Campaign traits aren't even normally legal anyhow. Though I've seen plenty a player try to use them.
Though they are an excellent tool for DMs.
Most of the time official campaign traits were created to fill in gaps that are sometimes created depending on class composition. For example they might provide Trap Finding along with the ability to disarm magic traps or make skills class skills, that way you are never without those essential skills no matter team composition.
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Just reading and planning. I am wondering if an Aberrant is too powerful...
I don't have to break the game, I can just avoid going for broke, but the Aberrant is clearly based on racking up extra attacks and I could easily have four attacks from the getgo. I'd rather not use a character who can organically break the game.
But I do like the archtype in pretty much everyway... From the theme, possible character motivations, concept. Being the sort of Leper on the ship who hides himself in body concealing clothing and carries around bottles of ointment with a constant medical smell.
What are your thoughts Rex?
Otherwise I'll pick Trailblazer whose abilities don't mesh with what I ultimately am going to do with it, but it removes all the skills that don't do anything for me (I don't think I want to craft... even if the Aegis is technically a spellcaster and can take craft skills) and replaces them with ones that, if I was so inclined, could be useful down the road. Not to mention that it actually matches the setting rather well, more so then the Aegis, as it provides the necessary survivability that "Flying on a pirate ship in unknown environments and through the sky".
Though "Engineer" could be a role easily fulfilled by the Aegis as well. Hmmm... Well depending on what skills an engineer needs.
Rex what skills does a Engineer need?