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T O P I C    R E V I E W
LordofBones Posted - 25 Jul 2014 : 22:02:10
Black Fist
Requirements Bane
At times, you have learned that it is necessary to remind others of their place. When you deal damage to a foe that can see you, you gain a +2 trait bonus to Intimidate checks made against that foe. Additionally, Intimidate is a class skill for you.


Clairvoyant
Requirements Savras
Savras often favors his faithful by granting them limited foresight. You have a +1 trait bonus to Initiative checks, and your AC when flatfooted increases by +2.


Death's Touch
Requirements Myrkul
You are exceptionally skilled at channeling death. The DC for your channel energy ability has a +2 trait bonus as long as you channel negative energy for the purposes of dealing damage.


Nycoptic Lore
Requirements Velsharoon
Your long studies in the lore of the dark arts have sharpened your insight. You gain a +2 trait bonus to Knowledge (arcana) and Spellcraft checks for the purposes of dealing with knowledge pertaining to necromancy, undead creatures and undeath.
26   L A T E S T    R E P L I E S    (Newest First)
Purple Dragon Knight Posted - 20 Apr 2016 : 01:24:30
Torm, of course! :)
LordofBones Posted - 19 Apr 2016 : 12:27:47
Which god?
Purple Dragon Knight Posted - 19 Apr 2016 : 03:09:20
Next, please provide full god entries complete with Deific Obedience rituals, Pathfinder domains/subdomains, please! :) :P :)
LordofBones Posted - 18 Apr 2016 : 13:02:25
Master Specialist
Requirements Mulan
Choose a school of magic that you have specialized in. Hereafter, you gain a +1 trait bonus on caster level checks and a +1 trait bonus to Fortitude (Necromancy, Transmutation), Will (Conjuration, Divination, Enchantment, Illusion) or Reflex (Abjuration, Evocation) saving throws against your chosen school of magic.
Akantor Posted - 17 May 2015 : 23:12:47
Thanks :)
Nice for Sune, but Dawn's vigor is even better.
For Sune, is it from voice or facial traits?
LordofBones Posted - 14 Jan 2015 : 11:12:44
Lover's Lips
Requirements Sune
The charm of your voice is a gift from the goddess. Whenever you use the Diplomacy skill to make a request or influence attitudes, you add a +2 trait bonus to the DC as long as your facial features are clearly visible.

Dawn's Vigor
Requirements Lathander
Lathander's light illuminates your soul, making it difficult for undead to affect you. Whenever an undead creature attempts to affect you with an ability that would inflict negative levels or inflict damage to your physical ability scores, you gain a +1 trait bonus to your saving throw. This increases to +2 if the undead is vulnerable to light, whether magical or natural in origin.

Zireael Posted - 26 Aug 2014 : 09:15:57
Those are really brilliant! Any chance for traits for non-Human deities? Lloth? Vhaeraun? Eilistraee?
Akantor Posted - 16 Aug 2014 : 15:31:03
Nice!
Sune?
sleyvas Posted - 05 Aug 2014 : 02:45:21
Perceptive Strategist
Requirements Red Knight
You gain a +1 trait bonus to both bluff and sense motive skill checks. Additionally, you may choose one of these skills as a class skill. In addition, when making any check involving games of mental skill or strategy, you gain a +2 trait bonus to your check.

Perfect Prevaricator
Requirements Leira
You gain a +1 trait bonus to bluff and disguise skill checks. Additionally, bluff is a class skill for you. In addition, any illusion spell used to hide your true self causes anyone trying to see the truth to suffer a -1 penalty on their perception check.

Vengeful Justicar
Requirements Hoar / Assuran of the Three Thunders
Once per day, as a swift action, you may designate a foe who has wronged you and bestow a minor curse on him that lasts up to a minute. This curse causes the foe to suffer a -1 penalty on skill checks and attack rolls made against you.

Trained Symbologist
Requirements Deneir
You gain a +1 trait bonus to linguistics and craft (calligraphy) skill checks. In addition, both of these skills are class skills for you. You also gain a +1 trait bonus to saves versus magical effects as a result of glyphs, runes, and similar effects. In addition, any attempt to bind a spirit with pact magic gains a +1 trait bonus.

Stormborn
Requirements Talos
You gain a +1 trait bonus on saves versus electrical, cold, and fire based attacks. In addition, when casting spells involving electricity, add an additional point of electrical damage per 5 character levels.

Cards77 Posted - 04 Aug 2014 : 02:18:36
I'm interested to see what you come up with for Silvanus and Shaundakul.
Dark Wizard Posted - 03 Aug 2014 : 18:12:21
Fortunately, unlike the 3.5E revision of Regional Feats, if you really like traits you can take the Additional Trait feat to get more of them. Not a perfect workaround as you still have to pick from different lists, but it's an option. Then again, the traits concept isn't to represented deep knowledge of a subject, but is an instant concept starter for a character predisposed to a background.

