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General Tabletop Discussion
*Pathfinder & Starfinder
A few new Feats from my Campaign.
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<blockquote data-quote="wargear" data-source="post: 3563209" data-attributes="member: 52626"><p>My campaign features a few new or modified feats. Tell me what you think.</p><p></p><p><span style="color: Red">Arcane Talent</span> [General] </p><p>Your very blood sethes with arcane energies, and even though you have chosen another path, some of that power answers the call of your will. </p><p><span style="color: Blue">Prerequisite</span>: Charisma <span style="color: DarkOrange">11+</span>.</p><p><span style="color: Blue">Benefit</span>: You may choose three 0-level arcane spells which you may cast once per day each. You are treated as a sorceror of your arcane spellcaster level (minimum 1st level) for determining the <span style="color: DarkOrange">spells effects</span>.</p><p><span style="color: Blue">Special</span>: You may only take this feat as a 1st-level character. You may choose only from the list in the PHB. You may not choose Arcane Mark or Read Magic.</p><p></p><p><span style="color: Red">Call Familiar</span> [General] </p><p>Some small portion of the power in your blood has manifested in the ability to call a familiar creature in a similar manner ot wizards and sorcerors.</p><p><span style="color: Blue">Prerequisite</span>: Charisma <span style="color: DarkOrange">11+</span>.</p><p><span style="color: Blue">Benefit</span>: You may call a familiar as per a Sorceror. You are treated as a sorceror of half your character level with respect to abilities gained by the familiar.</p><p><span style="color: Blue">Special</span>: You may only take this feat as a 1st-level character.</p><p></p><p><span style="color: Red">Militia</span> [General]</p><p>You served in a local militia, training with weapons suitable for use on the battlefield.</p><p><span style="color: Blue">Benefit</span>: You get Martial Weapon Proficiency (warhammer) and both Martial Weapon Proficiency and Shield Proficiency (light shield).</p><p></p><p><span style="color: Red">Seaborn</span> [General]</p><p>Born by the seaside, you took to it at an early age and never looked back.</p><p><span style="color: Blue">Benefit</span>: You gain a +2 bonus on all Profession (sailor) checks and <span style="color: DarkOrange">Swim</span> checks.</p><p></p><p><span style="color: Red">Temple Training</span> [General]</p><p>You were raised in a major temple as a foundling, and while you have chosen not to devote your lifes work to serving the gods, your time spent in the cloisters was not wasted.</p><p><span style="color: Blue">Prerequisite</span>: Wisdom <span style="color: DarkOrange">11+</span>.</p><p><span style="color: Blue">Benefit</span>: You may cast the 0-level divine spells cure minor wounds, guidance, and purify food and drink once per day each. You are treated as a cleric of your divine spellcaster level (minimum 1st level) for determining the <span style="color: DarkOrange">spells effects</span>.</p><p><span style="color: Blue">Special</span>: You may only take this feat as a 1st-level character.</p></blockquote><p></p>
[QUOTE="wargear, post: 3563209, member: 52626"] My campaign features a few new or modified feats. Tell me what you think. [COLOR=Red]Arcane Talent[/COLOR] [General] Your very blood sethes with arcane energies, and even though you have chosen another path, some of that power answers the call of your will. [COLOR=Blue]Prerequisite[/COLOR]: Charisma [COLOR=DarkOrange]11+[/COLOR]. [COLOR=Blue]Benefit[/COLOR]: You may choose three 0-level arcane spells which you may cast once per day each. You are treated as a sorceror of your arcane spellcaster level (minimum 1st level) for determining the [COLOR=DarkOrange]spells effects[/COLOR]. [COLOR=Blue]Special[/COLOR]: You may only take this feat as a 1st-level character. You may choose only from the list in the PHB. You may not choose Arcane Mark or Read Magic. [COLOR=Red]Call Familiar[/COLOR] [General] Some small portion of the power in your blood has manifested in the ability to call a familiar creature in a similar manner ot wizards and sorcerors. [COLOR=Blue]Prerequisite[/COLOR]: Charisma [COLOR=DarkOrange]11+[/COLOR]. [COLOR=Blue]Benefit[/COLOR]: You may call a familiar as per a Sorceror. You are treated as a sorceror of half your character level with respect to abilities gained by the familiar. [COLOR=Blue]Special[/COLOR]: You may only take this feat as a 1st-level character. [COLOR=Red]Militia[/COLOR] [General] You served in a local militia, training with weapons suitable for use on the battlefield. [COLOR=Blue]Benefit[/COLOR]: You get Martial Weapon Proficiency (warhammer) and both Martial Weapon Proficiency and Shield Proficiency (light shield). [COLOR=Red]Seaborn[/COLOR] [General] Born by the seaside, you took to it at an early age and never looked back. [COLOR=Blue]Benefit[/COLOR]: You gain a +2 bonus on all Profession (sailor) checks and [COLOR=DarkOrange]Swim[/COLOR] checks. [COLOR=Red]Temple Training[/COLOR] [General] You were raised in a major temple as a foundling, and while you have chosen not to devote your lifes work to serving the gods, your time spent in the cloisters was not wasted. [COLOR=Blue]Prerequisite[/COLOR]: Wisdom [COLOR=DarkOrange]11+[/COLOR]. [COLOR=Blue]Benefit[/COLOR]: You may cast the 0-level divine spells cure minor wounds, guidance, and purify food and drink once per day each. You are treated as a cleric of your divine spellcaster level (minimum 1st level) for determining the [COLOR=DarkOrange]spells effects[/COLOR]. [COLOR=Blue]Special[/COLOR]: You may only take this feat as a 1st-level character. [/QUOTE]
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A few new Feats from my Campaign.
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