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    Titan in the Playground
     
    Rizban's Avatar

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    Mar 2008
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    Aldhaven
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    Default Re: AVB - Welcome to Aldhaven. Don't mind the knife in your back. [3.5 Rules]

    Skills and Feats

    Skill Descriptions

    Craft (Int; Trained Only)
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    All Craft skills are Trained Only.

    Special
    Each craft skill may be used as a highly specialized Knowledge check, but the bonus from masterwork tools does not apply to this check. You may learn detailed information about an item you're examining, such as age, quality, and who crafted it, if the item has a maker's mark or trademark work, such as identifying unique brush strokes of a particular artist when using Craft (Painting) or identifying the mark of a famous elven smith when using Craft (Armorsmithing). You may also use Craft indirectly as a Knowledge skill to recall information you've learned about local guilds and individuals related to that particular skill.

    Diplomacy (Cha)
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    Check
    You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.

    Action
    Changing others' attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.

    Try Again
    Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.

    Special
    A half-elf has a +2 racial bonus on Diplomacy checks.

    If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.

    Synergy
    If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.

    Spoiler: Influencing NPC Attitudes
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    Influencing an NPC factors in your reputation, prestige, past dealings with the individual and his friends/allies/contacts, as well as the likelihood that he would even listen to you in the first place. Remember, Diplomacy is not magic; however, it is still pretty potent. Your affiliations and reputation can have as much effect on an NPC's attitude as your diplomacy, if not more. For example, a prominent individual in a rival guild will likely never trust you if you've been working against his guild, no matter how high your diplomacy check. Sure, you may make him indifferent and even slightly friendly for a time, but that doesn't mean he trusts you or will do more for you than be polite to your face.

    Every nonplayer character will have an attitude towards other characters rated on a scale from -10 to +10, with 0 being Indifferent. Along this scale are a number of key benchmarks that cannot be easily surpassed by mere diplomatic force. For example, Acquaintance (2) cannot be passed on your first meeting with someone. The character simply does not know you well enough to trust you beyond that without some special occurrence. Conversely, short of attacking or gravely insulting someone, it's almost impossible to drop below Dislikes (-2) on a first meeting. Of course, there are some NPCs who will start with a lower attitude...

    Use the table below to determine the effectiveness of Diplomacy checks (or Charisma checks) made to influence the attitude of a nonplayer character The DC to forcibly move a character's attitude is 10 + Target Attitude2. To move from tier 3 to tier 4, you would have to beat a DC of 26. You can by pass a benchmark in a single encounter only through the use of magic, the effects of which are always temporary, or by rolling a natural 20.

    Of course, quests, events, story progression, organization affiliation, and various other actions tend to give sizable bonuses, typically anywhere from +20 to +30. In other words, simply talking someone into being your best friend is nearly impossible, but proving your intentions with actions is easy enough even for someone without Diplomacy. Diplomacy checks can significantly help you along your way, but it is certainly not magical.

    In addition to setting the DCs for using Diplomacy to adjust the attitude, the actual attitude score will apply as a circumstance modifier on various social interactions with that character and how that character talks about you to others. Sometimes information, opportunities, and quests are available only if the NPC's attitude towards you has reached a certain threshold.
    Attitude Benchmark Description
    10
    Intimate One of your closest friends who will do almost anything for you, even risk his own life.
    9
    8
    Friend Wishes you well and will help out as they are able.
    7
    6
    Ally Works with you as if on the same team, but you have no meaningful personal relationship.
    5
    4
    Friendly Acquaintance Knows a bit about you and likes you, will occasionally help you out.
    3
    2
    Acquaintance Doesn't know you very well but thinks you're agreeable enough.
    1
    Indifferent Doesn't know you at all or simply doesn't care.
    -1
    -2
    Dislikes Doesn't really know you but doesn't like what they do know.
    -3
    -4
    Hostile Knows enough about you to openly dislike you and will occasionally try to thwart you.
    -5
    -6
    -7
    Enemy Wishes you harm and will actively work against you.
    -8
    -9
    -10
    Nemesis Will gladly kill you or have you killed if the opportunity arises.

    Profession (Wis; Trained Only)
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    Special
    If you have a store front, shops, sales cart, or other permanent or semi-permanent location from which you regularly conduct business, you may roll your Profession check for income every day that you work rather than per week. If you have employees, they may each use Aid Other actions to increase your roll.

    If you have employees and do not work for the business yourself on a given day, roll as normal using the relevant Profression skill of the most skilled employee you have, adding an additional +2 as if you had made a successful Aid Other check.




