Priest_Sidran
First Post
This is the beginning of a series of feats that I am working on for a personal project. I am actively seeking any and all productive criticism, and mechanics discussions are very welcome. Any suggestion for changes, or for new feat ideas are quite welcome, and thanks for your time and I hope that you'll find a gem or two...
CITY BY CITY [General, Background]
Through years of observation you have gleaned an innate ability to judge the nature of a cities wards, or quarters as if you had lived there your whole life.
Prerequisites: Must be taken at first level, Int 15+
Benefit: Characters who take this feat gain a +2 bonus to gather information, sense motive, bluff checks or any skill check made within the city to determine its quirks, dangers, or hidden adventures.
DOUSE THE MAGICAL AURA [General, Arcane]
You have learned the ability to hide the magical emanations of yourself, objects you possess or others with whom you are able to have physical contact.
Prerequisites: Ability to cast Detect Magic or any other type of detection spell or effect.
Benefit: This feat veils you, objects in your possession or of other willing subjects with whom you can maintain a physical connection from detection by detection spells or affects that target the innate magic of things (I.E. detect magic, know nearest source*, or other divination spells or affects). Whenever an opponent attempts to detect a character with this feat they must succeed at a will check verses a DC equal to 10+the characters wisdom modifier + one half of the characters total level.
Design Notes: In some settings this feat also encompasses any spell or spell-like ability which attempts to detect a characters true name. Also, this feat is mostly useful only to casters, characters with Aura effects, or with clerics, or paladins, and like classes with aura effects. In some settings this can include the magical aura of a creature’s spirit, though this is only a loose interpretation of the meaning of this feat.
FAITHS SHIELD [General, Divine]
Through your devotion to your faith you have learned to be a shelter in others time of need.
Prerequisites: Any good alignment, Extraordinary Faith*
Benefit: You are able to cast Sanctuary in a 10 ft. radius on yourself and allies 1/day.
Special: This feat may be taken multiple times up to a maximum of six times. However each time the player takes this feat he must choose either to enlarge the area of the spell-like abilities effect, or the amount per day to a limit of a 30 ft. radius, and three times per day.
EXTRAORDINARY FAITH [General, Background]
You have an extraordinary faith in something, whether it is yourself, a deity, or your companions.
Prerequisites: Must be taken at first level.
Benefits: You gain a +2 bonus to knowledge (religion) checks and to any single other knowledge check related to your chosen faith. In addition you are considered as being able to cast 1st level divine spells whether you are actually able to or not for the purposes of meeting the prerequisites of other feats, or classes.
IMPART THE GIFT [General. Divine]
You are able to heal others by sacrificing something of yourself to do so.
Perquisites: Race: Elf, or Half Elf, Cha 15+
Benefits: You are able to sacrifice your own hit points or those of a willing subject who is able to be touched in order to heal another who is in need. In order to do so you must chose an amount of hit points that does not exceed more than one quarter of yours or another donors total hit points + your charisma modifier which you then are able to channel by touch into the target of the healing. In addition an elven character can choose to sacrifice one quarter of her total hit points to simulate the effects of a cure serious wounds spell on a subject who is at deaths door.
Notes: Hit points sacrificed in this way return at a slower rate than normal damage does, however they can be healed by means of a spell or spell like ability. Characters who use this feat to cure someone at deaths door have a 25% chance of falling unconscious by doing so.
Design Notes: This feat was designed with a natural healer in mind, so while at this point it isn’t required to be taken at first level it is suggested. Also the inability for the Half-elf to use the second portion of this feat’s benefits to help others at deaths door is a reflection of their weaker elven blood, and thus a weaker connection to the vitality of the elven spirit.
SPELLCRAFTING PROTÉGÉ [General]
You are gifted with inventiveness in creating new spells in your chosen school of magic.
Prerequisite: Spellcraft 8 ranks, Spell focus [any school]
Benefit: When crafting new spells, or modifying an old spell within your chosen Subschool you are required to spend one half of the normal time and material costs spent in the creation of the spell, and one fourth of the experience points needed to craft the new spell, or modify the preexisting spell.
Special: When crafting spells it is always important to follow the rules of Spellcrafting, remembering that an unbalanced spell will hurt a game more than any misbalanced item, or mechanic, and finally that the DM has the last say in the process of spell creation.
STRENGTH OF SAMSON [general, fighter]
You are capable of great strength at the cost of a personal geas, whether that geas be never to cut your hair, or never to wear a beard or eat cheese on any odd day of the month.
Prerequisites: Must be approved by the DM.
Benefits: Whenever you fulfill your personal geas’ requirements you gain a +2 bonus to any strength based skill check and a +2 bonus to damage with your characters melee weapon.
Special: A character who takes this feat must choose a form of geas that he or she fills her character would be able to keep, as if it were a paladin’ s code of conduct. This exceptional feat of strength can be viewed as an act of the gods, or an internal resolve, whatever the case all benefits of this feat are lost when the character fails to follow the code of the geas that the player chooses when taking this feat. While it is recommended that this feat be taken at first level, it is not a prerequisite, and therefore at the discretion of the DM.
Design Notes: This was taken from an Idea in the G.U.R.P.S Celtic Myth book regarding the Celtic Gesa belief system.
TENT DWELLER [General, Background]
You grew up living beneath the canvas of tents, a wanderer from your childhood.
