Charisma rooted feats

Celebrim

Legend
I'd like some feedback on some ideas I have. I've got a collection of feats of various degrees of interest, some too weak, some too powerful, and some sort of zany NPC feats that satisfy my need to make mechanics that PC's will probably never use but which might explain 'how the world works'.

Before I get to the feat, I have to excerpt a few sections from my house rules that are referenced by a few. Feel free to comment on those as well.

INTIMIDATE (CHA)
Check: You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. (See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts one step more negative.
If you fail the check by 5 or more, whether out of terror or anger, the target provides you with incorrect or useless information, tries to lead you astray, and otherwise frustrates your efforts.
Demoralize Opponent: You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Mass Intimidate: You can attempt to intimidate more than one subject at a time. You suffer a -3 penalty to your check per opponent beyond the first.
Power Intimidate: In return for a -10 penalty to your Intimidate check, you can increase the penalty you inflict for demoralizing a foe by an additional -1. You can take this challenge multiple times to increase the demoralize penalty.
Action: Varies. Changing another’s behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.
Try Again: Optional, but not recommended because retries usually do not work. Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesn’t help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.
Special: You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a –4 penalty on your Intimidate check for every size category that you are smaller than your target. A character immune to fear can’t be intimidated, nor can non-intelligent creatures.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.

Fighting Offensively as a Standard Action: You can choose to fight offensively when attacking. If you do so, you take a -4 penalty to AC to gain a +2 bonus to hit on all attacks in the round.
Fighting Offensively as a Full-Round Action: You can choose to fight offensively when taking a full attack action. If you do so, you take a -4 penalty to your AC until the beginning of your next round, and in exchange receive a +2 bonus to hit on all attacks in the round.

DISTRACT
Distract is an unusual maneuver, which is in some ways quite similar to a feint except that instead of faking an attack, you fake an opening in your defenses to draw out an attack which you are actually well prepared for. You can use distract to protect a comrade that needs to withdraw from combat, or to set up a different special maneuver (such as a grapple) against a foe that will hopefully still be off-balance and therefore unable to respond.
Distract is a free action that carries its own penalty – regardless of the outcome, your opponent will get a chance to attack you. To distract, make a Disguise check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Disguise check result exceeds your target’s Sense Motive check result, you immediately draw an attack of opportunity from your opponent and the opponent must spend an available attack of opportunity if he has one. However, because you are actually prepared for the attack and less vulnerable than you feign, you have a +4 circumstance bonus to your AC versus this attack. If you fail the opposed check, you still draw an attack of opportunity, but since your opponent has seen through your subterfuge he may choose whether or not to follow up with an attack depending on how advantageous the opponent believes such an attack would be and you only have a +2 circumstance bonus to your AC versus this attack.
When using the distract maneuver against a non-humanoid you take a –4 penalty. Against a creature with intelligence less than 3, you take a –8 penalty. Against a non-intelligent creature, you cannot attempt the distract maneuver.

DESTINY POINTS
Destiny points represent the will of the world or the powers which govern it for a character to succeed. Not all characters have a special purpose or destiny. Only a few select characters like the player’s character even have destiny points. Characters with destiny points triumph despite adversity because the world around them desires for them to succeed and conforms to their wishes. The forces which might be aiding the character’s destiny are diverse and it may not always be clear why a character tends to succeed, or who is aiding him, but with the aid of destiny, the most remarkable and unbelievable feats can occasionally be accomplished.

Each player character begins play with a maximum number of destiny points equal to 1 + their CHR bonus. Human characters begin play with an additional destiny point, and certain feats may provide additional points. Destiny points may be spent to do any of the following:

1) Reroll any die. You must keep the results of the reroll even if they are worse than the initial throw.
2) Buy a bonus d6 to be added to the results of any die roll.
3) Change any critical hit on the character into a normal hit.
4) For one round, use any trained only skill which you are not trained in, as if you had one rank in that skill.

No more than one destiny point may be spent on any one die roll.

