I've made a campaign that is comprised of islands that are specialized at a class/skill or technology and some are based even on different eras of earth.
I'd like some help with the bonuses I'm giving to citizens of an island. Specifically whether they are far too overpowered, and if one is favored more than another.
Steam Gnomes are set in a society that is Steampunk/Victorian based. Clockwork and Steam machinery is evident everywhere, from domestic to industrial to military applications. Therefor, nearly every Gnome has an innate understanding of these. Some were added due to the character's infiltration/impersonation abilities (this is a Trait/background bonus)
Low-light vision (see twice as far as humans in low light conditions).
+2 to saving throws vs. electricity.
+2 to Listen, Craft (Aclhemy) checks.
+4 to Engineer (Mechanikal), Jack Handling checks.
+1 to attack bonus vs. constructs.
+4 dodge AC bonus when fighting giants.
Grants Engineer Wondrous Item.
Free: Jack of All Trades Feat.
Gnomes have the innate ability to cast Speak With Mechanoids (mechanical constructs only, 1 minute duration) once per day. Gnomes with a Charisma greater than 10 may cast Repair Minor Damage, Electric Jolt and Flare once per day (caster level 1, save DC 10 + charisma modifier + spell level).
The next is for an island of religiously devout humans. Specifically to a group of monks known for their scribing, apothecary, herbalism, and healing.
Gives bonus Feat Scribe Scroll, Imbued Healing and Restoration Domain
+2 to Knowledge (Religion), Craft (Alchemy), Decipher Script checks.
+4 to Heal checks.
Lastly is a human society of females set within a marsh/swamp environment that worship lunar cycles, nature, and training of wild animals. This specific group worships aspects of water and are known for their poisons, potions and the use of aquatic creatures.
Gives bonus Feat Master of Poisons, Poison Expert and Brew Potion
+2 to Knowledge (Arcana), Swim, Survival checks.
+4 to Craft (Poisonmaking) checks.
Any suggestions for subtractions or additions? Additional ideas are welcome. I've tried to make the bonuses generally applied to skills or feats, and spell-like abilities based on elements I plan to implement later.
I'd like some help with the bonuses I'm giving to citizens of an island. Specifically whether they are far too overpowered, and if one is favored more than another.
Steam Gnomes are set in a society that is Steampunk/Victorian based. Clockwork and Steam machinery is evident everywhere, from domestic to industrial to military applications. Therefor, nearly every Gnome has an innate understanding of these. Some were added due to the character's infiltration/impersonation abilities (this is a Trait/background bonus)
Low-light vision (see twice as far as humans in low light conditions).
+2 to saving throws vs. electricity.
+2 to Listen, Craft (Aclhemy) checks.
+4 to Engineer (Mechanikal), Jack Handling checks.
+1 to attack bonus vs. constructs.
+4 dodge AC bonus when fighting giants.
Grants Engineer Wondrous Item.
Free: Jack of All Trades Feat.
Gnomes have the innate ability to cast Speak With Mechanoids (mechanical constructs only, 1 minute duration) once per day. Gnomes with a Charisma greater than 10 may cast Repair Minor Damage, Electric Jolt and Flare once per day (caster level 1, save DC 10 + charisma modifier + spell level).
The next is for an island of religiously devout humans. Specifically to a group of monks known for their scribing, apothecary, herbalism, and healing.
Gives bonus Feat Scribe Scroll, Imbued Healing and Restoration Domain
+2 to Knowledge (Religion), Craft (Alchemy), Decipher Script checks.
+4 to Heal checks.
Lastly is a human society of females set within a marsh/swamp environment that worship lunar cycles, nature, and training of wild animals. This specific group worships aspects of water and are known for their poisons, potions and the use of aquatic creatures.
Gives bonus Feat Master of Poisons, Poison Expert and Brew Potion
+2 to Knowledge (Arcana), Swim, Survival checks.
+4 to Craft (Poisonmaking) checks.
Any suggestions for subtractions or additions? Additional ideas are welcome. I've tried to make the bonuses generally applied to skills or feats, and spell-like abilities based on elements I plan to implement later.
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