If we start viewing the FR regional feats as a feat chain, then they should really be part of an entire discipline instead of a local tendency or flavor. That's a problem with the design of Regional feats (and something the designers couldn't know until years later), they were perhaps too broad and useful for certain character concepts and probably should have been regular feats (and I think a few were made regular feats following the 3.5E PGtF update). Much of this is averted in the trait system because they're designed as half-feats, as a separate system, as an extra for the character instead of having to expend a feat to acquire, made with a more narrow benefit or focus, etc. They approach the same idea from a slightly different subsystem to provide that division.

As for weapon proficiency, the earlier renditions of weapon proficiency suffered from extreme granularity. The d20 system's version is a workable system to put that nitty gritty behind. It serves to encourage archetypes rather than enforce them. The difference between martial and simple weapons is minor in the long run.
TBeholder Posted - 02 Aug 2014 : 15:16:22
quote:
Originally posted by Dark Wizard

Pathfinder traits aren't full feats. They're supposed to be at the power level of half a feat.
Ah. I didn't look into this. A step in the right direction.
So, it's breaking big lumps of [Initiate] feats into basic devotee mental trait for low-levels and adding special training later? Good idea.

quote:
Originally posted by sleyvas

yeah, you get 2 traits for free.... and only one from a "type" (note: each of the 4 basic trait types are treated separately... so you can have a Faith and a Combat trait). So, you couldn't for instance take 2 religious traits, but you could take a faith and a religion trait. [...] using this concept, a lot of the realms ideas of regional feats could be adapted to regional traits
The problem here may be the same as with taking only one regional feat: it suppresses focusing on one theme that only makes sense together. Same as with {Mercantile Background, Silver Palm, Smooth Talk},
{Arcane Schooling, Magical Training, Spellwise}, {Spellwise, Smooth Talk}, {Blooded, Thug} and {Horse Nomad, Saddleback}.
quote:
There might also be regional traits that take 2 trait slots (for instance, the militant feat for Impilturans that gives them the ability to wield martial weapons). Similarly, any racial feats for the realms might be adapted as racial traits for choosing.

So, only one can be taken, but it's "bigger"?.. Also, the above demonstrates the problem with weapon proficiency groups in d20: not only they make little sense, they are also big and unwieldy, much like feats.
sleyvas Posted - 02 Aug 2014 : 10:37:59
yeah, you get 2 traits for free.... and only one from a "type" (note: each of the 4 basic trait types are treated separately... so you can have a Faith and a Combat trait). So, you couldn't for instance take 2 religious traits, but you could take a faith and a religion trait. There's multiple types of traits:
basic (split among four categories: Combat, Faith, Magic, and Social), campaign, race, regional, and religion

using this concept, a lot of the realms ideas of regional feats could be adapted to regional traits (lessening many in their power to half a feat.... if they weren't already under-powered). There might also be regional traits that take 2 trait slots (for instance, the militant feat for Impilturans that gives them the ability to wield martial weapons). Similarly, any racial feats for the realms might be adapted as racial traits for choosing. From my viewpoint, this opens up a lot more use for the regional concept, as its a freebie for the character. Granted, many players would use the more generic traits, but this does give them a free option.
Dark Wizard Posted - 02 Aug 2014 : 02:14:17
Pathfinder traits aren't full feats. They're supposed to be at the power level of half a feat.

More elaboration here: http://www.d20pfsrd.com/traits#TOC-Gaining-Traits
TBeholder Posted - 01 Aug 2014 : 22:10:09
Those are kind of weak, compared to existing [Initiate] feats.
Mystic Lemur Posted - 01 Aug 2014 : 20:45:21
All of them seem in line with existing traits except Black Fist. A trait should equal about half a feat, and Black Fist is better than the existing feat Enforcer. Perhaps make it a +2 on Intimidate checks to demoralize a foe you have dealt damage to?
LordofBones Posted - 01 Aug 2014 : 19:02:42
Thanks!

With regard to the archetypes, I figured that while some prestige classes works as they are (Shadow Adept, Incantatrix, Arcane Devotee), others are far better as archetypes. The Dreadmaster, Morninglord, Gray One and so on work better as cleric archetypes than prestige classes.
sleyvas Posted - 01 Aug 2014 : 01:31:09
I gotta say, this is a good idea for adapting pathfinder to FR. Lord, lately you've been surprising me with some unusual twists on ways to use rules. First the red wizard archetype and now this. I really like it.
LordofBones Posted - 30 Jul 2014 : 20:07:53
Judge's Gavel
Prerequisites Tyr
Like Tyr himself, you are not swayed by lies. You gain a +2 trait bonus to Sense Motive checks whenever an opposed Bluff check is made against you. Additionally, you treat Sense Motive as a class skill.

