Home | System | Chargen | NPCs |
Templates | |||
Ability Scores | |||
Classes | |||
Skills | |||
Feats | Power Feats |
"It is a good thing that you are ambidextrous."
-- Corwin to Benedict, Guns of Avalon
NEW FEATS
Item Creation
Metamagic
|
Ambassador
[General]
You fight through words rather
than deeds, considering physical combat to be the last option when it comes to
reconciling differences.
Benefit: You gain a +2 competence bonus to all Diplomacy
and Sense Motive checks.
Apothecary
[General]
You are skilled in the profession of mixing and brewing 'potente
potions'.
Pre-requisites: Worked into Background
Benefit: You gain a +2 competence bonus on Alchemy checks
to prepare and identify poison, and a +2 competence bonus to Heal checks to
treat poison.
Arcane Distrust
[General]
You fear or distrust arcane magic
and those who wield it.
Benefit: You gain a +1 morale bonus to all saves against
arcane spells. When fighting an opponent who has shown signs of being an arcane
spellcaster, you gain a +1 morale bonus to damage rolls.
Special: Characters with this feat who become bards,
sorcerers, or wizards lose the benefit of the feat.
Arcane Education
[General]
You preserve and share arcane
lore, and do not fear it.
Benefits:
You gain a +2 competence bonus to all Knowledge (arcana) and Spellcraft checks.
Artist
[General]
You come from a region where the arts, philosophy, and music
are an important and respected part of society.
Benefits:
You gain a +2 competence bonus to all Perform checks, and all checks with one
Craft skill that involves art (player's choice).
Barbaric [General]
You belong to a culture that is feared and misunderstood
as “primitive” or “barbaric” by more civilized folk. People react very
strongly to your intense personality.
Benefit: You
gain a +2 bonus on Intimidate and Sense Motive checks.
Barmaid
[General]
You have worked in an inn or tavern, and have become adept at
dealing with a wide variety of people... and defending yourself with whatever is
close-at-hand in the occasional bar brawl.
Benefits: You gain a +2 competence bonus to all Sense Motive
checks. When fighting with improvised weapons, you ignore penalties for
non-proficiency.
Beggar
[General]
You come from a large city where there exists a class of people
that lives off the generosity of others, or deceives the more fortunate into
giving them money.
Benefit: You gain a +2 competence bonus to all Bluff and
Gather Information checks.
Blooded
[General]
Your life is put into danger
regularly, and you must rely on your wits and instinct often.
Benefit: You get a +2 bonus to Initiative and a +2
bonus to Spot checks.
Cityborn [General]
Your exposure to the thousand forking paths of the city has
taught you things you ordinarily would never have uncovered.
Benefit: Choose a non-restricted skill you do not have
as a class skill. You gain a +2 bonus on all checks with that skill, and
consider it a class skill.
Special: You may take this feat multiple times. Its effects do not
stack.
Courteous
Magocracy [General]
You were raised in a land where mighty wizards or sorcerers
order affairs. In lands where powerful Spellcasters are common, cautious
courtesy is the norm, and everyone as an eye for magical goods.
Regions:
Amber, Courts of Chaos
Benefit: You receive a +2 bonus to all Diplomacy and
Spellcraft checks.
Craft Trump [Item Creation]
Daylight
Adaptation [General]
Through long exposure to the surface lands, you have learned to
endure the painful sunlight of the surface world.
Benefit: You no longer suffer circumstance penalties when exposed to
bright light, if you are a member of a race who normally suffers such effects,
whether the light source is magical or a natural.
Education
[General]
In your youth, you received the benefit of several years of
more-or-less formal schooling
Benefit: All knowledge skills are
class skills for you. You receive a +1 competence bonus to two Knowledge skills
of your choice.
Special: You must take this skill at 1st level, only.
Escaped Slave
[General]
Benefit: Choose one Profession skill to reflect the
tasks you performed as a slave. You gain a +2 competence bonus to all Hide
checks and to your chosen Profession skill checks.
Gladiator
[General]
You have been training to fight in the arena for
others’ entertainment.
Benefit: You gain a +2 competence bonus to Perform checks, and
proficiency in one martial or exotic weapon that is used in the arena.
Good Memory
[General]
Your ability to remember facts is better than her Intelligence
score would otherwise suggest.
Benefits: The character gets a +1 bonus to all Skill checks that
involve memory.
Heritage [General]
Benefit: At any time, this feat may be exchanged for a feat that
could have been taken at first level, including feats that are limited to being
selected at first level only. The idea is that the character always had the
replacement feat, he just did not use it (or was not aware of his true
potential) until exchanging this feat for the replacement feat.
Special: The DM may offer the character a feat that was not
available when the character was at first level to account for true heritage or
unknown ancestry. This feat must be taken at 1st level.
Heroic
Recovery [General]
Created
by: Sigfried Trent
The
character with this feat makes miraculous, if slow, recoveries after being left
for dead.
Prerequisites: Con 15+
Benefit: When the character falls to 0 wound points,
they will heal normally even without assistance. In addition,
they heal normally even under adverse conditions, such as poor weather or
unsanitary conditions. They cannot heal under violent or life threatening
weather conditions.
Horse Clans [General]
You
have been raised in a culture that relies on riding and shooting for survival.
