Player Bonuses

Enumclaw

First Post
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.
 
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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.
Personally I'd change the Scribe Scroll feat into a skill bonus (prfession scribe, craft calligraphy), unless the scribing expertise is specifically magical scroll scribing.

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.
Would making them unable to poison themselves be too strong for your game?
+2 Heal checks dealing with poisons (maybe +4 depending on style)

As a thought, how about using survival (or knowledge) to identify if any creature is poisonous?

You mentioned that you plan to implement elements of he spell-like abilities later, so I'd make sure that you also include those skills in some way as well.
 

Dross said:
Personally I'd change the Scribe Scroll feat into a skill bonus (prfession scribe, craft calligraphy), unless the scribing expertise is specifically magical scroll scribing.
Ya know, I only added the Scribe Scroll to balance the Brew Potion the other character is getting. And I like the idea of just making it a skill bonus, but that doesn't seem to have much practical value. I'm not sure what you could do with just scribing; with a Scribe Scroll (since the character is a cleric) there's the option to craft healing scrolls.


Dross said:
Would making them unable to poison themselves be too strong for your game?
+2 Heal checks dealing with poisons (maybe +4 depending on style)
This is a good idea, I think maybe I'll just give a bonus to save vs the chance to poison themselves instead.

Dross said:
As a thought, how about using survival (or knowledge) to identify if any creature is poisonous?
I agree, and I decided to add a Handle Animal bonus since the swamps/marshes tend to have a lot of wildlife and someone living there should know how to handle them.

Dross said:
You mentioned that you plan to implement elements of he spell-like abilities later, so I'd make sure that you also include those skills in some way as well.
Well each character has abilities pertaining to one of the four elements. And they gradually will gain more abilities over time. But what precisely do you mean for them to have the skills?
 

Personally I'm not fussed whether the bonus is feat based or skill based. It is whether I can get use out of it. (For blatant self promotion :p) Here is part of an old thread regarding the Cooking skill and ways to make it useful

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Lets see, some general some specific (It is just that a lot of the potential benefits are not strait "+" bonuses):

Lessen the chance for wondering monsters (less smoke and smell of freshly cooked food, less flame visible from a distance).

Increase the amount of food foraging provides or have a week's trail rations last a day longer.

Use it instead of an appraise check for fine food, wine etc. Or for determining what that hunk of meat actually is, human or horse!

Suggest offering to help cook when they encounter other groups, in camps, at inns etc. Slightly cheaper meal and accommodation costs. And never sneeze at the opportunity to have the other cooks or waiting staff as gossipers. As an aside, if they are the party to do so, he can then start to spread rumors himself. Or hide poison in food, or cook poison so that someone gets sick (if magical healing is not so prevalent that this wouldn't work, or the cleric could then be the hero and cure the sick person :]).

Having lots of people around to feed, how do you do that without tainting the food except with the proper food prep?

Have some important info hidden in a recipe.

Lessen the effects of forced marches. Help the tending to mounts etc and they could have the bonuses suggested.

Any obvious aid another action concerning food, such as diplomacy (these people only eat horse meat), survival (as above), heal (long term care, is light duties), gather info (gossipers), maybe search (that oven would never cook anything properly).

As ways to try and fool things that have scent (an extra couple of rounds or a higher DC for tracking).
--------------------
The entire thread is here (with some more ideas as well):
cooking-skill

I'd try to make the other skill you've mentioned useful in similar ways.
 

[MENTION=33802]Dross[/MENTION]

That's an awesome point that I tend to overlook. I have a habit of thinking "based on the background of this character, what skills should they have."

I have a problem with either making a skills need too obvious, or giving no hint at all. On one hand, it's great when a player figures out (after some moderate mystery) that a skill is needed. On the other hand though it can take forever and shows I have made things too difficult for them to figure it out.

At times, however, I think I shouldn't use that tactic too often, maybe after a battle for a period of puzzle-rest. Often you can't rely on someone figuring out YOUR WAY and it can gum up the works. Therefor I try to make a puzzle or situation that is open to any skill or method of solving it.

Somehow, I can handle puzzles that almost never require skills. I can handle combat and moving storyline. But I just suck at when and how to involve skills.

Considering the use of this Engineer (Mechanikal) skill I'm granting a character. This will be for a mechanic who will use it to repair and on occasion build machinery. I'll put in situations when it will be necessary to determine a machine's purpose, but mainly it's a down-time skill.

This tends to be a problem I face where I want them to be using these skills often, but I struggle with reasons to inspire them to.
 

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