Westhart
2017-09-02, 10:41 PM
Background Feats: These define the character before he took up the sword, started hurling fireballs or began stabbing orcs in the back. All characters gain a background feat at creation, this is in addition to any other feats they may gain. If they wish they can also use their feat for 1st level and (if human) their bonus feat from that.
Without further ado:
Skilled Professional
Benefit: You add your character level to a single profession and craft check that corresponds with it (such as armorer and craft (armorsmithing) etc). In addition you gains 2 bonus skill points each level that can only be added to the chosen skills and the chosen skills are always class skills for you.
Skilled Performer
Benefit: You add 1/2 your character level to perform checks. In addition if you are a bard you gain 2 extra uses fo bardic music a day.
Born Leader:
Prerequisites: Cha 14
Benefits: You add 1/4 your character level to diplomacy checks (min +1). In addition anyone that would be indifferent to you begins as friendly instead.
Elemental Ties
Benefits: You gain energy resistance equal to 1/4 your level*5 (Min 5). At 20th level this becomes immunity to the chosen element.
Paranoia's Memory
Prerequisites: Int 14
Benefits: You add 1/2 your level on all checks to remember past events. In addition you are immune to any spell or spell like ability that would change your memory. Also you gain 2 skill points per level that can only be used for a psionic skill, and such skills are always count as class skills for you.
Fleet of Foot
Prerequisites: Base land speed of 30'+
Benefits: At first level you gain a 10' bonus to your speed. This increases by 10' at 5th level and every 5 levels after.
Fast Healer
Prerequisites: Con 14
Benefits: You heal twice as fast, and when you take a negative level you may make the save to resist immediately. If unsuccessful you still get the normal save.
Improved Natural Armor
Your skin/scales/etc is much harder then the rest of your race, whether through ceremonial scarification, mutation or some other circumstance.
Prerequisites: Natural armor bonus
Benefits: You add 1/3 your level to your natural armor bonus.
Uneasy Sleeper
Life was rough, and those who slept too deep often kept sleeping... permanently.
Benefits: Waking you up us a free action, and you may also awake as a free action, In addition you act normally after awakening (no penalty for being groggy etc) and while asleep you make listen checks as if awake. In addition you add 1/2 your level to initiative.
Night Owl
Prerequisites: Natural darkvision
Benefits: When out at night or in underground terrain you add 1/4 your level (Min +1) as a racial bonus on attack rolls, damage rolls, and saving throws. In addition you gain darkvision out to 5*level.
Iron Gut
Prerequisites: Bonus on saving throws against poison or disease
Benefits: You add 1/2 your level (Min +1) on all saves against disease or poison. At level 20th you gain immunity to disease and poison.
Resistance to Magic
Prerequisites: Cold Iron Cyborg, Spellcraft 2 ranks
Benefits: Your SR Increases to 10+1/2 level. At 20th level you gain a constructs immunity to spells that allow for spell resistance.
Magic Sensitive
Benefits: You gain a weak version of detect magic, and the ability to rapidly counterspell. You pinpoint the location of magic (as if using detect magic) within level*10'. In addition you may counterspell a spell as an immediate action (no need to ready an action). If you suceed on a spellcraft check (5+spell level) you can identify the spell in use.
Way With Animals
Benefits: You may use bluff, diplomacy, and gather information with animals. You can only convey simple concepts such as "I would make a bad meal." or "Is there water near?" In addition you gain wild empathy, adding your level to the check. Classes that grant wild empathy (ranger/druid/spirit shaman/etc) count twice for bonus. Also animals start one step closer to friendly towards you
I feel these vary in power, but intend on using them if I ever get around to DM'ing another game... Will add descriptions to those without them when I get the time... (and not at 11:40 :smallwink:)
Edit: Changed up prereqs for some feats, improved others.
Without further ado:
Skilled Professional
Benefit: You add your character level to a single profession and craft check that corresponds with it (such as armorer and craft (armorsmithing) etc). In addition you gains 2 bonus skill points each level that can only be added to the chosen skills and the chosen skills are always class skills for you.
Skilled Performer
Benefit: You add 1/2 your character level to perform checks. In addition if you are a bard you gain 2 extra uses fo bardic music a day.
Born Leader:
Prerequisites: Cha 14
Benefits: You add 1/4 your character level to diplomacy checks (min +1). In addition anyone that would be indifferent to you begins as friendly instead.
Elemental Ties
Benefits: You gain energy resistance equal to 1/4 your level*5 (Min 5). At 20th level this becomes immunity to the chosen element.
Paranoia's Memory
Prerequisites: Int 14
Benefits: You add 1/2 your level on all checks to remember past events. In addition you are immune to any spell or spell like ability that would change your memory. Also you gain 2 skill points per level that can only be used for a psionic skill, and such skills are always count as class skills for you.
Fleet of Foot
Prerequisites: Base land speed of 30'+
Benefits: At first level you gain a 10' bonus to your speed. This increases by 10' at 5th level and every 5 levels after.
Fast Healer
Prerequisites: Con 14
Benefits: You heal twice as fast, and when you take a negative level you may make the save to resist immediately. If unsuccessful you still get the normal save.
Improved Natural Armor
Your skin/scales/etc is much harder then the rest of your race, whether through ceremonial scarification, mutation or some other circumstance.
Prerequisites: Natural armor bonus
Benefits: You add 1/3 your level to your natural armor bonus.
Uneasy Sleeper
Life was rough, and those who slept too deep often kept sleeping... permanently.
Benefits: Waking you up us a free action, and you may also awake as a free action, In addition you act normally after awakening (no penalty for being groggy etc) and while asleep you make listen checks as if awake. In addition you add 1/2 your level to initiative.
Night Owl
Prerequisites: Natural darkvision
Benefits: When out at night or in underground terrain you add 1/4 your level (Min +1) as a racial bonus on attack rolls, damage rolls, and saving throws. In addition you gain darkvision out to 5*level.
Iron Gut
Prerequisites: Bonus on saving throws against poison or disease
Benefits: You add 1/2 your level (Min +1) on all saves against disease or poison. At level 20th you gain immunity to disease and poison.
Resistance to Magic
Prerequisites: Cold Iron Cyborg, Spellcraft 2 ranks
Benefits: Your SR Increases to 10+1/2 level. At 20th level you gain a constructs immunity to spells that allow for spell resistance.
Magic Sensitive
Benefits: You gain a weak version of detect magic, and the ability to rapidly counterspell. You pinpoint the location of magic (as if using detect magic) within level*10'. In addition you may counterspell a spell as an immediate action (no need to ready an action). If you suceed on a spellcraft check (5+spell level) you can identify the spell in use.
Way With Animals
Benefits: You may use bluff, diplomacy, and gather information with animals. You can only convey simple concepts such as "I would make a bad meal." or "Is there water near?" In addition you gain wild empathy, adding your level to the check. Classes that grant wild empathy (ranger/druid/spirit shaman/etc) count twice for bonus. Also animals start one step closer to friendly towards you
I feel these vary in power, but intend on using them if I ever get around to DM'ing another game... Will add descriptions to those without them when I get the time... (and not at 11:40 :smallwink:)
Edit: Changed up prereqs for some feats, improved others.