    Specifically Banned Feats
    • Greenbound Summoning
    • Mercantile Background
    • Invisible Spell
    Specifically Approved Feats
    • Dead Eye (DMC)
    • Serenity (DMC)
    • Scathing Wit (DMC)

    Specific Rulings on Feats
    • Spell level adjustments from metamagic can not be reduced below zero for any individual metamagic feat.
    • Adaptive Style refreshes your maneuvers and may be taken so long as you have at least one maneuver known, regardless of class levels.
    • Arcane Thesis applies as per the errata. Individual adjustments cannot be reduced below +0, and a spell can never be reduced to below its original level with the use of this feat.
    • Extra Spell is not list specific, but each use of this feat must be justified to the DM before it is accepted.
    • Favored/Favored in House/Favored in Guild/Etc. are all replaced by Favored in Organization, as presented below.
    • Incarnum Related Feats need a little bit of clarification.
      • Open Least/Lesser/Greater Chakra opens the chosen chakra and gives you the ability to bind to it. This bind does not count against the maximum number of bound chakras granted by class features.
      • Shape Soulmeld grants the ability to shape and bind one soulmeld of your choice. You must have an open chakra in order to bind this souldmeld, but neither shaping nor binding this soulmeld counts against the maximum number of shaped soulmelds or bound chakras granted by class features.
      • Bonus Essentia may be taken multiple times. It's effects stack.
      • Incarnum-Fortified Body is as an [Incarnum] feat for all purposes. You gain 1 essentia when you take this feat; however, unlike other Incarnum feats, you may not invest essentia into it.
    • Keen Intellect uses the original text in Oriental Adventures, not the Dragon Magazine rewrite. The text you find online is probably wrong.
    • Mindsight, as the feat says, functions similarly to blindsense. It is therefore limited by Line of Effect.
    • Persistant Spell's range requirements can not be modified by any means, including use of Reach spell, Ocular Spell, or any variation thereof.
    • Point Blank Shot is removed as a prerequisite for everything that requires it, with the exception of any prestige class that requires Point Blank Shot as a feat for entry and does not require any other feats.
    • Psicrystal Affinity A destroyed psicrystal can be replaced using any suitable crystal and 24 hours of meditation. A suitable replacement crystal is of high quality and worth at least 100 gp.
    • Reserves of Strength's ability to exceed normal limits is limited to the spell's normal limit + the numerical increase provided by the feat, to a max of +3. For example, a fireball could be improved to deal a maximum of 13d6 damage.
    • Sudden Metamagic and Metashadow Feats that are normally usable 1/day may be used 1/day for each such feat you possess. So, for example, if you have both Sudden Extend and Sudden Silent, you may use each one of them 2/day.


    Modified and Homebrewed Feats
    Feat Prerequisites Benefit
    Athik Telepathy Athik or Member of the Hive feat Increased telepathy range
    Ascetic Spiritualist Ki strike (magic), spirit sight Monk and shaman levels stack for determining unarmed damage, and turning and spirits' favor become Wis-based.
    Extra Mystery Shadowcaster level 3rd. You learn an additional mystery.
    Favored in Organization Membership in a formal organization, recognized as a member in good standing. Additional perks to being part of an organization.
    Grandmaster Craftsman Craft (armorsmithing, bowcraft, or weaponsmithing) 9 ranks. You craft truly superb masterwork items.
    Improved Draconic Aura Draconic aura, any true dragonmark Your dragonmark strengthens your draconic aura.
    Improved Soul Surge Con 13, soul surge class feature Add invested essentia to soul surge duration.
    Improved Soultheft Stolen essentia pool, character level 9th. You gain the ability to hold additional stolen essentia.
    Martial Study Base attack bonus +1. Gain one or more martial maneuvers.
    Martial Stance Base attack bonus +1, at least one martial maneuver. Gain a martial stance.
    Recover Maneuver Base attack bonus +3, at least one martial maneuver. Refresh maneuvers during combat.
    Member of the Hive Int 10, must be accepted by the athiks as beneficial to the hive. Short range telepathy, treated as an athik for most purposes
    Midnight Fundamentals Con 13, ability to cast fundamental mysteries. Gain extra uses of fundamental mysteries.
    Midnight Metashadow Con 13, ability to cast 1st-level mysteries, any metashadow feat. Gain extra uses of metashadow feats.
    Reminiscence Kreen race, ancestral memory, effective character level 4th Access to an ancestral memory
    Soulblade Bow Soulblade You may shape your soulblade into a ranged weapon.
    Soulforged Body Warforged, 1st level only. Gain 1 essentia, invest essentia in your body to improve saves.
    Wild Spiritualist Nature sense, spirit sight Druid and shaman levels stack for animal companion and turn undead.


