Traits & Talents for you!
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Traits & Talents for you!
These are mostly cosmetic, and should be used to make your character sheet into something truly special. Only the magical attunements have any actual affect in-game, and that's if you're using magic. Otherwise, we'll be listing off some generic personality traits, and some skills, just to give you inspiration for your own character sheet.
- Magical Attunements:
You may only ever have one attunement, and it cannot be changed once you have selected one.
Blue Flames: Your natural attunement to fire makes it naturally burn a blue, granting you a +10 modifier casting fire spells, but -5 in all other categories.
Wakes: Your natural attunement to water makes it stronger, granting you a +10 modifier to casting water spells, but -5 in all other categories.
Tremors: Your natural attunement to the earth makes it easier for you to manipulate it, granting a +10 modifier to casting earth spells, but -5 in all other categories.
Zephyr: Your natural attunement to the air makes you lighter, and agile, granting a +10 modifier to casting air-based spells, but -5 in all other categories.
Electric: Your natural attunement to electricity may cause you to accidentally shock someone when you touch them, granting a +10 modifier to lightning spells, but -5 in all other categories.
Cleric: Your natural attunement to the energies of healing grant you a +10 modifier to healing spells, but -5 in other categories.
Jester: Your natural attunement to the arts of trickery grant you a +10 modifier to illusion spells, but -5 in other categories.
Craftsman: You have a natural gift for building things, being able to change their properties is extremely useful to your trade. You get a +10 modifier to alteration, but -5 in other categories.
Lich: You wish to see the entire world either dead, or dying, and with their souls and flesh, you will see to the world's demise. You get a +10 modifier to necromancy, but -5 in other categories.
Naturalist: Nature was always your true mother. +10 modifier to druidism, -5 in other categories
Preacher: Your dedication to your deity grants you +10 modifier to holy magic, but -5 in other categories.
Blood-thirst: Although you may not need to consume blood, seeing blood brings you happiness. You get +10 modifier to blood magic, but -5 in other categories. If you are a vampire, your need to consume blood is nearly doubled.
Powerful Mind: Your mind is powerful, and psionic abilities come to you naturally, granting a +10 modifier, but -5 in all other categories.
Eldritch: The chaotic nature of magic compels you to see it ridden. You get a +15 modifier to Eldritch Magic, but cannot cast spells from any other categories.
- Training:
Novice Fire Mage: Trained in the usage of Fire Magic
Trained Swordsman: Experienced with a blade.
- Personality Traits:
Stubborn: This character is naturally against new idea's, and requires heavy convincing
Intellectual: This character is educated, and thus, does not like lower-class peasants due to their filthy habbits.
Trouble maker: This character enjoys trouble, and will often try to cause it, or be the cause of it.
Anxious: This character is prone to jittering, stuttering, shaking in usually calm situations, even moreso in tense ones.
Zealous: Logic and reasoning are forgotten to this character, replaced by blind devotion and faith to an entity
Explorer: Character is prone to exploring and more often then not, getting into mischief from it.
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