Destiny points once spent may be recovered in the following ways:

1) A character automatically recovers a spent destiny point whenever the character gains a level.
2) A character can take a week to solely engage in light-hearted pursuits which bolster the character’s confidence and feelings of well-being to recover a singe spent destiny point, provided the character spends no other destiny points within that week. These pursuits can vary greatly depending on the character but cannot include normal adventuring or anything so stressful nor can they be profit motivated labor – any profit the character makes over the course of the week (whether gambling, picking-pockets, hunting, or crafting items for the pleasure of it) must be spent or given away as part of the recreational pursuit. The cost of this week of relaxation is at minimum 10 sp/level of the character.
3) A character that achieves significant progress towards one of his character’s major personal goals may immediately recover a destiny point at the discretion of the DM. For example, a character which is primarily motivated by the desire for wealth may recover a destiny point when they or the party retrieves an unusually lucrative haul of loot, while a character that is primarily motivated to bring justice to the land may recover a destiny point when he is instrumental in finally bringing a particularly infamous blackguard to heel.

Ok, here are the feats.

COURAGE [GENERAL]
You are brave.
Benefit: You gain a +4 bonus to all saves to resist fear.

FINISHING MOVE [GENERAL]
You kill with style… and a disturbing amount of violence
Prerequisite: base attack bonus +1, 4 ranks intimidate
Benefit: Whenever you drop a foe, you can make an intimidate check as a free action.

FLASHY ATTACK [GENERAL]
You can intimidate your opponent with an ostentatious display of weapon skill.
Prerequisite: Chr 13, perform 4 ranks, base attack bonus +4, either weapon focus or weapon finesse.
Benefit: Chose a weapon with which you have either the weapon focus or weapon finesse feat. As a standard action you may perform a single flashy attack in which you add your charisma bonus to your attack roll. If your attack succeeds, you can attempt to intimidate your opponent as a free action.

FORCE OF PERSONALITY [GENERAL]
Your strong sense of self protects you from attack.
Prerequisite: Chr 13
Benefit: You may add your Charisma bonus when making Will saves.
Special: This feat may be used in place of Iron Will as a prerequisite to any feat which has Iron Will as a prerequisite.

HEROIC DRIVE [GENERAL]
You can find the strength to continue the fight when things are at their bleakest.
Prerequisite: Wis 13, Chr 13, Courage
Benefit: Once per day, if you are reduced to less than 20% of your normal hit point total, you may as a free action on your turn, draw upon reserves of emotion to grant yourself a bonus to your Constitution equal to your Charisma bonus. This bonus lasts a number of minutes equal to your charisma modifier. Afterwards, you become fatigued until you can get a night’s sleep.

HEROIC EXAMPLE [GENERAL]
You inspire your allies to their best
Prerequisite: Chr 13
Benefit: Whenever you make a critical hit on a foe, all your intelligent allies who witness the event receive a +1 morale bonus to their attacks, melee combat damage, and saving throws for the duration of the battle.

HEROIC PRESENCE [GENERAL]
The intensity of your emotion daunts your foes.
Prerequisite: Chr 13, Courage, Force of Personality, +3 BAB
Benefit: As long as you are not denied your DEX bonus, any attackers with less HD than you subtract your Charisma modifier from their melee attacks against you as a morale penalty. This penalty does not apply to any creature without an intelligence score, or any other creature which is immune to mind influencing effects, creatures immune to fear, or any creature with the courage feat.

HEROIC SACRIFICE [GENERAL]
The example of your courage inspires others to higher levels.
Prerequisite: Chr 13, Courage, Heroic Example
Benefit: If you are dropped during an encounter in which you have already damaged a foe, all your intelligent allies who witness the event receive a morale bonus to their attacks, saving throws, and skill checks equal to your charisma bonus for the duration of the battle.

HUMAN RESOURCEFULNESS [TRAIT, RACIAL]
Prerequisite: Human or qualifies as human
Benefit: You gain an additional destiny point; your maximum destiny points increase by one.

IMPOSING [TRAIT]
Sometimes, all that is necessary is to show something who is boss.
Prerequisite: Str 13
Benefit: Handle Animal, Intimidate, and Use Magical Device are treated as Strength based skills.