Prerequisites: Must be taken at first level.
Benefits: Characters who take this feat gain a +2 bonus on Knowledge (Nature), ride, and survival checks.
CITY BY CITY [General, Background]
Through years of observation you have gleaned an innate ability to judge the nature of a cities wards, or quarters as if you had lived there your whole life.
Prerequisites: Must be taken at first level, Int 15+
Benefit: Characters who take this feat gain a +2 bonus to gather information, sense motive, bluff checks or any skill check made within the city to determine its quirks, dangers, or hidden adventures.
DOUSE THE MAGICAL AURA [General, Arcane]
You have learned the ability to hide the magical emanations of yourself, objects you possess or others with whom you are able to have physical contact.
Prerequisites: Ability to cast Detect Magic or any other type of detection spell or effect.
Benefit: This feat veils you, objects in your possession or of other willing subjects with whom you can maintain a physical connection from detection by detection spells or affects that target the innate magic of things (I.E. detect magic, know nearest source*, or other divination spells or affects). Whenever an opponent attempts to detect a character with this feat they must succeed at a will check verses a DC equal to 10+the characters wisdom modifier + one half of the characters total level.
Design Notes: In some settings this feat also encompasses any spell or spell-like ability which attempts to detect a characters true name. Also, this feat is mostly useful only to casters, characters with Aura effects, or with clerics, or paladins, and like classes with aura effects. In some settings this can include the magical aura of a creature’s spirit, though this is only a loose interpretation of the meaning of this feat.
FAITHS SHIELD [General, Divine]
Through your devotion to your faith you have learned to be a shelter in others time of need.
Prerequisites: Any good alignment, Extraordinary Faith*
Benefit: You are able to cast Sanctuary in a 10 ft. radius on yourself and allies 1/day.
Special: This feat may be taken multiple times up to a maximum of six times. However each time the player takes this feat he must choose either to enlarge the area of the spell-like abilities effect, or the amount per day to a limit of a 30 ft. radius, and three times per day.
EXTRAORDINARY FAITH [General, Background]
You have an extraordinary faith in something, whether it is yourself, a deity, or your companions.
Prerequisites: Must be taken at first level.
Benefits: You gain a +2 bonus to knowledge (religion) checks and to any single other knowledge check related to your chosen faith. In addition you are considered as being able to cast 1st level divine spells whether you are actually able to or not for the purposes of meeting the prerequisites of other feats, or classes.
IMPART THE GIFT [General. Divine]
You are able to heal others by sacrificing something of yourself to do so.
Perquisites: Race: Elf, or Half Elf, Cha 15+
Benefits: You are able to sacrifice your own hit points or those of a willing subject who is able to be touched in order to heal another who is in need. In order to do so you must chose an amount of hit points that does not exceed more than one quarter of yours or another donors total hit points + your charisma modifier which you then are able to channel by touch into the target of the healing. In addition an elven character can choose to sacrifice one quarter of her total hit points to simulate the effects of a cure serious wounds spell on a subject who is at deaths door.
Notes: Hit points sacrificed in this way return at a slower rate than normal damage does, however they can be healed by means of a spell or spell like ability. Characters who use this feat to cure someone at deaths door have a 25% chance of falling unconscious by doing so.
Design Notes: This feat was designed with a natural healer in mind, so while at this point it isn’t required to be taken at first level it is suggested. Also the inability for the Half-elf to use the second portion of this feat’s benefits to help others at deaths door is a reflection of their weaker elven blood, and thus a weaker connection to the vitality of the elven spirit.
SPELLCRAFTING PROTÉGÉ [General]
You are gifted with inventiveness in creating new spells in your chosen school of magic.
Prerequisite: Spellcraft 8 ranks, Spell focus [any school]
Benefit: When crafting new spells, or modifying an old spell within your chosen Subschool you are required to spend one half of the normal time and material costs spent in the creation of the spell, and one fourth of the experience points needed to craft the new spell, or modify the preexisting spell.
Special: When crafting spells it is always important to follow the rules of Spellcrafting, remembering that an unbalanced spell will hurt a game more than any misbalanced item, or mechanic, and finally that the DM has the last say in the process of spell creation.
STRENGTH OF SAMSON [general, fighter]
You are capable of great strength at the cost of a personal geas, whether that geas be never to cut your hair, or never to wear a beard or eat cheese on any odd day of the month.
Prerequisites: Must be approved by the DM.
Benefits: Whenever you fulfill your personal geas’ requirements you gain a +2 bonus to any strength based skill check and a +2 bonus to damage with your characters melee weapon.
Special: A character who takes this feat must choose a form of geas that he or she fills her character would be able to keep, as if it were a paladin’ s code of conduct. This exceptional feat of strength can be viewed as an act of the gods, or an internal resolve, whatever the case all benefits of this feat are lost when the character fails to follow the code of the geas that the player chooses when taking this feat. While it is recommended that this feat be taken at first level, it is not a prerequisite, and therefore at the discretion of the DM.
Design Notes: This was taken from an Idea in the G.U.R.P.S Celtic Myth book regarding the Celtic Gesa belief system.
TENT DWELLER [General, Background]
You grew up living beneath the canvas of tents, a wanderer from your childhood.
Prerequisites: Must be taken at first level.
Benefits: Characters who take this feat gain a +2 bonus on Knowledge (Nature), ride, and survival checks.
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