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Fax Celestis
2006-07-22, 12:50 PM
Born Blind (Birth)
Requirement: Level 1 (Only)
You were born blind. You automatically fail all spot checks related to vision, and all your ranged attacks have a maximum range equal to the distance of your blindsense (or their normal range, if its shorter). However, your blindness has tuned your senses, so you receive a +10 inherent bonus to all listen checks. You also receive blindsense out to 15'. If you are a wizard, your spellbook is in braille, and you receive Common Braille as a language.

Blind Adaptation
Requirement: Born Blind
You have trained your senses to make up for your lack of sight. Your blindsense increases to 30'. You also can read braille for all of your languages, instead of just Common. You also receive an additional +5 inherent bonus to your Listen checks.

Second Sight
Requirements: Born Blind, Blind Adaptation
Your senses have fully adapted to your blindness. Replace your blindsense with blindsight out to 60'. You also receive an additional +5 inherent bonus to Listen checks.

Born Mute (Birth)
Requirement: Level 1 (Only)
For some reason, you were unable to speak when you were born. You cannot use Perform (Sing) of similar Perform skills at all, and you receive a -20 to any Diplomacy, Bluff, or Intimidate check that involves a creature that doesn't know handsign. However, any spell you cast is treated as though it were cast with the Silent Spell metamagic feat. In addition, you know handsign for any language you know.

Nationality Feats
All characters in my campaign are required to take a Nationality feat on character creation. It doesn't count against normal feats at character creation, and mostly helps define a character's political background.

Mischiman
You hail from the elven matriarchy of Mischima. You are used to women being in command and the church being omnipresent, though your dissatisfaction with either may be the reason for your adventuring lifestyle. You receive 1 free rank in Knowledge (Arcana) and Knowledge (Religion). These ranks do not count toward level maximums.

Heliosundian
You hail from the City-State of Heliosunde. You have been exposed to a high level of new technology, and as such are more familiar with the steam engine (or 'steng', as the Heliosundians call it) than most people. You receive 1 free rank in Knowledge (Steamworks) and Appraise. These ranks do not count toward level maximums.

Phoenician
You hail from the Empire of Phoenicia. You have a wide and varied knowledge about the classical history of Phoenicia, and are able to perform a variety of national dances. You receive 1 free rank in Knowledge (History) and Perform (Dance). These ranks do not count toward level maximums.

Downtrodden
Requirement: Grippli or Blue
You hail from the Downtrodden Isle. You are used to living by your wits off the land and have little knowledge about the outside world. You receive 1 free rank in Survival and Swim. These ranks do not count toward level maximums.

Lusitanian
You hail from the Kingdom of Lusitania. Your people are known for knowing things, and frequently they ask you questions. Your whole life you've been shown how to first understand and later how to lie. You receive 1 free rank in Gather Information and Bluff. These ranks do not count toward level maximums.

Enherjeri
You hail from the Dwarven Stronghold of Enherjer. Most of your life has been spent underground in the dwarven tunnels and caverns, and you've spent some time in the dwarven forges, as all Enherjeri do. You receive 1 free rank in Knowledge (Architecture) and Craft (Metalwork). These ranks do not count toward level maximums.

Penrynni
You hail from the Freelands of Penryn. Your whole life has been dedicated to training and taking care of a wide variety of animals. You receive 1 free rank in Handle Animal and Ride. These ranks do not count toward level maximums.

Vespasian
You hail from the Empire of Vespasia, masters of siege warfare. Most members of society work with the siege engines or with the ships the Gressenti purchase at some point in their lives. You receive 1 free rank in Knowledge (Engineering) and Craft (Carpentry). These ranks do not count toward level maximums.

Arborian
You hail from the Arborian Desert. It's a tough life, but you made it, and now you're out of there. You receive 1 free rank in Knowledge (Nature) and Survival. These ranks do not count toward level maximums.

Praetorian
You hail from Praetoria, land of large dangerous prey. You and your friends made it a game, though, and lived off the land while might thrived around you. You receive 1 free rank in Hide and Move Silently. These ranks do not count toward level maximums.

Nerronean
You hail from Nerronea, less dangerous than Praetoria and more centered on trade than survival. You receive 1 free rank in Knowledge (Nature) and Appraise. These ranks do not count toward level maximums.

Valkuttan
You hail from Valkut, home of some of the best singers in Marranarch. You receive 1 free rank in Listen and Perform (Sing). These ranks do not count toward level maximums.