MARTYR [GENERAL]
In death, your memory empowers your allies.
Prerequisite: Wis 13, Chr 13, Courage, Heroic Example, Heroic Sacrifice, Character level 8
Benefit: Whenever you are killed, all your intelligent allies that witness the event receive a morale bonus to their attacks, melee combat damage, saving throws, and skill checks equal to your charisma bonus for 24 hours or until you are brought back to life.

MEANT FOR GREATNESS [TRAIT, GENERAL]
You have a destiny to do remarkable things.
Prerequisite: Chr 13
Benefit: Whenever you spend a destiny point to add a die to a roll, you add two dice rather than one.

PREPARE TO MEET THY DOOM [GENERAL]
It is your destiny to foil the plans of your enemies, and they know it.
Prerequisite: Chr 13, Courage, Force of Personality, Heroic Presence, Base attack bonus +6
Benefit: At the beginning of any combat, you may choose one foe. You may make an intimidate check vs. this foe as a standard action. If the check is successful, that foe receives a morale penalty to attack rolls, skill checks, and saving throws equal to your charisma bonus for 10 minutes or until you drop. You may only use this ability against one foe at a time, and if you do not defeat your opponent you may not use it against that foe again. Creatures without an intelligence score, or any other creature which is immune to mind influencing effects, or which is immune to fear, or which has the Courage feat can not effected by this feat.

RAW EMOTION [GENERAL]
You fight with great passion… and reckless disregard of your own safety.
Prerequisite: Chr 13, Base Attack Bonus +1
Benefit: When using the offensive fighting stance, you may take a penalty of up to your Charisma modifier to your AC, to add the same amount of damage to all your attacks in that turn. This number may also not exceed your base attack bonus. The changes to your armor class and damage last until the beginning of your next turn.

SADISTIC FLOURISH [GENERAL]
Oh that’s gotta hurt.
Prerequisite: Finishing Move, base attack bonus +1, 4 ranks intimidate
Benefit: Whenever you inflict a critical hit, you may make an intimidate check as a free action.

TAUNT [GENERAL]
Anyone can talk smack, but when you do it, it isn’t lame.
Prerequisite: Chr 13, 4 ranks diplomacy, 4 ranks bluff
Benefits: You can use your voice to your tactical advantage. By making people who dislike you, dislike you even more, you can provoke them to engage in rash behavior. In order to make use of the following benefits, the target of your action must understand the language you are speaking. You cannot taunt a creature without an intelligence score.
“Fight me, you son of a pig!”: You can use your diplomacy skill in place of the disguise skill when engaging in the Distract maneuver. If you succeed you have a +8 circumstance bonus to AC vs. the opponent’s attack rather than the usual +4.
“Hey, Ugly!”: As an immediate reaction on another players turn, you can use your bluff skill to create diversion on behalf of another character who wishes to hide, or you can aid another character’s attempt to create a diversion as a free action.
“My kid sister fights better than you.”: Once per round, as an immediate reaction at the beginning of an opponent’s turn in response to being attacked, you can attempt to enrage any foe so that they unconsciously adopt a reckless fighting style. If you win a Diplomacy skill check vs. your opponent’s Sense Motive check, you force them to fight offensively for that round.
“What are you chicken?”:One per round, as an immediate action at the beginning of an opponent’s turn, if you have not yet been attacked in the round, you may attempt to provoke an opponent into attacking you. If you win a Diplomacy skill check vs. your opponent’s Sense Motive check, you force them to direct all of their attacks at you for that round. You suffer a -5 penalty on the check if you are not currently threatened by the target, but would be threatened if the target made a 5’ step. You suffer a -10 penalty on the check if the target is currently capable of attacking another character he is hostile to, but must take a move equivalent action attack in order to attack you. You suffer a -15 penalty on the check if the target is currently capable of attacking another character he is hostile to, but must make a charge attack in order to attack you. Finally, you suffer a -20 penalty on the check if the target cannot move so as to attack you this round. If the target both threatens another character he is hostile to and cannot move so as to threaten you, your attempt automatically fails.

