Nifft
Penguin Herder
Unearthed Arcana introduced Traits, little internally-balanced quirks which gave a related bonus and penalty to allow better character customization without sucking up a feat slot.
People have been interested in "sub-stats" which break down the six classic ability scores into smaller chunks. However, many (if not most) characters won't benefit much from such a breakdown -- the number of strong warriors who want to be good at everything that Strength provides outnumber the few who are shooting at a smaller target.
So, to accommodate both the majority and minority, let's implement the effect of sub-stats by using a new set of Traits to implement the cases where one "sub-stat" is significantly different than the other. I'll break these new Traits down by the major ability score they modify:
Strength
Musclebound
You gain +2 to Bull Rush, Trip and Grapple checks.
You suffer -2 to these skill checks: Jump, Climb, Swim.
You suffer a -5 ft. penalty to speed.
Natural Athlete
You gain +2 to these skill checks: Jump, Climb, Swim.
You suffer -2 to melee damage rolls.
Dexterity
Heavy Body, Light Hands
You gain +2 to these checks: Sleight of Hand, Open Locks, Craft (any one)
You suffer -2 to these checks: Tumble, Balance, Perform (dance) and Escape Artist
You gain +1 to ranged attack rolls
You suffer -2 AC
Light Body, Heavy Hands
You gain +2 to these checks: Tumble, Balance, Perform (dance) and Escape Artist
You suffer -2 to these checks: Sleight of Hand, Open Locks, Craft (all)
You gain: +1 dodge bonus to AC
You suffer: -2 to range attack rolls
Constitution
Hearty
You gain +2 to Con checks to resist fatigue.
You gain +1 to Fortitude saves.
You suffer -1 hp/level.
Tough
You gain +1 hp/level.
You suffer -2 to Fortitude saves.
- For mental ability scores, I can't cleanly divide them. Here's what I've got. -
Bookworm
You gain +2 skill points per level (+8 at 1st level), but they can only be spent in Knowledge skills.
You suffer a -2 penalty to Search, Forgery, Sense Motive, Gather Information and all Craft checks.
You suffer a -2 penalty to Initiative.
Streetsmart
You gain a +2 bonus on Knowledge (local), Gather Information, Forgery and Sense Motive.
You suffer a -2 penalty to all Craft checks and all other Knowledge checks.
Natural Craftsman
You gain +2 skill points per level (+8 at 1st level), but they can only be spent in Craft skills.
You suffer a -2 penalty to Search, Forgery, Sense Motive, Gather Information and all Knowledge checks.
Natural Performer
You gain +2 skill points per level (+8 at 1st level), but they can only be spent in Perform skills.
You gain a +2 bonus to Bluff checks.
You suffer a -2 penalty to Intimidate, Diplomacy, and Gather Information checks.
You suffer a -2 penalty to your Leadership score.
Natural Leader
You gain a +2 bonus on Diplomacy checks.
You gain a +1 bonus to your Leadership score.
You suffer a -2 penalty on Intimidate, Bluff and Gather Information checks.
Cheers, -- N
People have been interested in "sub-stats" which break down the six classic ability scores into smaller chunks. However, many (if not most) characters won't benefit much from such a breakdown -- the number of strong warriors who want to be good at everything that Strength provides outnumber the few who are shooting at a smaller target.
So, to accommodate both the majority and minority, let's implement the effect of sub-stats by using a new set of Traits to implement the cases where one "sub-stat" is significantly different than the other. I'll break these new Traits down by the major ability score they modify:
Strength
Musclebound
You gain +2 to Bull Rush, Trip and Grapple checks.
You suffer -2 to these skill checks: Jump, Climb, Swim.
You suffer a -5 ft. penalty to speed.
Natural Athlete
You gain +2 to these skill checks: Jump, Climb, Swim.
You suffer -2 to melee damage rolls.
Dexterity
Heavy Body, Light Hands
You gain +2 to these checks: Sleight of Hand, Open Locks, Craft (any one)
You suffer -2 to these checks: Tumble, Balance, Perform (dance) and Escape Artist
You gain +1 to ranged attack rolls
You suffer -2 AC
Light Body, Heavy Hands
You gain +2 to these checks: Tumble, Balance, Perform (dance) and Escape Artist
You suffer -2 to these checks: Sleight of Hand, Open Locks, Craft (all)
You gain: +1 dodge bonus to AC
You suffer: -2 to range attack rolls
Constitution
Hearty
You gain +2 to Con checks to resist fatigue.
You gain +1 to Fortitude saves.
You suffer -1 hp/level.
Tough
You gain +1 hp/level.
You suffer -2 to Fortitude saves.
- For mental ability scores, I can't cleanly divide them. Here's what I've got. -
Bookworm
You gain +2 skill points per level (+8 at 1st level), but they can only be spent in Knowledge skills.
You suffer a -2 penalty to Search, Forgery, Sense Motive, Gather Information and all Craft checks.
You suffer a -2 penalty to Initiative.
Streetsmart
You gain a +2 bonus on Knowledge (local), Gather Information, Forgery and Sense Motive.
You suffer a -2 penalty to all Craft checks and all other Knowledge checks.
Natural Craftsman
You gain +2 skill points per level (+8 at 1st level), but they can only be spent in Craft skills.
You suffer a -2 penalty to Search, Forgery, Sense Motive, Gather Information and all Knowledge checks.
Natural Performer
You gain +2 skill points per level (+8 at 1st level), but they can only be spent in Perform skills.
You gain a +2 bonus to Bluff checks.
You suffer a -2 penalty to Intimidate, Diplomacy, and Gather Information checks.
You suffer a -2 penalty to your Leadership score.
Natural Leader
You gain a +2 bonus on Diplomacy checks.
You gain a +1 bonus to your Leadership score.
You suffer a -2 penalty on Intimidate, Bluff and Gather Information checks.
Cheers, -- N