    Feat Descriptions

    Ascetic Spiritualist [General, Shaman]
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    You practice a school of martial arts that blends the inner ki with the flowing ki of the spirit world.
    Prerequisites: Ki strike (magic), spirit sight
    Benefit: If you have levels in monk and shaman, you may add your shaman levels to your monk level to determine your unarmed strike damage and ki strike progression.
    You also use your Wisdom when determining your turn undead uses, making turning checks, and determining the bonuses from spirits' favor rather than your Charisma.
    Special: A shaman can select Ascetic Spiritualist as one of her shaman bonus feats.

    Athik Telepathy [Psionic]
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    Your telepathy range is greater than that of most athiks.
    Prerequisites: Athik or Member of the Hive feat
    Benefit: The range of your Hive Telepathy and Hive Cooperation abilities increases by 20 feet.

    Extra Mystery [General]
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    You learn an additional mystery.
    Prerequisites: Shadowcaster level 3rd.
    Benefit: Choose a path of shadow magic that you have access to. You learn one additional mystery in that path at any level up to one lower than the highest level of mysteries you can currently cast. Thus, a 6th-level shadowcaster (maximum mystery level 3rd) gains a new 1st-level or 2nd-level mystery known with which to expand her repertoire, even if she hasn't yet learned a 3rd-level mystery as one of her normal mysteries known.
    You must already know at least one mystery in a path to take this feat for that path. You may select any mystery from that path that you can normally learn, even a mystery you already know to gain additional uses of that mystery per day.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different path.
    A shadowcaster can select this feat as one of her path-based bonus feats.

    Favored in Organization [General]
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    You are an active and valued member in your organization.
    Prerequisites: Membership in a formal organization, recognized as a member in good standing.
    Benefit: As an active and necessary member of your organization, select one of your organization's associated skills. As long as you remain a member of that organization, you gain a +2 circumstance bonus on all checks made with that skill.
    As additional benefit, you also gain an ability related to your specific organization. The specific ability is unique to your particular organization.
    You must pay any monthly dues or other obligations to remain a member in good standing; however, you may be entitled to a discount.
    This means the exact benefit is dependent on the organization rather than the organization type of the standard feat(s). If you wish to know the benefits of joining any particular organization, just ask.
    Normal: To receive general benefits from your organization, you must pay your full monthly dues. You do not gain any fringe benefits.

    Grandmaster Craftsman [General]
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    Your craftsmanship is unique and your skill superb. Items you craft carry the innate marks of your signature style.
    Prerequisites: Craft (armorsmithing, bowcraft, or weaponsmithing) 9 ranks.
    Benefit: Choose one of the following Craft skills in which you have at least 9 ranks: armorsmithing, bowcraft, or weaponsmithing. This choice cannot be changed once made. Whenever you craft a masterwork item using the chosen skill, you may apply any or all of the masterwork item qualities you know to the item.
    When you gain this feat, you learn one masterwork item quality plus one additional masterwork item quality per 5 ranks in the chosen skill, to a maximum of five masterwork item qualities at 20 ranks. You learn new masterwork item qualities if you gain enough additional ranks in the skill to qualify for one. Once you learn a masterwork item quality, you many not exchange it later for a different one.
    Special: You can gain this feat multiple times.
    If you gain it for a different craft skill, its effects do not stack. Each time you gain this feat, it applies to a different Craft skill.
    If you gain it a second time for the same Craft skill, you learn additional masterwork item qualities every 3 ranks rather than every 5. You cannot gain this feat more than twice for the same skill.

    Improved Draconic Aura [Draconic]
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    You draw power from your dragonmark to strengthen your draconic aura.
    Prerequisites: Draconic aura, any true dragonmark
    Benefit: You can you can sacrifice a daily use of the spell-like ability granted by your dragonmark to increase the bonus granted by one of your draconic auras for a number of rounds equal to your Charisma bonus, minimum 1. The increase depends on the strength of your dragonmark of the spell-like ability sacrificed.
    Dragonmark Bonus Increase
    Least +1
    Lesser +2
    Greater +3
    Siberys +4

    Improved Soul Surge [Incarnum]
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    Your soul surges last longer than normal.
    Prerequisites: Con 13, soul surge class feature
    Benefit: When you activate a soul surge, you may choose an incarnum feat you possess to receive the benefit instead of a shaped soulmeld.
    Once per day, you can invest essentia into this feat. The effects of your soul surge last for a number of additional rounds equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
    You gain 1 point of essentia.
    Special: A soulborn may select this feat as one of his bonus feats.