Vankettan
You hail from the Magical Kingdom of Vankett. Your longtime war with Mastaci has given most members of society a rudimentary knowledge of magics and psionics. You receive 1 free rank in Psicraft and Spellcraft. These ranks do not count toward level maximums.

Dunni
You hail from the Isle of Dunn, home to the best craftsmen of Marranarch. You receive 1 free rank in Appraise and a Craft skill of your choice. These ranks do not count toward level maximums.

Mastacian
You hail from the Mighty Empire of Mastaci, and like all citizens of the empire, you have gone through some magica testing andl schooling. Whether or not you actually chose to stick with it is another thing entirely. You receive 1 free rank in Knowledge (Arcana) and Spellcraft. These ranks do not count toward level maximums.

Segovian
You hail from Segovia, a land of mountains, yodelers, and defensive magics. You receive 1 free rank in Perform (Sing) and Concentration. These ranks do not count toward level maximums.

Fenrin
You hail from the enigmatic Isle of Fenris, home to an elusive and militant group of survivalists who worship nature. You receive 1 free rank in Survival and Spot. These ranks do not count toward level maximums.

Alocathi
You hail from Alocath, home to Marranarch's best magical universities and free of the tyranny present in Mastaci. You receive 1 free rank in Spellcraft and Concentration. These ranks do not count toward level maximums.

Delvenusian
You hail from Delvenus, Marranarch's foremost land for the development of psionic prowess. You receive 1 free rank in Psicraft and Autohypnosis. These ranks do not count toward level maximums.

Gressenti
You are a member of the exiled Gressenti. You sail the seas and have a deep hatred of anything Heliosundian. You receive 1 free rank in Profession (Sailor) and Swim. These ranks do not count toward level maximums.

Were-Sandwich
2006-07-22, 01:06 PM
For the national ones, I would replace the ranks with bonuses, because it might allow people to qualify for PrC's earlier. The blindness ones look OK, but I would make it an auto fail on spot checks rather than -20, as that means a blind person with maxed out ranks in spot would see just as well as a sighted person at higher levels, and still get the bonuses. Also, be careful when giving out blindsense. Its a powerful ability.

Fax Celestis
2006-07-22, 01:35 PM
For the national ones, I would replace the ranks with bonuses, because it might allow people to qualify for PrC's earlier. The blindness ones look OK, but I would make it an auto fail on spot checks rather than -20, as that means a blind person with maxed out ranks in spot would see just as well as a sighted person at higher levels, and still get the bonuses. Also, be careful when giving out blindsense. Its a powerful ability.
15' really isn't that much, and in order to make it really worthwhile, you've got to take three feats.

Autofail might be a good idea though.

And for the nationality feats, I didn't do bonuses because it's supposed to represent knowledge they've picked up just from living around it so long.

Averem
2006-07-22, 02:32 PM
So, for example, Karek is from Mastaci. Given his class, he doesn't get spellcraft or knowledge (arcana), which makes them cross-class. Does this mean they are now treated as class skills, or Karek just gets 1 rank in each whether or not they are CC?

Fax Celestis
2006-07-22, 02:51 PM
So, for example, Karek is from Mastaci. Given his class, he doesn't get spellcraft or knowledge (arcana), which makes them cross-class. Does this mean they are now treated as class skills, or Karek just gets 1 rank in each whether or not they are CC?
Let's make Karek a Fighter 1 from Mastaci. Spellcraft and Knowledge (Arcana) are not class skills, but he does receive one free rank in each. Despite them being cross-class skills, he gets a full rank, not a half rank, and they remain cross-class.

Fizban
2006-07-22, 05:21 PM
Isn't an inherent bonus supposed to come from "powerful magic" (according to wish descripition i think?). Not that it matters, the point was a bonus that stacks with all others I assume, so you could just leave it unnamed, possible with a note that is does stack with all others to avoid any confusion.

Fax Celestis
2006-07-22, 08:01 PM
Isn't an inherent bonus supposed to come from "powerful magic" (according to wish descripition i think?). Not that it matters, the point was a bonus that stacks with all others I assume, so you could just leave it unnamed, possible with a note that is does stack with all others to avoid any confusion.
Or call it a "natural bonus", I suppose.

Umbral_Arcanist
2006-07-23, 03:38 PM
Question bout the mute feat, the bluff penalty would apply to feinting attempts as you have it written, but that makes no sense logically