Closet_Skeleton
2007-06-08, 03:37 PM
These are some feats I made for characters who get shafted with low ability scores. They' might be a bit good, I'm not sure.
Arcane Perseverance [General]
They said you’d never be able to achieve it, but you know better than to listen. What you didn’t understand at first, you’ve learnt to take slowly.
Prerequisite: Iron Will, Spellcraft 6 ranks, ability to cast spells through preparation.
Benefit: You may count your primary ability score as 2 points higher for the purpose of determining whether or not you can cast spells of a certain level. However the casting time of spells from the highest level you can cast increases by 1 grade. (Free action to Swift action, Swift action to move action, move action to standard action, standard action to full round action, full round action 2 to rounds, multiple rounds to n+1 rounds)
Cautious Fortitude [General]
Sickness has always affected you pretty badly, but you’ve learnt to be more careful about your diet and built up your immune system.
Prerequisite: Knowledge (nature) 4 ranks, Heal or Survival 4 ranks
Benefit: You may add your intelligence modifier to fortitude saves instead of your constitution modifier.
Deceptive Skill [General]
At first you seem weak, butter fingered to say it cruelly, but once you enemy’s attention lessons yours starts to kick in.
Prerequisite: Bluff 6 ranks, Spot 6 ranks
Benefit: Whenever you roll a natural 1 while in combat, you gain a cumulative +1 bonus on all rolls for the duration of the encounter.
Diverse Skill training [General]
Your peers criticised you for distracting yourself from your primary studies, but it’s paid off well enough.
Prerequisite: 6 ranks in a cross-class skill
Benefit: Choose three skills. These skills become permanent class skills for you. In addition any cross-class ranks you have spent are no doubled.
Special: You may take this feat multiple times, each time choosing three more skills.
Driven [General]
You’ve always come last in all pursuits. However you won’t let that get you down. You’ll put in more effort than anyone else and come out on top.
Prerequisite: No ability score above 15, total ability bonuses below +4.
Benefit: Multiply any experience points you gain by 1.5 times.
False Opening [General]
You’re movements are slow and your defence imperfect, but when you’re opponent goes for you he’ll get a nasty surprise.
Prerequisite: Bluff 9 ranks, Int 15+, Deceptive Skill, Improved Feint, Combat Expertise
Benefit: You may subtract a number no greater than your base attack bonus or five (whichever is lower) from your armour class and add it to your attack and damage.
Keen Reflexes [General]
You’ve never been particularly agile, but you’re learned to make up for it by keeping alert.
Prerequisite: Concentration 4 ranks, Spot or Listen 4 ranks
Benefit: You may add your wisdom modifier to reflex saves instead of your dexterity modifier.
Move with the blow [General]
You’ve had more than your fare experience in getting beaten up, but after a while, the pain isn’t so bad.
Prerequisite: Con 9-, Int 13+
Benefit: You gain damage reduction 2/-. In addition you may use your dexterity modifier to qualify for any feat that normally requires a certain constitution score.
Secret Talent [Trait]
Nobody notices your dull personality and you don’t know what it’s like to be surrounded by friends, but when there’s something you need to do nobody can turn away.
Prerequisite: Charisma score no greater than 15
Benefit: You may count your charisma score as 4 higher for spontaneous spellcasting and a single skill, but as 4 lower for all other purposes.
Arcane Perseverance [General]
They said you’d never be able to achieve it, but you know better than to listen. What you didn’t understand at first, you’ve learnt to take slowly.
Prerequisite: Iron Will, Spellcraft 6 ranks, ability to cast spells through preparation.
Benefit: You may count your primary ability score as 2 points higher for the purpose of determining whether or not you can cast spells of a certain level. However the casting time of spells from the highest level you can cast increases by 1 grade. (Free action to Swift action, Swift action to move action, move action to standard action, standard action to full round action, full round action 2 to rounds, multiple rounds to n+1 rounds)
Cautious Fortitude [General]
Sickness has always affected you pretty badly, but you’ve learnt to be more careful about your diet and built up your immune system.
Prerequisite: Knowledge (nature) 4 ranks, Heal or Survival 4 ranks
Benefit: You may add your intelligence modifier to fortitude saves instead of your constitution modifier.
Deceptive Skill [General]
At first you seem weak, butter fingered to say it cruelly, but once you enemy’s attention lessons yours starts to kick in.
Prerequisite: Bluff 6 ranks, Spot 6 ranks
Benefit: Whenever you roll a natural 1 while in combat, you gain a cumulative +1 bonus on all rolls for the duration of the encounter.
Diverse Skill training [General]
Your peers criticised you for distracting yourself from your primary studies, but it’s paid off well enough.
Prerequisite: 6 ranks in a cross-class skill
Benefit: Choose three skills. These skills become permanent class skills for you. In addition any cross-class ranks you have spent are no doubled.
Special: You may take this feat multiple times, each time choosing three more skills.
Driven [General]
You’ve always come last in all pursuits. However you won’t let that get you down. You’ll put in more effort than anyone else and come out on top.
Prerequisite: No ability score above 15, total ability bonuses below +4.
Benefit: Multiply any experience points you gain by 1.5 times.
False Opening [General]
You’re movements are slow and your defence imperfect, but when you’re opponent goes for you he’ll get a nasty surprise.
Prerequisite: Bluff 9 ranks, Int 15+, Deceptive Skill, Improved Feint, Combat Expertise
Benefit: You may subtract a number no greater than your base attack bonus or five (whichever is lower) from your armour class and add it to your attack and damage.
Keen Reflexes [General]
You’ve never been particularly agile, but you’re learned to make up for it by keeping alert.
Prerequisite: Concentration 4 ranks, Spot or Listen 4 ranks
Benefit: You may add your wisdom modifier to reflex saves instead of your dexterity modifier.
Move with the blow [General]
You’ve had more than your fare experience in getting beaten up, but after a while, the pain isn’t so bad.
Prerequisite: Con 9-, Int 13+
Benefit: You gain damage reduction 2/-. In addition you may use your dexterity modifier to qualify for any feat that normally requires a certain constitution score.
Secret Talent [Trait]
Nobody notices your dull personality and you don’t know what it’s like to be surrounded by friends, but when there’s something you need to do nobody can turn away.
Prerequisite: Charisma score no greater than 15
Benefit: You may count your charisma score as 4 higher for spontaneous spellcasting and a single skill, but as 4 lower for all other purposes.