Benefit: You get Martial Weapon Proficiency (composite
short bow) and a +2 bonus on all Ride checks.
Increased
Potential [Sorcerer, Bard]
The
character has tapped a heretofore unrealized capacity for magic.
Prerequisites: Wisdom 13+, Spellcaster class that does not 'prep'
spells.
Benefits: The character may 'know' additional spells equal to the
'bonus spells known' chart, based off their Charisma Score. They may not know
spells for levels they are unable to cast yet, though they can gain these bonus
spells as soon as the spell level becomes available.
Irresistible
[General]
You have that special something.
Benefits: The character has a +1 to all Charisma-based skill checks
when interacting with humanoid members the opposite sex whose species have the
same general opinions on beauty. (It is unlikely that an Irresistible male Human
will get any extra bonus when Bluffing a female member of the Lizardfolk.)
Special: A character with the Irresistible feat should expect to
be sought out fairly frequently by members of the both sexes... their reasons
for meeting with the character will quite different, however. (DM: the more the
character takes advantage of this feat, the more frequent these 'visits', both
positive and negative, should become.)
Machiavellian
[General]
You are
skilled in the arts of misdirection, plots, and counter-plots.
Benefit: You gain a +2 competence bonus on Innuendo and
Sense Motive.
Mariner [General]
You are a skilled sailor, and your “sea legs”
enable you to act quickly on board a ship.
Benefit: You get a +2 competence bonus to all Profession
(sailor) checks. While on board a sea-going vessel, you get a +1 bonus to
initiative checks and a +1 dodge bonus to AC.
Mental
Prowess [General]
You have learned to overcome the frailties of the body with the
power of their mind.
Benefit: Your character applies their
Intelligence, rather than Constitution bonus to Fortitude saves.
Merchant
[General]
You come from a major center of trade.
Benefit: Choose a Craft or Profession skill. You gain a +2
competence bonus to all skill checks for that skill and a +2 competence bonus to
all Appraise checks relevant to that Craft or Profession.
Militia
[General]
You served in a local militia, training with weapons suitable
for use on the battlefield.
Benefit: You get Martial Weapon
Proficiency (light crossbow or short bow) and Martial Weapon Proficiency (short
sword or short spear).
Nictitating
Membranes [General]
Created
by: Sammy Grimes
Prerequisites: Lizardfolk, Shapeshifter
Benefit: +4 to all saves against bright or flashing light.
Note: The character may buy this feat at first level only, unless a
shapeshifter.
Nobility
[General]
You come from one of the traditional noble houses.
Benefit:
You gain a +2 competence bonus to Diplomacy and Knowledge (nobility and royalty)
checks.
Nomad [General]
You lived in rugged tribes that travel from place to
place in their homeland.
Benefit: You gain a +2 bonus to all Handle Animal and
Wilderness Lore checks.
Pirate
[General]
You were once the scourge of the seas, attacking ships for
wealth.
Benefit: Choose one of the following weapons:
Club, Dagger, Rapier, Scimitar, Trident. You gain a +1 bonus to attack rolls
when fighting with this weapon, and a +2 bonus to all Intimidate checks.
Saddleborn [General]
You are as comfortable on horseback as on foot.
Benefit: During your action, you can use a 5-foot step
to shift from the front to back of your mount (or vice versa), provided that
your mount is war-trained. You get a +2 bonus on all Ride checks.
Scholar
[General]
You respect the search for knowledge and have invested much time
in it.
Benefit:
You gain a +2 bonus to all Knowledge (history) checks, and to the checks of one
other Knowledge skill of your choice.
Shadow Mastery [Item Creation]
Smuggler [General]
You've made a living by fencing
questionable
goods and moving contraband behind the backs of government
officials.
Benefit: You gain a +2
competence bonus on all Appraise and Bluff checks.
Spy
[General]
You are often involved in intrigue, conspiracies,
and insidious plots.
Benefit: You gain a +2 competence bonus to all Sense Motive
and Gather Information checks.
Street Performer
[General]
You have spent time with the men and women who dance or play their instruments on corners or in plazas.
Benefit:
You gain a +2 competence bonus to all Gather Information and Perform checks.
Streetwise
[General]
You
have learned how to keep informed, ask questions, and interact with the common
folk and the
underworld without raising suspicion.
Benefit:
You gain a +2 competence bonus to all Bluff and Gather Information
checks.
Survivor [General]
You thrive in regions that others find uninhabitable, and excel at uncovering
the secrets of the wilderness and surviving to tell about it.
Regions: Northern Reach, Grass Wastes, Ash Wastes, Peace
Mountains, Maighdean and Tanglepath Forests, South Dakota.
Benefit:
+1 bonus on all Fortitude saves and a +2 to all Wilderness Lore checks.
Thug
[General]
You make your point with pointy objects, and
conduct debates with brass knuckles. While others think, you act.
Benefit:
You gain a +2 to initiative checks, and a +2 competency bonus to Intimidate
checks.
Treetopper
[General]
You are at home in the trees and high places, daring falls that paralyze most folks in terror.
Benefit:
You get a +2 bonus to Climb checks. You do not lose your Dexterity bonus to AC
or give your attacker a +2 bonus to attack when you are climbing.
Home | System | Chargen | NPCs |
Templates | |||
Ability Scores | |||
Classes | |||
Skills | |||
Feats | Power Feats |