High Society (3.5e Trait)

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High Society[edit]

Your character exudes an aura of class and expects the same in return.
Benefit: Your character was trained to enter high society when he or she was a child. Choose three of the following bonuses to represent their education:
  • Only the Best: +1 on Appraise checks.
  • Poise: +1 on Balance checks.
  • Diction: +1 on Diplomacy checks. If the character attempts to cast a spell with verbal components while deafened, he or she only has a 10% chance of spell failure.
  • Penmanship: +1 on Forgery checks.
  • Courtly Matters: +1 on Knowledge: History and Knowledge: Nobility and Royalty checks.
  • The Arts: +1 on one Perform skill, chosen at character generation.
  • Horsemanship: +1 on Ride checks.
  • Fluency: Your character gains one language, excepting secret languages (such as Druidic). These are typically "cultured" languages like Elven or Celestial, but don't have to be (especially if the character was trained as a diplomat, or something similar).
Drawback: Your character is accustomed to the finer things in life. He or she must eat only quality food (prepared with a Craft: Cook or Profession: Cook check of 15 or higher) or be sickened for one hour after consumption, and suffers a -4 on saves versus poison or disease. He or she is fatigued if they sleep in any type of armour (unless he or she has the Endurance feat, which will allow sleeping in light armour without penalty) or do not sleep in a bed (a bedroll and tent will suffice if necessary).
Special: Eventually, the player may decide that their character has become accustomed to the adventuring lifestyle. Upon gaining a new level, the character may "buy off" the drawbacks of this trait with the expenditure of three skill points (the amount they would have paid for the skill bonuses, ignoring any cross-class penalties). If the character recieves less than three skill points per level (or cannot spare the points for whatever reason), this "payment" can be spread out over several levels, but the drawback is only lifted when all three points have been spent.
Roleplaying Ideas: The character may be haughty and arrogant, or a humble defector from their affluent lifestyle. Not all bluebloods have this trait and, indeed, not all characters with this trait are bluebloods. All that matters is that he or she came from privelege and was trained with skills befitting that environment.



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