Please review!
Feats:
Calm
You can calm allies, as remove fear spell.
prer: perform(speech,5)
benefits: remove fear effects.
perform(speech) Roll: 10 shaken, 15 frightened, 25 panicked. 1 round to grant another save.
Take 10 rounds to protect (but give only +2, not +4 bonus. )
Normal: no rules
Coordinate
The character has a knack for getting people to work together.
prer: diplomacy (5)
benefits: When the character can aid others
and give directions, she provides a bonus of +1 to the task at hand by making a cooperate check. This bonus is in addition to the normal cooperate bonus (+2 ). This feat may be taken more than once. It stacks with regular cooperate bonus. It takes 5-int bonus (min 1) rounds to bestow bonuses.
normal: cooperation gives +2 to one's skill check
Tactician
The character talent as a tactician give an extra circumstance bonus to coordinate people in combat.
preq: Coordinate +1 and leadership
Allies must have passed at least a day to be trained and got 10 as an intelligence check to understand the character tactics (can take 10, one roll a day) get and extra +1 (stack with regular +2) to their aid check. This feat may be taken more than once. It stacks with regular aid another bonus. It takes a full round action to bestow bonus. The duration of the bonus is for the rest of the combat (unless foes uses a very different attack tactic, DM choice).
normal: aid another gives +2
Status
You have a better status than otherwise granted by nature or your DM.
prer: none
benefits: +1 status level gives +5 to diplomacy (or others) rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: a noble wanting hospitality from the wary peasant, aware there are werewolfs lurking around).
Levels:
runaway slave or wanted outlaw (-1 reaction class* from law-abidding people, may arrest)
outcast (ex: evil humanoids, -1 reaction class from intolerant people). More if not identified as a trusted character, ex: a goblin, not in city guard clothes, in a LG city).
* -1 reaction class: ex helpful to indiferent
0 normals
1 knights, wealthy commoners, lower lords heirs, priests (for those from same religion)
2 lower lords, high lords heirs (not princes), bishops
3 high lords, princes, cardinals
4 kings and emperors, popes
normal: level 0, or titles given by DM
Feats:
Calm
You can calm allies, as remove fear spell.
prer: perform(speech,5)
benefits: remove fear effects.
perform(speech) Roll: 10 shaken, 15 frightened, 25 panicked. 1 round to grant another save.
Take 10 rounds to protect (but give only +2, not +4 bonus. )
Normal: no rules
Coordinate
The character has a knack for getting people to work together.
prer: diplomacy (5)
benefits: When the character can aid others
and give directions, she provides a bonus of +1 to the task at hand by making a cooperate check. This bonus is in addition to the normal cooperate bonus (+2 ). This feat may be taken more than once. It stacks with regular cooperate bonus. It takes 5-int bonus (min 1) rounds to bestow bonuses.
normal: cooperation gives +2 to one's skill check
Tactician
The character talent as a tactician give an extra circumstance bonus to coordinate people in combat.
preq: Coordinate +1 and leadership
Allies must have passed at least a day to be trained and got 10 as an intelligence check to understand the character tactics (can take 10, one roll a day) get and extra +1 (stack with regular +2) to their aid check. This feat may be taken more than once. It stacks with regular aid another bonus. It takes a full round action to bestow bonus. The duration of the bonus is for the rest of the combat (unless foes uses a very different attack tactic, DM choice).
normal: aid another gives +2
Status
You have a better status than otherwise granted by nature or your DM.
prer: none
benefits: +1 status level gives +5 to diplomacy (or others) rolls made to get help/positive answer from people who recognize her status and care about eventual refusal consequences (ex: a noble wanting hospitality from the wary peasant, aware there are werewolfs lurking around).
Levels:
runaway slave or wanted outlaw (-1 reaction class* from law-abidding people, may arrest)
outcast (ex: evil humanoids, -1 reaction class from intolerant people). More if not identified as a trusted character, ex: a goblin, not in city guard clothes, in a LG city).
* -1 reaction class: ex helpful to indiferent
0 normals
1 knights, wealthy commoners, lower lords heirs, priests (for those from same religion)
2 lower lords, high lords heirs (not princes), bishops
3 high lords, princes, cardinals
4 kings and emperors, popes
normal: level 0, or titles given by DM
Last edited: