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Feats for review

Fallowheart [general, background]
You have ceased to care about the matters of this world or the next
Prerequisites: Must be taken at first level, must have a neutral (any) alignment
Benefit: Due to your lack of passion for life you have become able to see more of things others often miss because their own goals get in the way. You gain a +2 bonus to appraise checks, gather information, and spot checks. In addition this ability of yours has grown stronger as you have come to accept its uses giving you a +2 bonus on will saves made to withstand mind affecting spells and effects, and fear effects.
 

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Priest_Sidran said:
HAUNTED BY THE MELODY: Whether it was a song that your character heard in passing as a child, or one that only you can hear you are haunted by a siren's song which has driven you to the life of an adventurer, hoping one day that you will find it. Benefits of the feat is where I get caught up, I wanted it to give a perform bonus to music which is performed to earn money, as the character has collected songs from every race and culture, making them more pleasing. On this one I am really stuck...HELP!!!

New Feats in the Works

KNOW THE PATH [General]
You have a talent for finding the way out of situations where others might end up lost
Prerequisites: Must be taken at first level, Wis 15+
Benefit: You are able to cast find the path at will on a successful concentration check. The DC of the check depends on the difficulty of the path you are trying to reveal as set by te DM (Loosely based of the chart for Bardic Knowledge).
Design Notes: Having trouble with the wording of the DC system, It should be relatively hard for almost every time this feat is used in this way IMO, and for the easier DC's they should be looking for it without the feats help...

Ok, I like the idea of the first.

Perhaps something like this:

Haunted by the Melody
Prerequisites: Perform (any) 4 ranks, bardic music, fascinate
Special: Must be taken at 1st level

Benefits: When using the fascinate ability, you may use your fascinate ability to instead gain a bonus amount of gp per person in the audience for performing equal to your check result divided by 5, rounded down.

As for the second, I think that is much too powerful. Find the Path is a high level divination spell (6th level) and is nicknamed "Ruin the Adventure" for a good reason. Thus, I wouldn't allow it unless you're REALLY willing to deal with a highly constrained adventure structure. Instead, I would go with something like:

Intuitive Pathfinder
Pre-reqs: Wis 15+, must be taken at first level
Benefits: 1/week, after making a successful concentration check, you may gain a +10 insight bonus to a single check related to bypassing a non-living obstacle, (a spiked pit trap, a fast-flowing river, a locked door, etc.) or the password necessary to disarm a magical trap.

In this way, it is still powerful, but if you as GM need to press the players on further, they won't bypass ALL of your traps without effort, and you can avoid having to create a DC chart for each possible type of obstacle.
 

DarkKestral said:
Ok, I like the idea of the first.

Perhaps something like this:

Haunted by the Melody
Prerequisites: Perform (any) 4 ranks, bardic music, fascinate
Special: Must be taken at 1st level

Benefits: When using the fascinate ability, you may use your fascinate ability to instead gain a bonus amount of gp per person in the audience for performing equal to your check result divided by 5, rounded down.

As for the second, I think that is much too powerful. Find the Path is a high level divination spell (6th level) and is nicknamed "Ruin the Adventure" for a good reason. Thus, I wouldn't allow it unless you're REALLY willing to deal with a highly constrained adventure structure. Instead, I would go with something like:

Intuitive Pathfinder
Pre-reqs: Wis 15+, must be taken at first level
Benefits: 1/week, after making a successful concentration check, you may gain a +10 insight bonus to a single check related to bypassing a non-living obstacle, (a spiked pit trap, a fast-flowing river, a locked door, etc.) or the password necessary to disarm a magical trap.

In this way, it is still powerful, but if you as GM need to press the players on further, they won't bypass ALL of your traps without effort, and you can avoid having to create a DC chart for each possible type of obstacle.


Those are both Awesome thank you very much for the help on that, I will re-yoink from the idea box....I probably will still use the name Know the Path for the feat but I will definately use your feat over the one that I wrote.