TERRIFYING RAGE [CLASS]
You are scary.
Prerequisite: Rage class ability.
Benefit: Whenever you enter a rage, you may make an intimidate check as a free action.

UNNERVING [GENERAL]
People can’t seem to find their courage around you.
Benefit: Whenever you successfully intimidate someone to unnerve them, they remain shaken for one additional round.

YOU CAN’T DO THAT TO MY FRIEND [GENERAL]
Your moral outrage can make you a dangerous foe.
Prerequisite: Chr 13, Courage
Benefit: Whenever you witness a friend dropped as the result of an attack, you may take an immediate morale bonus to your attacks, damage, and skill checks equal to your charisma bonus for 10 minutes or until the combat ends. If you do so, afterwards you are fatigued for an equally long period. For the purposes of this feat, a friend is an ally which you've had a friendly relationship for an extended period, sharing at least one extended conversation, knowing each other's name, and enjoying generally mutual good feeling. Other PC's almost certainly qualify. The DM is the final arbitrator of whether the relationship between the PC and a particular NPC is sufficiently close and prolonged to qualify.
Special: If you are good aligned and take this feat, you can treat any innocent bystander as an ally.
 
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FLASHY ATTACK [GENERAL]
As a full-round action, it's weak. The benefits are great, but not at that action cost.
As a Standard action it's very attractive. No additional attacks but you do have a lot of benefits that can compensate.
I'd be tempted to add a Special along the lines of "the target can't be the target of another ofyour intimidate checks this turn". But even that is questionable.
HEROIC DRIVE [GENERAL]
That will get you killed. Exactly the same way, and for the same reasons, that Rage gets you killed.
HEROIC PRESENCE [GENERAL]
Is the penalty only to attacks against you or to any attacks? One is good, the other is amazing.
IMPOSING [TRAIT]
... You're literally bending magic to your will. That hurts my brain.
PREPARE TO MEET THY DOOM [GENERAL]
Remembering if this was used against the BBEG when you ran into him (briefly) 5 levels ago will be a pain. Other than that, pretty dang cool.
YOU CAN’T DO THAT TO MY FRIEND [GENERAL]
Just how intimate are "intimate allies"? If you're using the general population rubric then I've only had one character that could use this on an actual ally (as opposed to bystanders), and even he could only use it on one of the team.

Overall, some cool and interesting stuff. Sure to put a bump into CHA-heavy characters.
 

As a full-round action, it's weak. The benefits are great, but not at that action cost.
As a Standard action it's very attractive. No additional attacks but you do have a lot of benefits that can compensate.

Hmmm... ok, that sounds reasonable. It's keeps it useful into higher levels.

That will get you killed. Exactly the same way, and for the same reasons, that Rage gets you killed.

Yes.

Is the penalty only to attacks against you or to any attacks? One is good, the other is amazing.

I should have made it clear - its only on attacks against you. The other is a little too amazing.

... You're literally bending magic to your will. That hurts my brain.

LOL. Almost since 3rd edition came out, like everyone else, I'd been wanting to make a Feat that let strength matter more to Intimidation. But, none of the feats I could come up with or saw in print really felt right to me. I wanted the feat to offer considerable advantages, but not be over powered. Finally, one day I was thinking about 'Harry Potter' and it occured to me that Hagrid was exactly what I was looking for. The 'Imposing' Feat lets you play Hagrid.

Remembering if this was used against the BBEG when you ran into him (briefly) 5 levels ago will be a pain.

You can only not use it again if the BBEG forced you to flee, killed you, or whatever. That happens infrequently enough that you'll likely remember. If you just met him, then you can still say, "Prepare to meet your doom!", and it works.

Just how intimate are "intimate allies"? If you're using the general population rubric then I've only had one character that could use this on an actual ally (as opposed to bystanders), and even he could only use it on one of the team.

LOL.

"1. associated in close personal relations
2. characterized by or involving warm friendship or a personally close or familiar association or feeling"

I forget that modern language sexualizes so many words. Ok, will fix this to avoid confusion.
 

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