills (+1 to hit, and dodge AC). The vicious combat has also taken a toll. Head trauma gives you a severe penalty to Intelligence (-6). As a result, you're not especially good with money. You begin the game with 1/2 the normal starting gold.
Special: This feat must be taken at the 1st level.

Ran Away with the Circus

[B]Prerequisite: -
Benefit: Having run away with a local troupe of circus performers, you have gained considerable physical Strength (+6), but have serious deficiencies in Intelligence (-4), Wisdom (-2) due to all of the schooling that you missed.
Special: This feat must be taken at the 1st level.

Rare Half-Ogre Birth

[B]Prerequisite: half-ogres.
Benefit: You were born to a human mother, who miraculously survived your birth. Having been raised in the city, you gain a considerable bonus to Intelligence (+2). City life has also lessened your ferocity, and you lose points in both Strength (-1) and Constitution (-1).
Special: This feat must be taken at the 1st level.

Sent to Charm School

[B]Prerequisite: -human females.
Benefit Instead of a general education, you were sent to charm school. You gain bonuses to bluff (+2), Diplomacy (+2), Disguise (+2) additionally they count as class skills, and a bonus to Charisma (+2), but you lose points in both Intelligence (-1) and Strength (-2).
Special: This feat must be taken at the 1st level.

Sheltered Childhood

[B]Prerequisite: -
Benefit: You were cooed and coddled incessantly as a child. As a result of overprotective parenting, you take a severe penalty to Strength (-6), but, being more sensitive, you have bonuses to Intelligence (+2), Wisdom (+2), Spot (+3) Listen (+3), and Search (+3).
Special: This feat must be taken at the 1st level.

Sickly

[B]Prerequisite: -
Benefit: Mother Nature can be a harsh mistress. Having been born with an extremely weak immune system, you have penalties to Strength (-2), Constitution (-4), and Dexterity (-1). But all is not lost. Afternoons spent with a fever and a good book have afforded you unnaturally high Intelligence (+6).
Special: This feat must be taken at the 1st level.

Sky Mage

[B]Prerequisite: -
Benefit: You were born with a magickal aptitude that has affinity for the open sky. While outside and in clear view of the sky, you possess a +2 bonus to your Caster Level. But while underground, indoors, or even under a heavy forest canopy, you suffer a -2 penalty to your Caster Level.
Special: This feat must be taken at the 1st level.

Slave Escapee

[B]Prerequisite: -
Benefit: You were a labor slave until a recent escape. You have little money(as monk) and are being hunted your slaver, but you gain a bonus to Strength (+1).
Special: This feat must be taken at the 1st level.

Sold Your Soul

[B]Prerequisite: -
Benefit: You have made a pact with a demon. In exchange for more magickal power, you have dedicated your life to the pursuit of evil. You gain +2 to caster level, you gain the evil aura of an outsider with the evil subtype, but peoples initial attitude is 1 step lower, and your alignment cannot become good through any means short of miracle or wish the deal..
Special: This feat must be taken at the 1st level.

Special Person

[B]Prerequisite: -
Benefit: You have suffered congenital brain damage. You lack Intelligence (-2), but you receive more praise when you do good deeds (resulting in a better reaction from people).
Special: This feat must be taken at the 1st level.

Super Model

[B]Prerequisite: females
Benefit: You are a stunningly gorgeous woman, and you have been pampered and coddled all of your life. Anyone you meet is instantly three steps more friendly then usual, at the cost of Strength (-2) and Intelligence (-4).
Special: This feat must be taken at the 1st level.

Technophobia

[B]Prerequisite: -
Benefit: You were raised on a farm in the rustic backwaters of a distant land. You worked hard, gaining a bonus to Strength (+1) and Constitution (+1), but you never experienced any technology of any kind. Subsequently, you are afraid of technological items and being with in 10ft of a firearm or nonmagical device that preforms better than a masterwork item of the same type.you are shaken, contact with such items requires a will save DC equal to the items craft DC, or be panicked for 1d4 rounds.
Special: This feat must be taken at the 1st level.