Killing Spree
Prerequisites Bhaal
Bhaal's murderous hand guides your killing blows. When you inflict a coup de grace or death from massive damage, you add a +1 trait bonus to the DC needed to survive the attack.



LordofBones Posted - 27 Jul 2014 : 08:50:45
Bastion
Requirements Helm
You are exceptionally skilled at guarding those under your banner. As long as you are adjacent to a single ally of your choice, you can use a swift action to grant that ally cover. You may choose to switch this protection to any ally within 30 feet of you, but you must be adjacent to him to be able to affect him.

Blueblood
Requirements Siamorphe
You are well-versed in affairs of the court. You have a +2 trait bonus to Diplomacy checks against nobles, rulers and royalty and a +2 trait bonus to Knowledge (nobility) checks. Additionally, choose one of the aforementioned skills; that skill is now a class skill for you.

Night Magic
Requirements Set
The Father of Serpents blesses those who invoke his magic during the hours he is strongest. Whenever you cast a spell with the air, darkness or evil descriptors, or a spell that inflicts ability damage or drain, you do so with a +1 to the DC as long as you cast that spell at any hour between dusk and dawn.

Plaguebearer
Requirements Talona
You have very little to fear from certain diseases. You are immune to one non-magical disease of your choice. If you are affected in any manner that would normally give you that disease, you do not suffer any ill-effects from it, but for the next 24 hours the disease stays in your body and infects any creature that hits you with a melee or natural weapon and succeeds in dealing damage to you.
George Krashos Posted - 27 Jul 2014 : 03:22:02
Yes, these are wonderful and give real flavour to the FR faiths. Great stuff. Keep 'em coming.

-- George Krashos
LordofBones Posted - 26 Jul 2014 : 21:40:04
Thanks for the suggestions! I edited them and expanded the options for Shark in the Water.
Crai Posted - 26 Jul 2014 : 21:27:13
Woohoo! I like these. A LOT. Love the thematic title names, too. Now that I think about, the sizable number of assigned portfolios and domains of the respected F.R. deities really give them a wide array of customized trait options (like the ones you are making).

***

Darksight: Perfect trait mechanics. Although possibly the unsexiest of the 4 for combat-oriented characters. Still, I like it - for one of my fave deities.

Opportunistic Grace: Keep in mind, there's a number of good, heavily-played x4 crit multiplier weapons out there. Also, you may want to clarify in the second sentence, that "you deal extra HP damage to your ...". Reason being, there's a feat out there for Sneak Attackers that lets you convert SA HP damage to SA Charisma damage.

Shark in the Water: Great name! Really personifies Umberlee's nastiness. I'll have to check, but I don't think there are many water descriptor spells in PF that actually cause damage. There's very, very few in 3.5.

Wyrmbreath: Excellent! You may wanna clarify this: "add +1 to the damage dealt." For example, in ongoing damage spells (Melf's Acid Arrow or Kelgore's Grave Mist), would the +1 only be applied once per spell/power/weapon-hit or once per continued delivery packet of damage?
LordofBones Posted - 26 Jul 2014 : 19:43:17
Darksight
Requirements Shar
Your senses are much keener in the dark. You receive a +1 trait bonus to Perception rolls as long as you are in areas of shadowy illumination, and a +2 trait bonus when in complete darkness.

Opportunistic Grace
Requirements Mask
Mask smiles on you when you catch an opponent off-guard. Whenever you deal sneak attack damage to an opponent, you deal extra hit point damage equal to your weapon's critical damage multiplier.

Shark in the Water
Requirements Umberlee
Umberlee's spite is your blessing. When you successfully deal damage to a foe underwater, you enjoy a +1 trait bonus to attack rolls made against that opponent for one round, or a +1 trait bonus to the DC of the next harmful spell with the air, cold or water descriptor that you cast against that opponent for one round.

Wyrmbreath
Requirements Tiamat
Tiamat allows you to call upon a fraction of her power when you mimic the powers of her spawn. Whenever you deal acid, cold, electricity or fire damage, add +1 to the damage dealt. If the damage is an ongoing effect, such as a melf's acid arrow, the increase only applies to the initial damage.
LordofBones Posted - 25 Jul 2014 : 22:42:57
The Black Fist trait lets you demoralize enemies you damage with weapon or spell as long as they can see you. I'll edit it to clarify.

Yeah, I'll edit Death's touch.
Crai Posted - 25 Jul 2014 : 22:10:50
Very nice! You've really captured the flavor of the FR deities using the PF ruleset. I'd love to see more of these, LoB.

Just a few notes:

Black Fist: Is this for when you deal damage to a foe *you threaten*? I ask because demoralization attempts can only be attempted versus foes you threaten. And by your text, the Banite could be damaging his foe at far range via archery, spell or what-not.

Death's Touch: Seems a tad weak? Possibly +2?

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