D&D 3E/3.5 [3.5] What are the Feats that Affect Face Characters

Gray Lensman

Explorer
Just what the title says. And I am only concerned with the Feats, not Skills, Races, Templates, ect.
To misquote an old tv show "Just the feats, ma'am".
 
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Dannyalcatraz

Schmoderator
Staff member
Supporter
How broadly are you defining "Face" characters? I ask, because almost any PC with a high Cha could be used as one, and there are several Feats used by charismatic characters.
 

Gray Lensman

Explorer
Feats that add to bluff, diplomacy, gather info, intimidate, sense motive primarily.

Secondary would be disguise, decipher script, forgery would be secondary.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Draconic Persuasion
Type: Draconic
Source: Races of the Dragon

Your arcane talents lend you a great deal of allure.
Prerequisite: Draconic Heritage, sorcerer level 1st.
Benefit: After you cast an arcane spell, you gain a bonus equal to 1-1/2 times the spell's level on your next Bluff, Intimidate, or Perform check. The check must be made before the end of the next round.

***

Fey Presence
Type: Heritage
Source: Complete Mage

You share your ancestors' knack for playing tricks on the minds of others.
Prerequisite: Non-lawful alignment, Fey Heritage, character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

***

Celestial Sorcerer Aura
Type: Heritage
Source: Player's Handbook II

The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura.
Prerequisite: Celestial Sorcerer Heritage, sorcerer level 1st.
Benefit: As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). On a failed save, a creature takes a -2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. This is a supernatural ability.

***

Draconic Presence
Type: Draconic
Sources: Complete Arcane
Races of the Dragon

When you use your magic, your mere presence can terrify those around you.
Prerequisite: Draconic Heritage.
Benefit: Whenever you cast an arcane spell, all opponents within 10 feet of you who have fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. The effect is negated by a Will save (DC 10 + level of the spell cast + your Cha modifier).
A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.

***

Voice of Winds
Type: Bloodline
Source: Dragon #311

Your affinity for the air affects your speaking voice. When you wish it, your voice changes to reflect an amazing range of emotion. It can sound as kind and soothing as a gentle breeze, or as powerful and frightening as a howling storm.
Prerequisite: Air Bloodline, ability to cast 2nd-level arcane spells.
Benefit: You gain a +2 bonus on Diplomacy and Intimidate checks made when speaking to others. This bonus applies even if the listeners do not understand the language you are speaking.

***

Devil's Aura
Type: Devil-Touched
Source: Fiendish Codex II

Your close association with diabolic powers stains your soul. By focusing your power, you can cause other creatures to become unsettled and nervous in your presence.
Prerequisite: Cha 13, Intimidate 9 ranks, Devil's Favor
Benefit: You can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or become shaken for ld3 rounds. Multiple exposures to the same aura have no additional effect. The aura lasts for 1 round.

You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.

***

Devil's Tongue
Type: Devil-Touched
Source: Fiendish Codex II

You gain a devil's talent for trickery and deceit. Your words form a verbal maze that clouds your opponent's mind. As a physical mark of this ability, your tongue becomes forked like a serpent's.
Prerequisite: Cha 15, Devil's Favor
Benefit: As a standard action, you can speak soothing words of friendship and amity to any opponent within 60 feet. The target must be able to hear and understand you. The target must make a Will save (DC 10 + 1/2 your HD + your Cha modifier) or be dazed for 1 round. In addition, he is rendered flat-footed.

You can use this ability a number of times per day equal to the number of devil-touched feats you possess. You can choose to spend two uses of this ability to use it as a swift action rather than as a standard action.

This is a mind-affecting, language-dependent, supernatural ability.
 
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Dannyalcatraz

Schmoderator
Staff member
Supporter
Art Of Fascination
Type: Ancestor
Source: Oriental Adventures

You claim descent from Kakita Wayozu, the first female Mistress of the Kakita Academy, whose art was so great it is said that she helped create an alternate world.
Clan: Clan: Crane.
Benefit: You can fascinate a single creature with your music or poetics. You make a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than your check result. If the saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level you possess. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat allows the fascinated creature a second saving throw against a new perform check result. Any obvious threat automatically breaks the effect. You must concentrate, as if casting or maintaining spell. This is a spell-like, mind affecting charm ability.

***

Great Diplomat
Type: Ancestor
Source: Oriental Adventures

You are descended from Asako, one of the companions of the first Phoenix, a great healer, diplomat, and warrior.
Clan: Clan: Phoenix.
Benefit: You gain a +2 bonus on Diplomacy checks. Once you reach 6th level, you automatically attract a cohort (but not followers) as though you had taken the Leadership feat, and your Leadership score is increased by +2.

***

Powerful Voice
Type: Ancestor
Source: Oriental Adventures

You are karmically linked to Utaku, Shinjo's most trusted lieutenant and devoted bodyguard.
Clan: Clan: Unicorn.
Benefit: You gain a +2 bonus on Diplomacy and wild empathy checks.
As a standard action, you can make a DC 15 Perform (sing) or Perform (oratory) check to grant your allies a +1 morale bonus on saving throws against charm and fear effects. This bonus lasts as long as you continue speaking or singing. While using this ability, you cannot cast spells, activate magic items by spell completion (such as scrolls) or by command word (such as wands).

