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"It is a good thing that you are ambidextrous." 
          -- Corwin to Benedict, Guns of Avalon

NEW FEATS

Ambassador

Apothecary

Arcane Distrust

Arcane Education

Artist

Barbaric

Barmaid

Beggar

Blooded

Cityborn

Courteous Magocracy

Education

Escaped Slave

Gladiator

Good Memory

Heritage

Heroic Leap

Heroic Recovery

Horse Clans

Irresistible
Machiavellian

Mariner

Mental Prowess

Merchant

Militia

Nictitating Membranes

Nobility

Nomad

Pirate

Saddleborn

Smuggler

Spy

Street Performer

Streetwise

Survivor

Thug

Treetopper

Item Creation

Craft Trump

 

Metamagic

Increased Potential

Shadow Mastery

 

 

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.

Alertness Craft Wondrous Item Improved Bull Rush Multi-dexterity  Spell Mastery 
Ambassador Daylight Adaptation Improved Critical Multi-weapon Fighting  Spell Penetration 
Ambidexterity

Deflect Arrows

Improved Disarm Nictitating Membranes Spirited Charge 
Apothecary (*)Dodge (*)Improved Initiative Nobility Spring Attack 
Arcane Distrust Education Improved Familiar Nomad Spy
Arcane Education

Empower Spell

Improved Trip  Pirate Still Spell 
Armor Proficiency (or Shield)

(*)Endurance

Imp. Two-Weapon Fighting Point Blank Shot  Street Performer
Artist

Enlarge Spell

Improved Unarmed Strike Power Attack  Streetwise
Barbaric Escaped Slave Increased Potential Precise Shot  Stunning Fist 
Barmaid

Extend Spell

(*)Iron Will  Quick Draw  Sunder 
Beggar Exotic Weapon Proficiency Irresistible Quicken Spell  Survivor
Blind-Fight

Expertise

Leadership  Rapid Shot  Thug
Blooded Far Shot (*)Lightning Reflexes  Ride-By Attack  (*)Toughness 
Brew Potion Flyby Attack Machiavellian (*)Run  Track 
Cityborn Forge Ring Mariner Saddleborn Trample 
Cleave Gladiator Martial Weapon Proficiency Scribe Scroll  Treetopper

Combat Casting

Good Memory

Maximize Spell 

Scholar Two-Weapon Fighting 

Combat Reflexes

Great Cleave Mental Prowess Shadow Mastery Weapon Finesse
Courteous Magocracy (*)Great Fortitude Merchant Shot on the Run  Weapon Focus

Craft Magic Arms & Armor

Heighten Spell Militia Silent Spell  Weapon Specialization 

Craft Rod

Heritage

Mobility

Simple Weapon Proficiency 

Whirlwind Attack

Craft Staff

Heroic Leap Mounted Archery  Skill Focus   

Craft Trump

Heroic Recovery Mounted Combat  Smuggler  

Craft Wand

Horse Clans Multi-attack  Spell Focus   

 

 

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