the Lorax
First Post
In many areas, the mechanical weakness of the bard has been discussed. I decided to craft a series of feats for my campaign world which had several goals:
a-Primarily useful to bards/require bard levels to obtain
b-Mostly useful to bards/bardic abilities
c-Be better than an esisting feat
d-Add color to my campaign world
As a note, the marker "[Trait]" indicates a feat that can only be taken at first level.
*****
Tharian Bloodsinger [General] [Trait]
You were trained in the traditions of the Tharian Bloodsinger bardic schools.
Prerequisites: Con 13+, Toughness, Perform 4 ranks, DM’s permission
Benefits: +1 hit point per arcane casting level. All “Cure” spells are cast at +1 to Caster level.
Loremaster of Eld [General] [Trait]
You were trained in the traditions of the ancient elven Loremasters of Eld.
Prerequisites: Int 13+, Knowledge (History) 4 ranks, Knowledge (any) 4 ranks, DM’s permission
Benefits: +2 on Bardic Knowledge checks, all skills are class skills
Blademaster [General] [Trait]
You were trained in the traditions of the performing blademasters and duelists common to area around the Bay of a Thousand Islands.
Prerequisites: Dex 13+, Bluff 4 ranks, Perform 4 ranks, DM’s permission
Benefits: You may wield all light weapons and use the benefits of Weapon Finesse feat. You also gain a +4 bonus to all Bluff skill checks for purposes of attempting a feint.
Primal Seer [General] [Trait]
You were trained in the traditions of the Shamaran seers and storytellers.
Prerequisites: Wis 13+, Survival 4 ranks, DM’s permission
Benefits: You add the Plant or Animal domain to the Bard Spell List and gain the appropriate domain power. You use Wisdom as your stat that you base your spells upon for bonus spells and Save DCs.
Warrior Poet [General] [Trait]
You were trained in the traditions of the
Prerequisites: Str 13+, Craft (Poetry) 4 ranks, Combat Reflexes, DM’s permission
Benefits: Your bardic music bonuses are increased by +1.
Herald [General] [Trait]
You were trained in the traditions of the Herald’s Guild or the Merchant’s Friends.
Prerequisites: Chr 13+, Sense Motive 4 ranks, Diplomacy 4 ranks, DM’s permission
Benefits: + 2 to all Sense Motive, Bluff and Diplomacy skill checks
a-Primarily useful to bards/require bard levels to obtain
b-Mostly useful to bards/bardic abilities
c-Be better than an esisting feat
d-Add color to my campaign world
As a note, the marker "[Trait]" indicates a feat that can only be taken at first level.
*****
Tharian Bloodsinger [General] [Trait]
You were trained in the traditions of the Tharian Bloodsinger bardic schools.
Prerequisites: Con 13+, Toughness, Perform 4 ranks, DM’s permission
Benefits: +1 hit point per arcane casting level. All “Cure” spells are cast at +1 to Caster level.
Loremaster of Eld [General] [Trait]
You were trained in the traditions of the ancient elven Loremasters of Eld.
Prerequisites: Int 13+, Knowledge (History) 4 ranks, Knowledge (any) 4 ranks, DM’s permission
Benefits: +2 on Bardic Knowledge checks, all skills are class skills
Blademaster [General] [Trait]
You were trained in the traditions of the performing blademasters and duelists common to area around the Bay of a Thousand Islands.
Prerequisites: Dex 13+, Bluff 4 ranks, Perform 4 ranks, DM’s permission
Benefits: You may wield all light weapons and use the benefits of Weapon Finesse feat. You also gain a +4 bonus to all Bluff skill checks for purposes of attempting a feint.
Primal Seer [General] [Trait]
You were trained in the traditions of the Shamaran seers and storytellers.
Prerequisites: Wis 13+, Survival 4 ranks, DM’s permission
Benefits: You add the Plant or Animal domain to the Bard Spell List and gain the appropriate domain power. You use Wisdom as your stat that you base your spells upon for bonus spells and Save DCs.
Warrior Poet [General] [Trait]
You were trained in the traditions of the
Prerequisites: Str 13+, Craft (Poetry) 4 ranks, Combat Reflexes, DM’s permission
Benefits: Your bardic music bonuses are increased by +1.
Herald [General] [Trait]
You were trained in the traditions of the Herald’s Guild or the Merchant’s Friends.
Prerequisites: Chr 13+, Sense Motive 4 ranks, Diplomacy 4 ranks, DM’s permission
Benefits: + 2 to all Sense Motive, Bluff and Diplomacy skill checks
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