ironheroeshouserules

 

HighPoweredTraits

Page history last edited by yeloson 4 yrs ago

High Powered Traits

 

What and Why?

 

Pretty much everyone complains about how Mighty Build overshadows the other traits, and that Mighty Build should be removed or reduced. Honestly, I like Mighty Build the way it is- I think Traits ought to be special, since you only get to pick 2 of them, and you're stuck with them forever. I like Traits that you're excited to get, instead of ho-hum ones. So, I thought- why not just have Traits that all are up there in effectiveness with Mighty Build? The problem isn't that Mighty Build is too powerful- it's just that it's so much more powerful than the other choices.

 

So instead, here's my High Powered Traits, things that make your character special and keep folks from always taking Mighty Build. These work for PCs and exceptional NPCs, they do not work as "racial traits" or anything like that, they're far too powerful for nameless mooks.

 

These Traits replace the ones in the Iron Heroes book. The normal IH traits are pretty weak compared to these.

 

Strong

 

+2 Strength.

 

Dexterous

 

+2 Dexterity

 

Tough as Iron

 

+2 Constitution

 

Intelligent

 

+2 Intelligence

 

Wise

 

+2 Wisdom

 

Charismatic

 

+2 Charisma

 

Mighty Build

 

(works as in the Iron Heroes book)

 

Unique Melee Style

 

You may choose any attribute to replace Strength in regards of giving attack or damage bonuses with all melee weapons.

 

Unique Missle Style

 

You may choose any attribute to replace Dexterity for giving attack bonuses and Strength for damage bonuses (if applicable) for all missle weapons.

 

Amazing Mobility

 

You may move 1/4th your movement +1 additional square before provoking AoO's.

 

Iron Fist

 

Increase your unarmed damage by 2 die steps (i.e. 1D4 becomes 1D8). Also, your unarmed attacks now have a x3 Critical Multiplier.

 

Heroic Strike

 

Any Critical hit made with a melee weapon has its Critical Multiplier increased by 1.

 

Heroic Shot

 

Any Critical hit made with a missle weapon has its Critical Multiplier increased by 1.

 

Magic Resilant

 

+6 to Save vs. any magical effect, whether a spell, magical item, or Supernatural ability.

 

Iron Man

 

+3 Passive Defense

 

Cat Fall

 

Reduce falling damage by 30 feet as long as the PC isn't Helpless.

 

Grappler

 

Roll 2D20, take the best of the two whenever Grappling or using an Escape Artist check.

 

Genius

 

Choose a single skill. Whenever using that skill, roll 2D20 and take the best roll. You can also take 10 even while threatened or under pressure.

 

Amazing Initiative

 

When rolling Initiative, roll 2D20 and take the best result.

 

Master Save

 

Choose a single type of save (Fortitude, Reflexes, Will). When making a Save roll of that type, roll 3D20 and take the best result.

 

Universal Save

 

Gain +4 to any and all Saves you may make.

 

Academic Prodigy

 

Gain a +2 bonus to all skills in the Academic Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Agile Prodigy

 

Gain a +2 bonus to all skills in the Agility Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Athletic Prodigy

 

Gain a +2 bonus to all skills in the Athletic Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Mystic Prodigy

 

Gain a +2 bonus to all skills in the Mysticism Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Attentive Prodigy

 

Gain a +2 bonus to all skills in the Perception Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Criminal Prodigy

 

Gain a +2 bonus to all skills in the Robbery Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Social Prodigy

 

Gain a +2 bonus to all skills in the Social Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Hidden Prodigy

 

Gain a +2 bonus to all skills in the Stealth Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Artistic Prodigy

 

Gain a +2 bonus to all skills in the Theatrics Skill Group. It is always considered one of your skill groups, regardless of your class.

 

Nature Prodigy

 

Gain a +2 bonus to all skills in the Wilderness Skill Group. It is always considered one of your skill groups, regardless of your class.

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