Cicciograna
2012-04-13, 06:04 PM
Both Faerun and Eberron are full of universities, wizard academies, bardic colleges, military academies, knightly orders and the like; some of these places stand over the others for the quality of the training, such as Morgrave University in Eberron or the training grounds of the Purple Knights in Faerun: I designed two feats that could appeal to those who would like their PC to have been trained in an above-average structure.
SUPERIOR SCHOOLING
The character had access to some above-average learning institution where higher level concepts and techniques have been taught to him; such an institution could be a Wizard School where learning is better in regards to simple apprenticeship, some sort of high level military academy, a particularly gifted mentor, such as an Halruaan mage in Faerun or Dragonmarked noble in Eberron.
Prerequisites: the player can only select this feat when gaining the 1st level in a base class, not a PrC. If this feat is picked on 1st level, there's no prerequisite.
If the feat is chosen on a level subsequent to the 1st, the DM is free to ask a price deemed appropriate to pay for the studies; moreover, the PC stays at the structure for an intensive training for 2d6 weeks, during which he won't be able to go adventuring.
Benfits: the class picked by the player when this feat is selected determines the benefit received.
Note: I only considered classes I have access to right know, i.e. those descripted in the books I own. Feel free to add appropriate benefits for classes
Barbarian: the PC gets an additional Rage per day, and while raging his Con score is considered 2 points higher for the purpose of rage length
Bard: the PC gains 2 additional uses of Bardic song per day, and while singing he's considered as 1 level higher
Cleric: the PC gains 2 additional Turn/Rebuke attempts and his level is considered 2 levels higher when determining the most powerful undead affected
Druid: when considering the special powers of the Druid's Animal companion, his level is considered to be 1 higher
Fighter: the PC gains a +2 bonus, usable once per encounter, to a combat maneuver (Trip, Disarm, etc.)
Monk: the PC gains an additional +1 on saving throws
Paladin: the PC gains an additional use of Smite Evil, his level is considered 1 higher than his actual level when calculating damage, and his Charisma score is 2 points higher for the To-Hit bonus
Ranger: the bonuses against his 1st favoured enemy are increased by 1
Rogue: the PC gains one additional class skill and 4 additional skill points
Sorcerer: once per day, for a single spell the PC can count his caster level to be 1 higher
Wizard: the PC learns an additional spell of the highest level he can cast
Initiator: the PC knows an additional maneuver or stance, and the discipline key skill is a class skill for him
Binder: the PC gains a +4 bonus on binding check
Shadowcaster: the PC learns an additional fundamental
Truenamer: the PC gains a +4 bonus on Truespeak checks
Psion: each level, the PC gains bonus power points equal to half his manifester level (minimum 1)
PsyWarrior: the PC knows an additional power
Soulknife: the PC knows a 1st level power; moreover, his WildTalent feat grants him 3 power points instead than 2
Wilder: the chance to suffer psychic enervation is only 4% per increased manifester level
Meldshaper: for the purpose of meldshaping, and only for that purpose, the Con score of the PC is consdered as if 2 points higher; the PC gains 1 bonus essentia
Artificer: every level, Craft points gained by the PC are increased by 20%
Adept: once per day, the Adept can convert a spell into a Cure/Inflict as a Cleric does
Expert: the Expert picks another skill as class skill and gains 2 bonus skill points
Magewright: the Magewright knows an additional spell of the highest level he can cast
The character becomes a well known figure in his area of expertise: he is recognized among his peers and thus he gains a +2 on Diplomacy checks to influence someone in his field of studies, provided they know the school he comes from.
Special: this feat can be taken multiple times. Its effects don't stack: every time the PC picks this feat, he must select a different class to receive the benefit for.
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ADVANCED TRAINING
The character had access to the best of the best in learning structues, to the most famed institutions, under the most talented teachers. Structures and mentors of this stature could be the Wynanrn University, an apprenticeship with Elminster, the Temple of Nine Swords or Reshar himself et cetera.
Prerequisites: he player can only select this feat when gaining a base class, not a PrC. If this feat is selected on 1st level, the only prerequisite is Superior Schooling.
If the feat is picked on a level subsequent to the 1st, apart from Superior Schooling the DM can ask the fee he sees fit, and the PC is unavailable for 1d4 months while he trains.
Benefit: the PC gains the benefit of Superior Schooling for the chosen class; moreover, the PC gains an intrinsic +1 bonus to two different ability scores of his choice.
