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Next Game. // 01.31.2004 @ Scott's

Feat Rules


All characters gain one bonus feat at 1st level that they can use on an background feat (a feat only allowed to be taken at 1st level).


Acrobatic (General):

You have excellent body awareness and coordination.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Jump and Tumble checks.


Agile Limbs (General):

You are limber and dexterous, allowing you to move gracefully.

Prerequisites: You can only take this feat at 1st level.

Benefit: You gain a +2 bonus on Balance and Move Silently checks.


Artist (General):

You come from a culture in which the arts, philosophy, and music have a prominent place in society.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Perform checks and to one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture, or weaving.


Athletic (General):

You’re physically fit and adept at outdoor sports.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Climb and Swim checks.


Attention to Detail (General):

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Sense Motive and Spot checks.


Blooded (General):

You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Spot checks.


Charlatan (General):

You’re adept at fooling people. You know how to tell them just what they want to hear.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Bluff and Disguise checks.


Courteous Magocracy (General):

You were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Diplomacy and Spellcraft checks.


Deflect Ranged Attack (General):

Choose one ranged weapon with which you already have proficiency.

Prerequisites: Point Blank Shot, Precise Shot, Ranged Disarm, Dex 13+, Base Attack Bonus +5

Benefit: You can attempt to deflect a ranged weapon that is already in flight. To do so, ready an action against an opponent with a missile weapon. When that opponent fires, you attack AC 23 (for thrown daggers), AC 25 (for arrows), or AC 28 (for crossbow bolts). A successful roll deflects the opponent’s weapon and deals normal damage to it.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.


Dodge:

During the character's action, the character receives a +1 dodge bonus to Armor Class against attacks.


Forester (General):

You are knowledgeable about the secrets of the forest and wise in its ways.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Heal and Wilderness Lore checks.


Great Fortitude:

The character gets a +3 bonus to all Fortitude saving throws.


Iron Will:

The character gets a +3 bonus to all Will saving throws.


Lightning Reflexes:

The character gets a +3 bonus to all Reflex saving throws.


Magic in the Blood (General):

Prerequisites: You can only take this feat at 1st level.

Benefit: You gain a +2 bonus on Alchemy and Spellcraft checks.


Mercantile Background (General):

You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice.


Nimble Fingers (General):

You have dexterous fingers and good hand-to-eye coordination.

Prerequisites: You can only take this feat at 1st level.

Benefit: You gain a +2 bonus on Disable Device and Open Lock checks.


Outdoorsman (General):

You are trained particularly well for life in the wild.

Prerequisites: You can only take this feat at 1st level.

Benefit: You gain a +2 bonus on Handle Animal and Wilderness Lore checks.


Persuasive (General):

You could sell a tindertwig hat to a troll.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Bluff and Intimidate checks.


Ranged Disarm (General):

Choose one ranged weapon with which you already have proficiency.

Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, Base Attack Bonus +5

Benefit: You can perform the Disarm action with this weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.


Ranged Expertise (General):

Prerequisites: Int 13+

Benefit: When the character uses the attack action or full attack action with a ranged weapon, the character can take a penalty of as much as -5 on the character's attack and add the same number (up to +5) to the character's Armor Class. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus.


Ranged Pin (General):

Choose one ranged weapon with which you already have proficiency.

Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, Base Attack Bonus +5

Benefit: You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a ranged weapon can be stuck. To break free, the victim must take a standard action to perform a Strength check (DC 15) or make a successful Escape Artist check (DC 15).

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.


Ranged Sunder (General):

Choose one ranged weapon with which you already have proficiency.

Prerequisites: Point Blank Shot, Precise Shot, Ranged Pin, Dex 13+, Base Attack Bonus +5

Benefit: When attacking objects, you deal normal damage (instead of half damage) with ranged weapons. See item hardness and toughness ratings on page 136 of the Player’s Handbook.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.


Resist Disease:

You have developed a natural resistance to diseases.

Benefit: You gain a +4 bonus on Fortitude saves against disease.


Resist Poison:

You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them.

Benefit: You gain a +4 bonus on Fortitude saves against poison.


Scholar of Nature (General):

Prerequisites: You can only take this feat at 1st level.

Benefit: You gain a +2 bonus on Alchemy and Heal checks.


Shadow (General):

You have a better chance than most to trail someone unnoticed.

Prerequisites: You can only take this feat at 1st level.

Benefit: You gain a +2 bonus on Hide and Spot checks.


Silver Palm (General):

Your culture is based on haggling and the art of the deal.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Appraise and Bluff checks.


Silver Tongue (General):

Prerequisites: You can only take this feat at 1st level.

Benefit: You gain a +2 bonus on Bluff and Diplomacy checks.


Skill Focus:

The character gets a +3 bonus on all skill checks with that skill.


Smooth Talk (General):

Your people are accustomed to dealing with strangers and foreigners without the needing to draw weapons to make their point.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Diplomacy and Sense Motive checks.


Spy (General):

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Disguise and Gather Information checks.


Stealthy (General):

Your people are known for their stealthiness.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Hide and Move Silently checks.


Street Smart (General):

You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Bluff and Gather Information checks.


Supernatural Critical:

Choose one subclass of creature that is immune to critical hits. You know how to strike against this opponent for best effect.

Prerequisites: Base attack bonus +4

Benefit: Whenever you attack against this subclass of creature would result in critical damage, you strike to full effect, including sneak attack damage or favored enemy damage. Possible subclasses include Constructs, Elementals, Oozes, Plants and Undead.


Thug (General):

Your people know how to get the jump on the competition and push other people around. While others debate, you act.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on Initiative checks and a +2 bonus on Intimidate checks.


Toughness:

The character gains +3 hit points when taking the feat. Also, the character gains +1 hit points for every level gained after selecting the feat. You can only take this feat once.


Trustworthy (General):

Others feel comfortable telling you their secrets.

Prerequisites: You can only take this feat at 1st level.

Benefit: You get a +2 bonus on all Diplomacy and Gather Information checks.