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<blockquote data-quote="Celebrim" data-source="post: 5018854" data-attributes="member: 4937"><p>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'.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p> </p><p></p><p>Ok, here are the feats.</p><p></p><p>COURAGE [GENERAL]</p><p>You are brave.</p><p><strong>Benefit:</strong> You gain a +4 bonus to all saves to resist fear.</p><p></p><p>FINISHING MOVE [GENERAL]</p><p>You kill with style… and a disturbing amount of violence</p><p><strong>Prerequisite:</strong> base attack bonus +1, 4 ranks intimidate </p><p><strong>Benefit:</strong> Whenever you drop a foe, you can make an intimidate check as a free action.</p><p></p><p>FLASHY ATTACK [GENERAL]</p><p>You can intimidate your opponent with an ostentatious display of weapon skill.</p><p><strong>Prerequisite: </strong>Chr 13, perform 4 ranks, base attack bonus +4, either weapon focus or weapon finesse. </p><p><strong>Benefit:</strong> 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. </p><p></p><p>FORCE OF PERSONALITY [GENERAL]</p><p>Your strong sense of self protects you from attack.</p><p>Prerequisite: Chr 13</p><p><strong>Benefit:</strong> You may add your Charisma bonus when making Will saves.</p><p><strong>Special:</strong> This feat may be used in place of Iron Will as a prerequisite to any feat which has Iron Will as a prerequisite. </p><p></p><p>HEROIC DRIVE [GENERAL]</p><p>You can find the strength to continue the fight when things are at their bleakest.</p><p><strong>Prerequisite:</strong> Wis 13, Chr 13, Courage</p><p><strong>Benefit:</strong> 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.</p><p></p><p>HEROIC EXAMPLE [GENERAL]</p><p>You inspire your allies to their best</p><p><strong>Prerequisite:</strong> Chr 13</p><p><strong>Benefit:</strong> 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.</p><p></p><p>HEROIC PRESENCE [GENERAL]</p><p>The intensity of your emotion daunts your foes.</p><p><strong>Prerequisite:</strong> Chr 13, Courage, Force of Personality, +3 BAB</p><p><strong>Benefit:</strong> 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. </p><p></p><p>HEROIC SACRIFICE [GENERAL]</p><p>The example of your courage inspires others to higher levels.</p><p><strong>Prerequisite: </strong>Chr 13, Courage, Heroic Example</p><p><strong>Benefit:</strong> 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.</p><p></p><p>HUMAN RESOURCEFULNESS [TRAIT, RACIAL]</p><p><strong>Prerequisite:</strong> Human or qualifies as human</p><p><strong>Benefit:</strong> You gain an additional destiny point; your maximum destiny points increase by one.</p><p></p><p>IMPOSING [TRAIT]</p><p>Sometimes, all that is necessary is to show something who is boss.</p><p><strong>Prerequisite:</strong> Str 13</p><p><strong>Benefit:</strong> Handle Animal, Intimidate, and Use Magical Device are treated as Strength based skills.</p><p></p><p>MARTYR [GENERAL]</p><p>In death, your memory empowers your allies.</p><p><strong>Prerequisite: </strong>Wis 13, Chr 13, Courage, Heroic Example, Heroic Sacrifice, Character level 8</p><p><strong>Benefit: </strong>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.</p><p></p><p>MEANT FOR GREATNESS [TRAIT, GENERAL]</p><p>You have a destiny to do remarkable things.</p><p><strong>Prerequisite:</strong> Chr 13</p><p><strong>Benefit:</strong> Whenever you spend a destiny point to add a die to a roll, you add two dice rather than one.</p><p></p><p>PREPARE TO MEET THY DOOM [GENERAL]</p><p>It is your destiny to foil the plans of your enemies, and they know it.</p><p><strong>Prerequisite:</strong> Chr 13, Courage, Force of Personality, Heroic Presence, Base attack bonus +6</p><p><strong>Benefit:</strong> 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.</p><p></p><p>RAW EMOTION [GENERAL]</p><p>You fight with great passion… and reckless disregard of your own safety.</p><p><strong>Prerequisite:</strong> Chr 13, Base Attack Bonus +1</p><p><strong>Benefit:</strong> 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.</p><p></p><p>SADISTIC FLOURISH [GENERAL]</p><p>Oh that’s gotta hurt.</p><p><strong>Prerequisite:</strong> Finishing Move, base attack bonus +1, 4 ranks intimidate</p><p><strong>Benefit:</strong> Whenever you inflict a critical hit, you may make an intimidate check as a free action.</p><p></p><p>TAUNT [GENERAL]</p><p>Anyone can talk smack, but when you do it, it isn’t lame. </p><p><strong>Prerequisite:</strong> Chr 13, 4 ranks diplomacy, 4 ranks bluff</p><p><strong>Benefits:</strong> 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.