    Improved Soultheft [Incarnum]
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    Your many hours practicing the dark arts of soultheft have increased your skills drastically.
    Prerequisites: Stolen essentia pool, character level 9th.
    Benefit: You gain a second stolen essentia pool. This allows you to steal essentia from two different creatures at the same time. Each stolen essentia pool is tracked separately for all purposes and follows all other rules for stolen essentia.
    You gain 1 point of essentia.

    Martial Stance [Fighter, Monk]
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    Mastering the fundamentals of a particular discipline, you gain the use of a particular combat stance.
    Prerequisites: Base attack bonus +1, at least one martial maneuver.
    Benefit: When you gain this feat, you can select any stance from a discipline in which you already know at least one maneuver. You must meet the normal prerequisites of the stance. Your initiator level for this maneuver is equal to your base attack bonus.
    Special: You can choose this feat more than once. When you take this feat again, you gain knowledge of a new Stance for which you meet the prerequisites. You do not have to select a stance from the same discipline you chose the first time, but you must know at least one martial maneuver from the discipline of any stance you choose. You may not learn more stances than you know maneuvers using this feat.

    A fighter may select this feat as one of his fighter bonus feats.
    A monk can select this feat as his bonus feat at 2nd or 6th level, even if he doesn't meet the prerequisites; however, he must still meet the prerequisites of the stance he chooses. A monk's initiator level is equal to his monk level plus his base attack bonus from non-monk classes. For example, a Monk 5/Rogue 5 has an initiator level of 8.

    Martial Study [Fighter, Monk]
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    Studying the basics of a martial discipline, you learn to use a particular combat maneuver.
    Prerequisites: Base attack bonus +1.
    Benefit: When you gain this feat, choose a discipline of martial maneuvers. The key skill for the chosen discipline becomes a class skill for all your classes (current and future).
    Select any maneuver from the chosen discipline for which you meet the prerequisite. Your initiator level is equal to your base attack bonus. You can use this maneuver once per encounter. It has no recovery method.
    Special: You can take this feat multiple times. Each time you take it after the first, you gain one of two benefits.
    • You may choose a new discipline, gaining one of its maneuvers and its key skill as a class skill, as described above.
    • Alternatively, you can choose to gain two maneuvers from a discipline to which you have already gained access by means of this feat. Additionally, you gain a +1 bonus on that discipline's key skill, increasing by another +1 each time you take this feat.
    In either case, you must meet the chosen maneuvers' prerequisites.

    A fighter may select this feat as one of his fighter bonus feats.
    A monk can select this feat as his bonus feat at 1st, 2nd, or 6th level, even if he doesn't meet the prerequisites; however, he must still meet the prerequisites of the maneuver he chooses. A monk's initiator level is equal to his monk level plus his base attack bonus from non-monk classes. For example, a Monk 5/Rogue 5 has an initiator level of 8.

    Member of the Hive [General]
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    You become part of the athik hive and join with the hive mind.
    Prerequisites: Int 10, must be accepted by the athiks as beneficial to the hive.
    Benefit: You gain the Hive Telepathy psi-like ability of the Athik race, allowing you to communicate telepathically with any athik or creature that possesses this feat within 20 feet. You are also treated as if you were an athik for the purposes of all athik racial abilities.
    You gain 1 power point.
    As long as you remain a member of the hive in good standing, you gain a +2 competence bonus on checks made with one of the following skills chosen when you gain this feat: Autohypnosis, Knowledge (psionics), or Psicraft.
    Special: This feat may be taken in place of Wild Talent and counts as Wild Talent for all purposes.
    This feat counts as the Favored in Organization (Athik Hive) feat for most purposes.
    An athik may not take this feat.

    Midnight Fundamentals [Incarnum, Shadow]
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    Your soul is steeped in shadow, allow you to use basic shadowcasting more often each day.
    Prerequisites: Con 13, ability to cast fundamental mysteries.
    Benefit: Once per day, you can invest essentia into this feat to gain additional daily uses of fundamentals you know. You gain additional uses per day equal to the number of essentia invested in this feat.
    In addition, the save DC of any fundamental you cast is increased by +1 per point of essentia invested in this feat.
    Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
    You gain 1 point of essentia.

