Masochist: For each 10% (Round up) of Total Normal HP lost, gain a +1 Morale bonus to all rolls; EX Normal 100HP, now at 50% HP, gains a +5 Morale to all rolls.
Master of Skeletons: Your Necro skills are Skeleton focused & they're stronger as a result (+4 Natural AC, +4 hp/HD, +2 Str, +2 Dex);You can Never Make/Control a Zombie as a result.
Master of Zombies: Your Necro skills are Zombie focused & they're stronger as a result (+4 Natural AC, +4 hp/HD, +2 Str, +2 Dex);You can Never Make/Control a Skeleton as a result.
Midget (Creation Only) treated as -1 Size Catagory with all Bonus/Penalty thereof.
Musclebound: +4 STR; -4 DEX
Mute: You can't speak (In Character) for any reason; the Silent Spell Feat doesn't increase the Spell's Slot & is a Free Feat if a SpellCaster; You can comm via SignLan/WrittenLan/WildEmpathy/Telepathy, but not Spoken.
Numb to Pain (Creation Only) Use DoubleConMod for determining HP & are immune to all Spells/SLA/Effects relating to pain; you never know your HP, current Damage taken, how many HP you've had cured, & may not even realize you're taking damage unless you SEE it happening (DM keeps this info to themselves).
Passionate (You're tough, but suggestable) +1 Fort, -1 Will
Phobic, (Whatever): +2 Dodge AC vs it, +ChaMod Saves vs it; if any in 30 feet, Will Save (DC 20) or be Shaken d4 Rounds unless you attack it ("KILL IT! KILL IT! KILL IT!")
Polite: +2 Diplomacy; -2 Intimidate
Plucky (You've got a stronger Mind than Body) +1 Will, -1 Fort
Pouty: Roll d10; 1-2 +2 Cha Checks/3-4 +1/5-6 No Change/7-8 -1 CHA Checks/9-10 -2; rolled for each Cha-Based Skill Check.
Quick: +10 Feet Speed (All Modes); -1HP/Level (Min 1)
Rainbow Fur (Creation Only) 1+(Cha)x/Day, use "Rainbow Pattern" as a SLA; DC is 10+(Cha)+(Half Level); -10 Disguise/Hide
Reckless (You naturally sacrifice accuracy to put more power behind your blows.) -1 ToHit Melee but +1 Damage
Relentless (You don't know the meaning of the word "Tired") +6 Endurance style Checks; anything that would have you Fatigued makes you Exhausted instead
Religious: +3 K Religion, but -1 Bluff, Diplomacy, Sense Motive when NOT dealing with Religion.
Saddleborn (You like to ride em, but suck at handling em) +4 Ride but -4 Handle Animal
Savantism (Good at one thing, crappy at others) +5 to any Skill (Ignore max); -1 to any other 5 Skills
Scholar: +4 Int & Wis, but -2 STR & Carry Limits are Three-Fourths of Normal.
Sighted, Far: +2 Spot; -2 Search
Sighted, Magic: At Will, Free Act, No AoO, use Detect Magic as an SLA, but -1 Concentration
Sighted, Near: +2 Search; -2 Spot
Sighted, Night: Dark/LowLight Vision improves +50% (round up); -1 Spot
Sightless Warrior (Creation Only, "Don't F4 with the Blind Guy!") +10 listen/can always "Take Ten"/Listen replaces Spot; gain Blind Sense & Blind Sight (10 feet) Feats; Auto Fail all Spot, & all Enemies beyond senses gain Total Cover/Conceal against you.
Skinny: +2 Escape Artist & to Resist a Grapple; -2 to all STR Skill Checks & to Initiate a Grapple
Slippery: +4 Escape Artist & to Resist a Grapple; all other Grapple checks take -4
Slow: +1HP/Level; Speed is reduced by 10 feet (Minimum 5 feet) for All Modes
Specialized: +5 to any 1 Craft/Know/Prof Skill; -5 to all other C/K/P skills you have or take in the future; EX if you have Craft Arrows & C Pottery, & take +5 to Pottery, take -5 to Arrows & any other Craft you take in the future.
Spell Gifted (Magic likes you & flows more easily through you) Considered as +1 Caster Level for determining DC, Effects, etc; but your own Spell Resistance lowers by 5.
Stout: +2 to all STR Skill Checks & Grapple; -2 Escape Artist
Submissive (You like following Direct orders and have trouble disobeying them) +2 Morale to all rolls while following DO; -2 Will, Will (DC20) to Disobey a DO, & if given Conflicting Orders, Will (DC20) or be Panicked until the conflict is resolved.
Suspicious (of everyone & everything) +2 Sense Motive ; -1 Diplomacy & Intimidate
Tall: +1 foot Height, +10 feet Speed, +2 Search and Intimidate; -6 Hide
Too Pretty To Die: Use Cha instead of Con for HP; use Cha instead of Dex for AC; -6 Bluff/Diplomacy/GatherInformation
Torpid (Sluggish to danger, but also harder mentally) +4 Will; -2 REF & Init
True Believer: +1 will saves, +2 K Religion; -2 Bluff, Diplomacy, & Sense Motive when it's NOT about Religion.
UnNatural Aura (Creation Only) +5 Intimidate & to the DC of any Fear effects you generate/cast; -5 Diplomacy/HandleAnimal/WildEmpathy
UnCivilized (you relate better to animals than people) +2 HandleAnimal/Ride/Survival/WildEmpathy; -2 Bluff/Diplomacy/GatherInformation/SenseMotive
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