Does anyone have any recommendations for Called Shot Feats (I.E. Feats that work like two weapon fighting for called shots)
 

PARAGON OF THE BOW [General, Fighter]
You have an innate natural talent with the use of the bow that manifested itself early in your life.
Prerequisite: Must be taken at 1st level, Dex 15+
Benefits: You gain a +1 bonus to your attack, and damage rolls when using a longbow, shortbow, or a composite longbow, or composite shortbow. In addition you gain a +2 insight bonus to appraise checks, and concentration checks made to aim your shots at specific targets such as a head or weapon.
Special: This feat may be taken after first level provided that the character has the Weapon focus feat for his particular type of bow.
 

Hey Priest,

I'm organizing my feats document for my homebrewed world and I'd like to include you're real name in the credits. I'd like to include your e-mail address too, but that's optional.

You can email me at rblezard AT telusplanet DOT net.
 


Currently Working on a Feats Manual along the lines of that of Ultimate Feats, I will be puting a number of such feats on these boards for your preusal. Anyone that wants to add their own feats to my collection (which I will post as a Free PDF either here, or as a Submission to Community3e) can email me with their feat (in the published style) at Sid7e_NB at Myway . com, you should include Name or Pen Name, and a brief (250 word bio About the Author detailing how long you've played, favorite class, and other RPG specific elements though feel free to send anything that you want (as long as its not an autobiography), not sending one will not get you excluded, though I would prefer to have a little on anyone who sends. The PDF will be themed based on a number of themes from Feats of War, Feats of Arcana, Feats of Blood, Feats of Earth, Fire, Wind, Water, Feats of the Planes, Feats of the Scholar, Lost Feats (Dealing with feats that come from an earlier age of a non campaign specific nature that have been "lost" For these feats feel free to write a blurb about how they were "rediscovered".

Feats will be issued as they come.
 

Priest,

You might consider submitting your feats to the Netbook of Feats for inclusion in that body of OGC Feats. For more information, check them out here:
http://www.datadeco.com/nbofeats/

If you decide not to do so, I'd love to get a copy of your feat collection anyway. Please keep us posted on its development.

With Regards,
Flynn
 

Thanks Flynn,

I wouldn't mind being added for some of those feats above, I will think about it, and if a book of feats does become availiable (with feats from others, as well as my own I will send you a copy)
 

New Feats in the Works: Feats of History (Themed): I.E. Background feats, for Some Campaigns Regional Feats.


TRAPPER [General]
You have spent some or all of your life trapping animals for their pelts, which has given you an insight into were others might place their own traps.
Prerequisites: Must be taken at first level.
Benefit: Characters who take this feat gain a +2 bonus on Craft (trapmaking), and Knowledge (Traps & Snares). In addition a character with this feat can make a search check to detect non magical traps when the task requires a DC higher than 20. You are however unable to use this ability to detect magical traps, or which require a DC which is higher than 35 to detect.

COWARDLY SKULK [general]
As an adventurer you've learned that the best way to stay alive is to run away quietly, failing that, to hide fighting only as a last resort. For this, some call you a coward, but words are just words...its taking a breath to form them that is important.
Prerequisite: Wis 15+, or Must be taken at 1st level.
Benefits: You gain a +2 bonus to Hide, and Move Silently checks made to go unnoticed while being hunted by an NPC or Creature, if your character is not being hunted he gets no bonus to these skills. In addition, a character with this feat gains an +2 insight bonus to any skill check, or save made "to find a good hiding spot". Creatures trying to detect a character who has used this insight must make a Spot check at a DC which is higher than usual. The DC for a Spot check made to spot a character hiding in a "good" hiding hole is equal to 10 + 1/2 the Characters initial roll to find the "good" hiding spot.

WANTED BY THE LAW [General]
You've done something for which your wanted, horse-thievery, adultery, or even murder. Your checkered past is something your trying to escape.
Prerequisites: Must be taken at 1st level.
Benefit: You gain a +2 bonus to Hide, Move Silently, or Escape Artist checks made to escape being captured by the law. In addition you gain a +4 bonus on Reflex Saving throws made to evade capture. Escape Artist, Hide, and Move Silently skills are considered class skills. Characters who take this feat take a -2 penalty on diplomacy checks, or other charisma based checks in situations where an NPC is suspicious of the character.
Special: You must write a paragraph detailing why your wanted for your DM's approval, so be creative.

Edited for editorial mistakes.
 
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