Feats every DM needs

Craft Plot Hook [Milieu Creation]
You are able to create consistent and interesting bits of information the players will try to figure out.

Rule Mastery [General]
You are so intimately familiar with a particular rule that you don't need to look it up.

Normal:Oh man, what page was that on?

Eschew Rulebook [General]
You are so familiar with a particular rulebook that you can recall anything within it from memory.

Prerequisite: Rule Mastery
 

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Return to Main Plot [General] You can coax the players back onto the main plotline without them ever realizing that they fell off of it in pursuit of a red herring.
Normal: Your PCs wander around for three game sessions in exactly the wrong place.

Choose Appropriate Background Music [General] You can select background music that both fits with the mood of the game abd doesn't drown the game out.

Find Useful DMing Software [General] You can find free or shareware software that actually helps you when preparing your game.
Normal: The 'helpful' software is either too difficult and unwieldy to master, or so much fun that you get distracted playing around with it...

Select Miniature [General] You can select miniatures for your NPCs that the players will instantly recognize, even before you open your mouth.
Normal: Who is that supposed to be?

The Auld Grump
 

Plot Leach[General] When the players guess at possible plot developments and they are are better than yours, you simply make it happen. This makes players cocky and happy.

Twisted Plot Leach[General] Requirements: Plot Leach. When the players guess at possible plot developments and they are are better than yours, you simple simply make it happen, BUT twist some vital element to the detrement of cocky players in the last and vital encounter.
 


This thread is hilarious!! :)

Cleave [Vile]: As soon as one PC dies, you discover that your NPCs actually have enough firepower left to take out another PC.

Mighty Cleave [Vile]: When one PC dies, you realize that your encounter has the potential to wipe out the entire party. Prerequisite: Cleave.

-blarg
 

Play God: Assign numbers to all the PCs. Once per hour, roll a dice equal to the number of PCs in the game. The PC who's number comes up either(0-25: Loses a level, 26-50: Explodes, 51-75: Loses all friends, 76-100: Becomes the object of tauntings from all NPCs).
Normal: Must follow rules when assigning deaths.

;)
 

Here's the one I could use the most:

Instant Name Whenever the players ask the name of an NPC or inn that you had no preparation for, you can instantly come up with a name that sounds good, is not a cliche, and is appropriate to the setting/race.
 

francisca said:
Find Rule:

Immediately open appropriate book to the approrpiate page to find the rule/feat/spell description you need.

I thought this just happened naturally. For some reason whenever we need to look something up it 95% of the time falls open to the appropriate page, maybe we just know the books too well that it happens subconsciously. Page-counters ;-)
 

Identify PC
Benefit: Remember *this* character is #4 for this Player, and not still #2.
Normal:
DM: "So Renark, we meet again. I've been waiting for this fight."
Player: "I'm not Renark, I'm Morgan now. And this BBEG has never met Morgan."

Quasqueton
 

Ferrix, I'm convinced that it's because the 'find rule' use of Handle Book is DC10, and you have a +8 modifier...so, that 5% of the time, you get a 1 on your skill check (total of 9), and fail. That explains it perfectly...anyway

Frightful Prescence
Prerequisites: Charisma 13+
You have grotesque body hair, crazy eyes, a wraspy voice, or some other frightful feature. You get a +10 to intimidate checks vs. players.

Glare
Prerequisites: Intimidate 5+ ranks, Frightful Prescence, Charisma 13+
The combination of frightful appearance and a steely gaze brings fear to the heart of any player who crosses you. You gain a +5 to checks to prevent off-topic discussion.

Improved Glare
Prerequisites: Intimidate 10+ ranks, Frightful Prescence, Charisma 13+, Glare
As Glare, but granting a +8 bonus. This bonus replaces the +4.

Dire Glare
Prerequisites: Intimidate 13+ ranks, Frightful Prescence, Charisma 13+, Glare, Improved Glare
In adition to the bonus against off-topic discussion, you may, as a standard action once per day, perform a Dire Glare. This is a gaze attack that does 3d6 strength damage; a DC 10 fortitude save negates the effect. This is a supernatural effect.
 

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