Courageous (3.5e Trait)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 03:20, 6 September 2019 (MDT) because: Issue(s) unaddressed for over 5 years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: The drawback is mechanically poor. It becomes increasingly easy to avoid for characters with a high Will, otherwise it can force the behaviour of other PCs, which isn't good.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance


You have no fears, and will always use iron grit to push your party on.
Benefit: You have little to fear and gain a +2 to saves against fear checks.
Drawback: You will always try to push yourself or your party through perils that seem daunting. You must make a Will save (DC 20) or attempt the peril yourself. In addition if you fail the will save you must attempt to convince your party to do the daring act as well. You gain a +4 to intimidate or diplomacy to make your party do dangerous actions that you yourself will do.
Roleplaying Ideas: You fear almost nothing, not even death itself. You feel that any goal can be met with enough courage from fear, and you attempt to instill that in your own party and friends.

Back to Main Page3.5e HomebrewCharacter OptionsTraits

Home of user-generated,
homebrew pages!