Celebrim
Legend
"As simple examples, a human raised by elves might want to start out with an affinity for the longsword and longbow like an elf."
ADOPTED [TRAIT]
You were raised by a race other than your own.
Prerequisite: Appropriate background
Benefit: Select the race that adopted you, which must not be your own or one you qualify as. Each racial background gives different advantages.
Elf: Receive the Weapon Proficiency feats for the longsword, rapier, and shortbow as bonus feats. Gains a +2 racial bonus on Animal Handling and Perform skill checks. And Elfish to your list of bonus languages.
Fey: Gains a +1 racial bonus to Knowledge (Arcane), Knowledge (Nature), Perform, and Spellcraft. Gains a +1 racial bonus on saving throws vs. Illusion magic. Add Seelie, Sylvan and Unseelie to your list of bonus languages.
Dwarf: A +1 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Treat hand and battle axes as simple weapons, rather than martial weapons. Gain a +2 racial bonus on Knowledge (Geology and Mining) checks and a +2 racial bonus on Appraise and Craft checks that are related to stone or metal items. Add Dwarf to your list of bonus languages.
Goblin: Gain a +2 racial bonus on Move Silently and Ride checks. Navigation and Survival are always considered to be class skills. Rogue is an additional favored class. Add Goblin to your list of bonus languages.
Human: Gain 4 additional skill points at first level. You know common as an additional language, and may choose any languages other than secret languages for your bonus languages. When multiclassed and determining whether you take an experience point penalty, your highest-level class does not count.
Idreth: Gain a +1 racial bonus to Diplomacy, Decipher Script, Knowledge (History), and Sense Motive. Always treat Astrology and all Knowledges as class skills. Add Idreth to your list of bonus languages.
Orine: Gains a +1 racial bonus on Appraise checks that are related to art or art items, and a +1 racial bonus on Animal Handling, Perform, and Ride checks. Concentration, Perform, and Dreaming are always considered to be class skills. Add Orine to your list of bonus languages.
Special: You cannot take both this trait and the Feral trait.
"Or a fighter might want to be more brawler/wrestler than sword-and-shield"
WRESTLER [GENERAL, FIGHTER]
You are good in close.
Prerequisites: Base attack bonus +1
Benefit: You gain a +4 bonus to your grappling checks.
IN FIGHTING [GENERAL, FIGHTER]
Prerequisites: Base attack bonus +1
Benefit: You gain a +2 bonus to hit with light weapons while grappling.
CLOSE QUARTERS FIGHTING [GENERAL, FIGHTER]
You are skilled in defending yourself from grapple attacks.
Prerequisites: Base combat bonus +3.
Benefit: Whenever an opponent attempts a grapple with you, you may add the damage you do as the result of a successful attack of opportunity to your AC to resist the grapple. Furthermore, you gain an attack of opportunity even if your opponent has improved grab.
IMPROVED CLINCH [GENERAL, FIGHTER]
You have mastered the art of fighting at very close quarters.
Prerequisite: Base attack bonus +3, Dodge
Benefit: When you clinch an opponent, you have a base +4 dodge bonus to AC, and a base +4 circumstance bonus to attack rolls against the opponent in addition to any benefits you have due to size.
Normal: When clinched, you gain a +2 dodge bonus to AC and a +2 circumstance bonus to attack rolls against the opponent you closed in on.
"(and the rules don't really support this well)."
I guess that depends on what rules we are talking about.
ADOPTED [TRAIT]
You were raised by a race other than your own.
Prerequisite: Appropriate background
Benefit: Select the race that adopted you, which must not be your own or one you qualify as. Each racial background gives different advantages.
Elf: Receive the Weapon Proficiency feats for the longsword, rapier, and shortbow as bonus feats. Gains a +2 racial bonus on Animal Handling and Perform skill checks. And Elfish to your list of bonus languages.
Fey: Gains a +1 racial bonus to Knowledge (Arcane), Knowledge (Nature), Perform, and Spellcraft. Gains a +1 racial bonus on saving throws vs. Illusion magic. Add Seelie, Sylvan and Unseelie to your list of bonus languages.
Dwarf: A +1 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Treat hand and battle axes as simple weapons, rather than martial weapons. Gain a +2 racial bonus on Knowledge (Geology and Mining) checks and a +2 racial bonus on Appraise and Craft checks that are related to stone or metal items. Add Dwarf to your list of bonus languages.
Goblin: Gain a +2 racial bonus on Move Silently and Ride checks. Navigation and Survival are always considered to be class skills. Rogue is an additional favored class. Add Goblin to your list of bonus languages.
Human: Gain 4 additional skill points at first level. You know common as an additional language, and may choose any languages other than secret languages for your bonus languages. When multiclassed and determining whether you take an experience point penalty, your highest-level class does not count.
Idreth: Gain a +1 racial bonus to Diplomacy, Decipher Script, Knowledge (History), and Sense Motive. Always treat Astrology and all Knowledges as class skills. Add Idreth to your list of bonus languages.
Orine: Gains a +1 racial bonus on Appraise checks that are related to art or art items, and a +1 racial bonus on Animal Handling, Perform, and Ride checks. Concentration, Perform, and Dreaming are always considered to be class skills. Add Orine to your list of bonus languages.
Special: You cannot take both this trait and the Feral trait.
"Or a fighter might want to be more brawler/wrestler than sword-and-shield"
WRESTLER [GENERAL, FIGHTER]
You are good in close.
Prerequisites: Base attack bonus +1
Benefit: You gain a +4 bonus to your grappling checks.
IN FIGHTING [GENERAL, FIGHTER]
Prerequisites: Base attack bonus +1
Benefit: You gain a +2 bonus to hit with light weapons while grappling.
CLOSE QUARTERS FIGHTING [GENERAL, FIGHTER]
You are skilled in defending yourself from grapple attacks.
Prerequisites: Base combat bonus +3.
Benefit: Whenever an opponent attempts a grapple with you, you may add the damage you do as the result of a successful attack of opportunity to your AC to resist the grapple. Furthermore, you gain an attack of opportunity even if your opponent has improved grab.
IMPROVED CLINCH [GENERAL, FIGHTER]
You have mastered the art of fighting at very close quarters.
Prerequisite: Base attack bonus +3, Dodge
Benefit: When you clinch an opponent, you have a base +4 dodge bonus to AC, and a base +4 circumstance bonus to attack rolls against the opponent in addition to any benefits you have due to size.
Normal: When clinched, you gain a +2 dodge bonus to AC and a +2 circumstance bonus to attack rolls against the opponent you closed in on.
"(and the rules don't really support this well)."
I guess that depends on what rules we are talking about.
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