Tomboy

[B]Prerequisite: female
Benefit: As a little girl, you were always playing games with the boys. As a woman, you can hold your own against any man, and you have avoided the stereotypical female role in society. This background negates the gender effect by increasing Strength (+1) while decreasing Constitution (-1).
Special: This feat must be taken at the 1st level.

Tough Hide

[B]Prerequisite: Racial Constitution Bonus
Benefit: You were born with thick, brutish skin. Although you resist damage more than the average bloke does (DR 1/2 HD/-), you unfortunately take a penalty to charisma (-2).
Special: This feat must be taken at the 1st level.

Troll Offspring

[B]Prerequisite: -
Benefit: The gods frowned upon you when you were born. Cursed with both trollish looks and mannerisms, you receive severe penalties to initial reaction (reducing starting attitude by two steps) and Charisma (-4). As everyone seems to think that you are spawned from monsters or worse, you often find yourself fending off hunters and holy men, and gain bonuses to Strength (+2), Constitution (+2), and Dexterity (+1).
Special: This feat must be taken at the 1st level.

Wild Half-Ogre

[B]Prerequisite: half-ogre
Benefit: You were born to an ogre mother and lived with an ogre clan until very recently. Compared to your more civilized brethren, you gain a bonus to Willpower (+1), but you suffer a penalty to your Charisma (-1).
Special: This feat must be taken at the 1st level.

Lanth Sor
2018-02-28, 05:09 PM
Ignore the man with no HORSE HES FAILING TO NOT PUBLISH.

rferries
2018-02-28, 07:46 PM
Arcanum! :)

Lanth Sor
2018-03-01, 05:55 PM
Please PEACH and any suggestions are welcome. I've been wanting to do something with these gems form Arcanum for a long time.

*Hi fives Rferries*

rferries
2018-03-02, 01:09 AM
I'm surprised at how well most of these translate (though that's in no small part due to your edits, of course). They make for much better and more flavourful character traits (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm), I'd consider granting one for free to starting players.

For the fear-based ones (Afraid of the Dark, Agoraphobic, etc.), I might replace the penalties with being shaken, or a milder form of shaken (e.g. "unsettled: -1 to attack rolls, saving throws, skill checks, and ability checks"). This is usually a bigger and broader penalty but it applies equally to all characters, so wizards aren't penalised with the Int penalty and fighters don't benefit from a Str boost.

For the ones that grant an ability boost or penalty (Apprenticed To A Blacksmith, Apprenticed To A Shopkeeper, etc.), I'd increase the boost/penalty to +2/-2 rather than +1/-1, in line with other 3.5 effects.

For the ones that grant a skill bonus (Apprenticed To A Blacksmith, Apprenticed To A Shopkeeper, etc.), I'd broaden the skill bonus to something like a dwarf's racial bonuses on stone/metal, e.g. a +2 bonus on all Appraise, Craft and Profession checks related to arms and armour, a +2 bonus on all Appraise and Profession checks when buying or selling items, etc.

It might be a good idea to have a general format of what the feats should do, to help streamline power levels. Compare Apprenticed to a Blacksmith to Army Training:
-They both give an ability bonus/penalty (Blacksmith giving a net negative)
-They both give a side benefit (Blacksmith giving some relatively minor skill bonuses, Army giving 2 extra feats!)
-In comparison to both, Bully falls somewhere in the middle ground (balanced ability bonus/penalty, no side benefit)

Army Training is therefore almost always better than Blacksmith; this is more a reflection on how unbalanced the original backgrounds were, so you might have to address it when converting.

Arsonist and similar feats might need extensive conversion from the Arcanum system (either creating Craft (explosive) skills, or giving a bonus to Craft (alchemy) and the ability to use it as a non-caster etc.). Same for feats referencing firearms, critical hits, beauty/Charisma (e.g. EVERY sorcerer would take the current Charlatan's Protégé for +6 Cha, Arcana Supremacist AKA Dark Elf Follower now potentially makes you a worse spellcaster as opposed to the original due to 3.5 Charisma mechanics), attitude changes (Child of a Hero gives a nice starting item but it's mediocre later on unless you implement a new reaction subsystem), Combat Skills, and so on.

Overall, very exciting! If you edit Arcanum into the title you might get extra publicity too haha.