Wild Abilities (3.5e Trait)
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Wild Abilities
Your ability scores vary a lot, for good or ill.
Benefit: At the start of the day, roll 1d6 six times. You apply a penalty on your six ability scores of -3, -2, or -1 on a natural 1, natural 2, and natural 3 result, and a 1, 2, and 3 on a natural 4, natural 5, and natural 6 result.
At 5 HD, you roll 1d8 (bonus/penalty of +-4). At 10 HD, you roll 1d10 (bonus/penalty of +-5). At 15 HD, you roll 1d12 (bonus/penalty of +-6). Finally at 20 HD, you roll 1d20 (bonus/penalty of +-10). You can always choose to roll a smaller die, but it must be the same die for all six ability scores.
Drawback: You always must roll and can't choose to not roll. This can result in penalties where you don't expect it.
Special: Regardless what your new scores are, your skill points don't change and use your "base" scores.
Roleplaying Ideas: Perhaps you're subject to violent random mutations, or you are cursed/blessed by a god of luck.
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