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General Tabletop Discussion
D&D Older Editions
[3.5] What are the Feats that Affect Face Characters
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<blockquote data-quote="Gray Lensman" data-source="post: 7164286" data-attributes="member: 6680243"><p>Feats</p><p>Born under a High Sun: [Birth] (DR340 p48) 1st level only. May not have another [Birth] feat</p><p>+1 bonus on Intimidate checks. +2 bonus on saves vs. Fire effects. +1 bonus on all other Fortitude saves.</p><p></p><p>Born under the Crescent Moon: LEVEL 1 [Birth] (DR340 p56) 1st level only May not have another [Birth] feat</p><p>+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.</p><p></p><p>Born under the Full Moon: [Birth] (DR340 p57) 1st level only May not have another [Birth] feat</p><p>+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.</p><p></p><p>Born under the Gibbous Moon: [Birth] (DR340 p57) 1st level only May not have another [Birth] feat</p><p>+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.</p><p></p><p>Hard to Fool: [General] (DR317 p82)</p><p>+2 bonus on Will saves vs. Illusion. +2 bonus on Sense Motive checks.</p><p></p><p>High Society: [General] (DR333 p89) Diplomacy: 4 ranks</p><p>+3 bonus on Bluff, Diplomacy, & Disguise checks made when interacting with members of the highest level of society.</p><p></p><p>Inside Connections: [General] (RoD p153) Choose a specific organization of which you have knowledge and with which you are on neutral or better terms. </p><p>You gain a +4 circumstance bonus to Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.</p><p></p><p>Investigator: [General] (PH p97)</p><p>+2 bonus to Gather Information & Search checks.</p><p>Menacing Demeanor: [General] (RoS p142) Orc or Orc blood only</p><p>+4 bonus on Intimidate checks.</p><p>Nimbus of Light: +2 bonus on Diplomacy and Sense Motive checks with good creatures</p><p></p><p>Sacred Vow: +2 perfection bonus on Diplomacy checks</p><p></p><p>Nymph’s Kiss: [Exalted] (BoED p44)</p><p>1. +2 bonus on all Charisma-based skill checks.</p><p>2. +1 bonus on saving throws against spells & spell-like abilities.</p><p>3. +1 skill point per level, starting at this level.</p><p></p><p>Negotiator: [General] (PH p98)</p><p>+2 bonus to Diplomacy & Sense Motive checks.</p><p>Persuasive: [General] (PH p98)</p><p>+2 bonus to Bluff & Intimidate checks.</p><p>Sociable Personality: [General] (RoD p153) Half-Elf only, Charisma 13 </p><p>You may reroll any Diplomacy or Gather Information check. You must take the new result.</p><p></p><p>Undead Empathy: [General] (Eb p61) Charisma 13 </p><p>+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.</p><p>Action/Target Attitude/Target DC</p><p>Stop a random Mindless Undead from attacking /Indifferent /25</p><p>Stop a Mindless Undead under orders from attacking /Friendly/ 35</p><p>Make a Mindless Undead abandon what it has been ordered to guard /Helpful/ 50</p><p></p><p>Master Manipulator: [General] (PH2 p80) Diplomacy: 9 ranks, Charisma 13</p><p>Gain the following two abilities. Each cannot be used in combat & you must share a language with your target.</p><p>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).</p><p>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</p></blockquote><p></p>
[QUOTE="Gray Lensman, post: 7164286, member: 6680243"] 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 [/QUOTE]
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[3.5] What are the Feats that Affect Face Characters
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