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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