The character is famous among his peers as one of those "who made it", one whose future is brilliant. The character gains a +4 bonus on Diplomacy checks to influence someone in his field of studies, provided they know the school he comes from.
Special: this feat can be taken only once.
SUPERIOR SCHOOLING
The character had access to some above-average learning institution where higher level concepts and techniques have been taught to him; such an institution could be a Wizard School where learning is better in regards to simple apprenticeship, some sort of high level military academy, a particularly gifted mentor, such as an Halruaan mage in Faerun or Dragonmarked noble in Eberron.
Prerequisites: the player can only select this feat when gaining the 1st level in a base class, not a PrC. If this feat is picked on 1st level, there's no prerequisite.
If the feat is chosen on a level subsequent to the 1st, the DM is free to ask a price deemed appropriate to pay for the studies; moreover, the PC stays at the structure for an intensive training for 2d6 weeks, during which he won't be able to go adventuring.
Benfits: the class picked by the player when this feat is selected determines the benefit received.
Note: I only considered classes I have access to right know, i.e. those descripted in the books I own. Feel free to add appropriate benefits for classes
Barbarian: the PC gets an additional Rage per day, and while raging his Con score is considered 2 points higher for the purpose of rage length
Bard: the PC gains 2 additional uses of Bardic song per day, and while singing he's considered as 1 level higher
Cleric: the PC gains 2 additional Turn/Rebuke attempts and his level is considered 2 levels higher when determining the most powerful undead affected
Druid: when considering the special powers of the Druid's Animal companion, his level is considered to be 1 higher
Fighter: the PC gains a +2 bonus, usable once per encounter, to a combat maneuver (Trip, Disarm, etc.)
Monk: the PC gains an additional +1 on saving throws
Paladin: the PC gains an additional use of Smite Evil, his level is considered 1 higher than his actual level when calculating damage, and his Charisma score is 2 points higher for the To-Hit bonus
Ranger: the bonuses against his 1st favoured enemy are increased by 1
Rogue: the PC gains one additional class skill and 4 additional skill points
Sorcerer: once per day, for a single spell the PC can count his caster level to be 1 higher
Wizard: the PC learns an additional spell of the highest level he can cast
Initiator: the PC knows an additional maneuver or stance, and the discipline key skill is a class skill for him
Binder: the PC gains a +4 bonus on binding check
Shadowcaster: the PC learns an additional fundamental
Truenamer: the PC gains a +4 bonus on Truespeak checks
Psion: each level, the PC gains bonus power points equal to half his manifester level (minimum 1)
PsyWarrior: the PC knows an additional power
Soulknife: the PC knows a 1st level power; moreover, his WildTalent feat grants him 3 power points instead than 2
Wilder: the chance to suffer psychic enervation is only 4% per increased manifester level
Meldshaper: for the purpose of meldshaping, and only for that purpose, the Con score of the PC is consdered as if 2 points higher; the PC gains 1 bonus essentia
Artificer: every level, Craft points gained by the PC are increased by 20%
Adept: once per day, the Adept can convert a spell into a Cure/Inflict as a Cleric does
Expert: the Expert picks another skill as class skill and gains 2 bonus skill points
Magewright: the Magewright knows an additional spell of the highest level he can cast
The character becomes a well known figure in his area of expertise: he is recognized among his peers and thus he gains a +2 on Diplomacy checks to influence someone in his field of studies, provided they know the school he comes from.
Special: this feat can be taken multiple times. Its effects don't stack: every time the PC picks this feat, he must select a different class to receive the benefit for.
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ADVANCED TRAINING
The character had access to the best of the best in learning structues, to the most famed institutions, under the most talented teachers. Structures and mentors of this stature could be the Wynanrn University, an apprenticeship with Elminster, the Temple of Nine Swords or Reshar himself et cetera.
Prerequisites: he player can only select this feat when gaining a base class, not a PrC. If this feat is selected on 1st level, the only prerequisite is Superior Schooling.
If the feat is picked on a level subsequent to the 1st, apart from Superior Schooling the DM can ask the fee he sees fit, and the PC is unavailable for 1d4 months while he trains.
Benefit: the PC gains the benefit of Superior Schooling for the chosen class; moreover, the PC gains an intrinsic +1 bonus to two different ability scores of his choice.
The character is famous among his peers as one of those "who made it", one whose future is brilliant. The character gains a +4 bonus on Diplomacy checks to influence someone in his field of studies, provided they know the school he comes from.
Special: this feat can be taken only once.