    Midnight Metashadow [Incarnum, Shadow]
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    Prerequisites: Con 13, ability to cast 1st-level mysteries, any metashadow feat.
    Benefit: Once per day, you can invest essentia into this feat and choose one or more metashadow feats that you know. Each affected metashadow feat gains additional uses per day based on the number of essentia assigned to that metashadow feat.
    You can apply this effect to as many metashadow feats as you can afford to invest with essentia. For example, you could invest 1 point of essentia in Enlarge Mystery and 2 points of essentia in Extend Mystery, as long as you had at least 3 points of essentia to invest, had an essentia capacity of 3 or greater, and knew both the Enlarge Mystery and Extend Mystery feats. In this example, you would gain 1 additional daily use of Enlarge Mystery and 2 additional daily uses of Extend Mystery.
    Once essentia is invested in a metashadow feat, it remains invested until the feat runs out of daily uses, at which point the essentia returns to your essentia pool.
    You gain 1 point of essentia.

    Recover Maneuver [Fighter, Monk]
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    You learn how to refocus yourself in the heat of battle, gaining the ability to recover martial maneuvers you have expended.
    Prerequisites: Base attack bonus +3, at least one martial maneuver.
    Benefit: By spending a full round action to meditate and refocus yourself, you refresh all readied maneuvers that you have expended in this encounter. Doing this does not provoke attacks of opportunity. You may not take more than a 5ft step during your turn, and movement greater than 5ft ruins the meditation, preventing you from refreshing any maneuvers.
    Special: A fighter may select this feat as one of his fighter bonus feats.
    A monk can take this feat as his bonus feat at 2nd or 6th level, even if he doesn't meet the prerequisites.

    Reminiscence [Racial]
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    You tap into the racial memories of your ancestors, gaining unique new abilities.
    Prerequisites: Kreen race, ancestral memory, effective character level 4th
    Benefit: You gain access to an ancestral memory for which you meet the prerequisites.
    Special: You can gain this feat multiple times, each time selecting a new ancestral memory. The same level of the same ancestral memory can not be selected more than once.

    Soulblade Bow [General]
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    You learn to shape your soulblade into a ranged weapon to strike at enemies from afar.
    Prerequisites: Soulblade
    Benefit: When shaping your soulblade, you may choose to shape it into a shortbow, light crossbow, or sling. It functions as normal for a soulblade in most regards.
    You may use smite opposition with your Soulblade Bow within 30 feet.
    In addition, your soublade gains new abilities as presented below. These augment but do not replace any existing abilities of your soulblade.
    Essentia: Each round, your soulblade produces one piece of masterwork ammunition that it can use for each point of essentia invested into it. This ammunition always breaks when used, and any unused ammunition dissipates at the start of your next turn. Any enhancement bonuses or special abilities from your soulblade being bound to a chakra always apply to the weapon itself, not directly to the ammunition.
    Chakra Bind (Crown): When shaped as a ranged weapon, you may also choose from the following enhancement options when your soulblade is bound to your crown chakra: Distance, Quick Loading, Seeking.
    Special: A soulborn may select this as one of his bonus feats.

    Soulforged Body [Incarnum, Warforged]
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    When you were brought to life, the process imbued you with more soul stuff than is standard for warforged. You have always retained some connection to that soul energy and have become a natural user of what is known as Incarnum.
    Prerequisites: Warforged, 1st level only.
    Benefit: You gain 1 point of essentia at 1st level, regardless of whether you choose a meldshaping class.
    Additionally, you may invest essentia in your body. Every point of invested essentia grants you a +1 resistance bonus on all saving throws. The maximum essentia capacity is as normal for a character of your level.
    Special: Unlike most feats, this feat must be taken at 1st level during character creation. This feat may not be taken at the same time as Psiforged Body.

    Wild Spiritualist [General, Shaman]
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    Your diverse ties to the spirits of the natural world blend together, forging a stronger bond between yourself and the spirits.
    Prerequisites: Nature sense, spirit sight
    Benefit: If you have levels in druid and shaman, you may add your druid levels to your shaman level to determine the effective druid level for your animal companion. This can never make your effective druid level exceed your character level. In order to add your levels together, you must dismiss your druid animal companion and cannot summon a new one.
    Your druid and shaman levels also stack for the purpose of determining your effective cleric level for the purposes of turning or rebuking undead.
    Special: A shaman can select Wild Spiritualist as one of her shaman bonus feats.

    Last edited by Rizban; 2019-04-21 at 06:06 PM.