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<blockquote data-quote="Haldrik" data-source="post: 8042151" data-attributes="member: 6694221"><p>Here is a variant option, to choose the traits for the species of your character:</p><p></p><p>At level 1, you gain two feats of your choice.</p><p></p><p>For example, if you want your character to be a "High Elf", you can if you wish,</p><p></p><p>1) use one of these feats to improve the Dexterity ability score by 2</p><p>2) split the second feat into one half-feat to boost the Intelligence ability score by 1 and the left over half-feat</p><p>• either to gain Misty Step per short rest ( ≈ 4 skills)</p><p>• or to gain Darkvision ( ≈ cantrip ≈ 2 skills), Trance ( ≈ 1 skill), and Perception (1 skill).</p><p></p><p>Select whatever feats make sense to you for your species concept. Some Half Elves might have Darkvision while other Half Elves might not. You can pick a feat that isnt on the list of suggested feats.</p><p></p><p></p><p></p><p>The purpose of this thread is to organize all traits into convenient bundles of feats and half-feats to choose from. Each species should suggest at least two feats (or the equivalent such as four half-feats). You are welcome to invent a new trait, but if so, add the phrase "(Variant)" in parentheses after the title of the feat.</p><p></p><p>A player can select two half-feats in place of one feat, and can select a feat that isnt on the list of suggestions. While leveling and gaining new feats, a player can continue choose feats to further develop the species concept and power.</p><p></p><p>Tweak any and every feat or half-feat to make sure it is comparable in balance to every other feat or half feat.</p><p></p><p>Add a narrative description for each feat that evokes a feeling for why this feat is notable for the species. Perhaps the High Elf is normally nocturnal, and loves the light of sunless twilight.</p><p></p><p></p><p></p><p>If traits seem especially "cultural", you can instead create a new background, with any relevant skills, tools, languages, and a special ability. For example, a Tiefling Lawyer might have History, Persuasion, Infernal language, and the special ability to write up a binding contract that curses its violator, plus typical ideals, flaws, and quirks that are interesting for a Tiefling lawyer. Avoid combat traits in a background.</p><p></p><p></p><p></p><p>Explore official settings, or invent your own variants, and have fun.</p></blockquote><p></p>
[QUOTE="Haldrik, post: 8042151, member: 6694221"] Here is a variant option, to choose the traits for the species of your character: At level 1, you gain two feats of your choice. For example, if you want your character to be a "High Elf", you can if you wish, 1) use one of these feats to improve the Dexterity ability score by 2 2) split the second feat into one half-feat to boost the Intelligence ability score by 1 and the left over half-feat • either to gain Misty Step per short rest ( ≈ 4 skills) • or to gain Darkvision ( ≈ cantrip ≈ 2 skills), Trance ( ≈ 1 skill), and Perception (1 skill). Select whatever feats make sense to you for your species concept. Some Half Elves might have Darkvision while other Half Elves might not. You can pick a feat that isnt on the list of suggested feats. The purpose of this thread is to organize all traits into convenient bundles of feats and half-feats to choose from. Each species should suggest at least two feats (or the equivalent such as four half-feats). You are welcome to invent a new trait, but if so, add the phrase "(Variant)" in parentheses after the title of the feat. A player can select two half-feats in place of one feat, and can select a feat that isnt on the list of suggestions. While leveling and gaining new feats, a player can continue choose feats to further develop the species concept and power. Tweak any and every feat or half-feat to make sure it is comparable in balance to every other feat or half feat. Add a narrative description for each feat that evokes a feeling for why this feat is notable for the species. Perhaps the High Elf is normally nocturnal, and loves the light of sunless twilight. If traits seem especially "cultural", you can instead create a new background, with any relevant skills, tools, languages, and a special ability. For example, a Tiefling Lawyer might have History, Persuasion, Infernal language, and the special ability to write up a binding contract that curses its violator, plus typical ideals, flaws, and quirks that are interesting for a Tiefling lawyer. Avoid combat traits in a background. Explore official settings, or invent your own variants, and have fun. [/QUOTE]
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