</p><p><em>“Fight me, you son of a pig!”:</em> 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. </p><p><em>“Hey, Ugly!”:</em> 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.</p><p><em>“My kid sister fights better than you.”:</em> 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.</p><p><em>“What are you chicken?”:</em>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. </p><p></p><p>TERRIFYING RAGE [CLASS]</p><p>You are scary.</p><p><strong>Prerequisite:</strong> Rage class ability.</p><p><strong>Benefit:</strong> Whenever you enter a rage, you may make an intimidate check as a free action.</p><p></p><p>UNNERVING [GENERAL]</p><p>People can’t seem to find their courage around you.</p><p><strong>Benefit:</strong> Whenever you successfully intimidate someone to unnerve them, they remain shaken for one additional round.</p><p></p><p>YOU CAN’T DO THAT TO MY FRIEND [GENERAL]</p><p>Your moral outrage can make you a dangerous foe.</p><p><strong>Prerequisite:</strong> Chr 13, Courage</p><p><strong>Benefit:</strong> 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.</p><p><strong>Special:</strong> If you are good aligned and take this feat, you can treat any innocent bystander as an ally.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5018854, member: 4937"] 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. Ok, here are the feats. COURAGE [GENERAL] You are brave. [B]Benefit:[/B] You gain a +4 bonus to all saves to resist fear. FINISHING MOVE [GENERAL] You kill with style… and a disturbing amount of violence [B]Prerequisite:[/B] base attack bonus +1, 4 ranks intimidate [B]Benefit:[/B] 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. [B]Prerequisite: [/B]Chr 13, perform 4 ranks, base attack bonus +4, either weapon focus or weapon finesse. [B]Benefit:[/B] 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 [B]Benefit:[/B] You may add your Charisma bonus when making Will saves. [B]Special:[/B] 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. [B]Prerequisite:[/B] Wis 13, Chr 13, Courage [B]Benefit:[/B] 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 [B]Prerequisite:[/B] Chr 13 [B]Benefit:[/B] 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. [B]Prerequisite:[/B] Chr 13, Courage, Force of Personality, +3 BAB [B]Benefit:[/B] 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. [B]Prerequisite: [/B]Chr 13, Courage, Heroic Example [B]Benefit:[/B] 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] [B]Prerequisite:[/B] Human or qualifies as human [B]Benefit:[/B] 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. [B]Prerequisite:[/B] Str 13 [B]Benefit:[/B] Handle Animal, Intimidate, and Use Magical Device are treated as Strength based skills. MARTYR [GENERAL] In death, your memory empowers your allies. [B]Prerequisite: [/B]Wis 13, Chr 13, Courage, Heroic Example, Heroic Sacrifice, Character level 8 [B]Benefit: [/B]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. [B]Prerequisite:[/B] Chr 13 [B]Benefit:[/B] 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. [B]Prerequisite:[/B] Chr 13, Courage, Force of Personality, Heroic Presence, Base attack bonus +6 [B]Benefit:[/B] 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. [B]Prerequisite:[/B] Chr 13, Base Attack Bonus +1 [B]Benefit:[/B] 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. [B]Prerequisite:[/B] Finishing Move, base attack bonus +1, 4 ranks intimidate [B]Benefit:[/B] 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. [B]Prerequisite:[/B] Chr 13, 4 ranks diplomacy, 4 ranks bluff [B]Benefits:[/B] 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. [I]“Fight me, you son of a pig!”:[/I] 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. [I]“Hey, Ugly!”:[/I] 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. [I]“My kid sister fights better than you.”:[/I] 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. [I]“What are you chicken?”:[/I]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. [B]Prerequisite:[/B] Rage class ability. [B]Benefit:[/B] 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. [B]Benefit:[/B] 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. [B]Prerequisite:[/B] Chr 13, Courage [B]Benefit:[/B] 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. [B]Special:[/B] If you are good aligned and take this feat, you can treat any innocent bystander as an ally. [/QUOTE]
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