Is this trait balanced? [Archive] - Wizards Community

Post/Author/DateTimePost
PiedmonSama

09-06-06, 04:57 PM
Trait: Deceptive Strength

Your wiry frame belies rock-solid muscles. You are much stronger than your appearance would suggest, shocking people time and again when you display your might.

Benefit: You gain a +1 bonus to Bluff checks made to feint in combat, as you can wield weapons with far greater power than one would believe.

Penalty: You take a -2 penalty to Intimidate checks, as your waifish figure makes it hard for people to take you seriously as a threat.

Does this trait look fair?

Also, here is an original Flaw that I came up with:

Flaw: Smoker's Lung

Your "love of the Halfling's weed" has permanently damaged your respiratory system. You suffer a -4 penalty on all Fortitude saves made for Endurance-related checks such as extended periods of running or swimming. The penalty does not apply on checks made to resist temperature extremes.
strenoth

09-06-06, 07:03 PM
The trait is balanced, not sure about the flaw though.
Kethka

09-06-06, 07:07 PM
Flaws should be about 1.5 times as bad as the feat is good. So a flaw based on endurance would have to be -6 to all checks which endurance adds to in order to be balanced. (As written you can just take "smoker's lung" and then use the feat to get endurance, which would give you something for nothing.)
PiedmonSama

09-06-06, 07:58 PM
Ah, I see. So it should be:

Smoker's Lung

Your "love of the Halfling's weed" has permanently damaged your respiratory system. You suffer a -6 penalty on all Fortitude saves made for Endurance-related checks such as extended periods of running or swimming. The penalty does not apply on checks made to resist temperature extremes.

I just can't reconcile smoking making you more vulnerable to freezing to death, so the inapplicability to elemental damage remains. >_>
Kethka

09-06-06, 08:35 PM
I just can't reconcile smoking making you more vulnerable to freezing to death, so the inapplicability to elemental damage remains. >_>
Actually, this is one of the many harmful effects of smoking. It damages the amount of oxygen in circulation which negatively affects many things including the ability of the body to keep its self warm.

Here is one of the many websites (http://www.helpwithsmoking.com/effects-of-smoking.php) about the harmful effects of smoking.

Of particular note is the following:
Circulation, especially to the hands and feet becomes less efficient and the temperature of the skin may drop by up to 5°C.
Heavy smokers also take a much longer period of time to warm up using natural mechanisms (after dipping one's hand in cold water, for example) because there simply isn't enough oxygen to keep all the cells warm (oxygen is used to generate energy).

So, basically, making someone with the "smoker's lung" flaw have a penalty to checks to avoid freezing is actually accurate. It would be more difficult to justify the penalty vs heat, IMO (but if not that, then I would try to find some other minor penalty for the sake of balance)
PiedmonSama

09-06-06, 09:07 PM
Ah. But still, it can't run the gamut from all elemental damage, so I'll throw in another penalty. How's this:

Flaw: Smoker's Lung

Your "love of the Halfling's weed" has permanently damaged your respiratory system. You suffer a -6 penalty on all Fortitude saves made for Endurance-related checks such as extended periods of running or swimming. The penalty does not apply on checks made to resist temperature extremes. When you become fatigued, you suffer a -2 penalty to CON as well as STR and DEX.
PiedmonSama

09-07-06, 03:55 AM
Supernatural Exposure

You have been exposed to horrors and monstrosities that would drive weaker men mad. Somehow, you held on to your sanity, and now very little can phase you. However, due to your experiences, you have a hard time relating to "common" people and many find you disturbing and eerie.

Benefit: The character gains a +1 bonus against Fear checks.

Penalty: The character suffers a -2 penalty to Diplomacy.

Roleplaying Notes: Characters with this trait may have been deeply scarred by the horrors they encountered, and are now very difficult to panic simply because they have adopted a fatalistic attitude to cope. Alternatively, a character may be obsessed with revenging himself upon whatever monstrous beings he once encountered, and an intense zealot in character.

Paranoid

You always make sure you are aware of your surroundings at all time. Every other moment, you compulsively glance over your shoulder. You avoid crowds, but if you must pass through one, you keep a hand to your coinpurse. You never sit with your back to a door or window, and you like to keep a step further back than is usual when you talk to people. In short: you are paranoid. This makes you more alert, but very hard to deal with.

Benefit: The character gains a +1 bonus on Spot checks.

Penalty: The character suffers a -2 penalty to Diplomacy.

Roleplaying Notes: Paranoid characters don't always have a reason to be, but perhaps you made a powerful foe when you were young, or you once battled an exceptionally horrific monster and are now convinced it's out to get you. While some paranoid characters can be very "edgy" and high-strung, others could be quite frank and matter-of-fact about their suspicions. In any case, it won't be long before the constant requests for someone to taste your food for you, and the insistence that you never sit by a window get on someone's nerves.

Bloodhound's Nose

You have an unusually well-developed sense of smell. This is a natural development that occurs in subterranean races as their eyes gradually weaken in lightless conditions. Though you can often sniff out what you are looking for, your sight is marginally poorer.

Benefit: You gain a +1 bonus on Search checks.

Penalty: You suffer a -2 penalty on Spot checks.

Roleplaying Notes: Characters with this trait often have very sensitive eyes and dislike bright light. A Gnome alchemist or a Kobold trapmaker might use their noses in their work, sorting fine alchemical powders and checking the lubricant on every cog of some mechanism.
Special: This Trait can only be taken by Dwarves, Gnomes, Orcs, Half-Orcs, or other subterranean creatures like Duegar and Kobolds.

High Pain Tolerance

You possess a natural ability to ignore pain. This can be both blessing and curse: a character with a high pain tolerance will endure better in combat, but this trait also makes him slower to react.

Benefit: You gain a +1 bonus on Endurance checks to resist becoming Fatigued.

Penalty: You suffer a -1 penalty on Initiative rolls.

Roleplaying Notes: Characters with this trait may disdain the complaints of their comrades at every swordslash or scorch mark. Or they could simply be too dull-witted to recognize when they should be collapsing in pain.
Kethka

09-07-06, 06:51 PM
Supernatural Exposure
I like this one alot. Seems like a very good fit for a dark, brooding type character who has "seen it all" (which I admit, I tend to enjoy playing)

Paranoid
This is good, but instead of a penalty to diplomacy checks, I would make it a penalty to bluff checks. Someone who is always looking over his shoulder and seems nervous would have a hard time getting people to believe his lies. (plus it helps to differentiate this from Supernatural Exposure)

Bloodhound's Nose
Instead of a bonus to search, I would make this a bonus to survival. Survival is the skill used to track and find food in the wild, which both seem to have great benefit from a better sense of smell. Search, in my mind, is more like digging through a drawer to find a certain object or looking for traps and levers.