***

Silver Tongue
Type: Ancestor
Source: Oriental Adventures

Your ancestor, Mirumoto Kaijuko, was the first woman to become daimyo of the Mirtimoto family. At the age of 16, she defeated her uncle in a duel to claim leadership of the family.
Clan: Clan: Dragon.
Benefit: You can use the Diplomacy skill (trained or untrained) to produce the following effects:

Change an NPC's attitude toward a person other than yourself. The DC is the same as if you were changing the character's attitude toward you.
Inspire love and devotion. If you successfully improve a character's attitude toward you (only) to helpful, you can choose to cause that character to show romantic interest in you. The character thereafter seeks every opportunity to be near you and makes every effort to win your affection, within the bounds of relatively normal behavior.
Inspire hope or despair. With a successful Diplomacy check against DC 25, you fill a single target with hope or despair, as if affected by the good hope or crushing despair spells. In the case of despair, the target can negate the effect with a successful Will saving throw (DC 10 + 1/2 your Diplomacy ranks + your Charisma modifier).
Cause confusion. Make a Diplomacy check opposed by your target's Sense Motive check. If you beat your target's check result by 10 or more, you can cause him to become confused for 1 round. You can use this ability as a full-round action.

***

Smooth Talk (OA)
Type: Ancestor
Source: Oriental Adventures

You are descended from Doji Taehime, a Crane ambassador to the Scorpion court - a courtier skilled at discovering falsehoods and uncovering plots.
Clan: Clan: Crane.
Benefit: You only take a -5 penalty if you attempt a Diplomacy check as a full-round action
Normal: Diplomacy checks usually require at least 1 minute. You can attempt a rushed Diplomacy check as a full-round action, but you take a -10 penalty.
 
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Gray Lensman

Explorer
I have the most basic stuff, but would have never considered looking in some of the sources you pulled from. Thats why I asked.

The stuff from OA will be useful if I can convince the dm to let me refluff it.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
I knew of those because I stumbled across them making other kinds of PCs. I bet there are some Domain, Reserve, Racial, Vile, etc. ones out there I've missed.

But if you have the others, why not post them for completeness? You might help someone else out when they make THEIR PC.
 
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Gray Lensman

Explorer
Feats
Born under a High Sun: [Birth] (DR340 p48) 1st level only. May not have another [Birth] feat
+1 bonus on Intimidate checks. +2 bonus on saves vs. Fire effects. +1 bonus on all other Fortitude saves.

Born under the Crescent Moon: LEVEL 1 [Birth] (DR340 p56) 1st level only May not have another [Birth] feat
+1 bonus on Sense Motive & Spot checks. Detect Thoughts, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.

Born under the Full Moon: [Birth] (DR340 p57) 1st level only May not have another [Birth] feat
+1 bonus on Intimidate & Use Magical Device checks. Command, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.

Born under the Gibbous Moon: [Birth] (DR340 p57) 1st level only May not have another [Birth] feat
+1 bonus on Bluff & Gather Information checks. Calm Animals, 1/day as a Spell-like Ability. DC is Charisma-based. Caster level is your Character level.

Hard to Fool: [General] (DR317 p82)
+2 bonus on Will saves vs. Illusion. +2 bonus on Sense Motive checks.

High Society: [General] (DR333 p89) Diplomacy: 4 ranks
+3 bonus on Bluff, Diplomacy, & Disguise checks made when interacting with members of the highest level of society.

Inside Connections: [General] (RoD p153) Choose a specific organization of which you have knowledge and with which you are on neutral or better terms.
You gain a +4 circumstance bonus to Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.

Investigator: [General] (PH p97)
+2 bonus to Gather Information & Search checks.
Menacing Demeanor: [General] (RoS p142) Orc or Orc blood only
+4 bonus on Intimidate checks.
Nimbus of Light: +2 bonus on Diplomacy and Sense Motive checks with good creatures

Sacred Vow: +2 perfection bonus on Diplomacy checks

Nymph’s Kiss: [Exalted] (BoED p44)
1. +2 bonus on all Charisma-based skill checks.
2. +1 bonus on saving throws against spells & spell-like abilities.
3. +1 skill point per level, starting at this level.

Negotiator: [General] (PH p98)
+2 bonus to Diplomacy & Sense Motive checks.
Persuasive: [General] (PH p98)
+2 bonus to Bluff & Intimidate checks.
Sociable Personality: [General] (RoD p153) Half-Elf only, Charisma 13
You may reroll any Diplomacy or Gather Information check. You must take the new result.

Undead Empathy: [General] (Eb p61) Charisma 13
+4 bonus on Diplomacy checks to change the attitude of Intelligent Undead. You can also use your Diplomacy to influence Mindless Undead (such as Skeletons, Zombies, etc.). Mindless Undead initially have the attitude of Hostile.
Action/Target Attitude/Target DC
Stop a random Mindless Undead from attacking /Indifferent /25
Stop a Mindless Undead under orders from attacking /Friendly/ 35
Make a Mindless Undead abandon what it has been ordered to guard /Helpful/ 50

Master Manipulator: [General] (PH2 p80) Diplomacy: 9 ranks, Charisma 13
Gain the following two abilities. Each cannot be used in combat & you must share a language with your target.
Captivating Speech – you may distract (1 + Charisma modifier) creatures within 20’ as long as you speak, inflicting a –4 penalty on each ones Listen, Sense Motive, & Spot checks. You must make a Diplomacy check opposed by the target’s Diplomacy or Will save (whichever is better).
Trap of Words – if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead the creature to believe his/her “lie” worked. After 1 minute, make a Diplomacy check opposed by the creature’s Bluff check. If successful, you trick the creature into revealing the lie & the reason making it
 

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