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Nobility with a bite
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<blockquote data-quote="Quickleaf" data-source="post: 2401417" data-attributes="member: 20323"><p>Thank you Arkhandus! All your ideas for editing and improving are right on! I'm fixing it and will post my edits soon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And here are some of the new feats...</p><p></p><p></p><p><strong>Apprehend the Invisible Thread</strong></p><p>Used to the tell-tale signs of magical influence, you quickly identify charm victims.</p><p>Prerequisite: Sense Motive 6 ranks</p><p>Benefit: After interacting with someone for 10 minutes who is or has been under the influence of a spell or ability with the charm or compulsion descriptor within the last 24 hours, you make a single Sense Motive check (rolled by GM) to notice something is amiss. The difficulty is the original DC of the spell + the influencing individual’s Charisma bonus. If you exceed the DC by 10 or more, you also learn who the influencing individual is (provided you already know of the individual, or the charmed person knows the individual).</p><p></p><p><strong>Boastful Lineage</strong></p><p>Somewhere in your past are epic heroes and leaders. You make sure to let others know this at the earliest opportunity, whether in battle, presenting yourself at court, or competing with others. </p><p>Prerequisites: 4 ranks Intimidate, 1 rank Perform (oratory)</p><p>Benefit: When you reveal your lineage, you may gain a bonus equal to your reputation score to a single Bluff, Diplomacy, Intimidation, or Perform (oratory) check against an opponent (or group of opponents) of equal or lesser HD/levels than you. This requires that you spend at least 3 rounds truthfully describing your lineage. Your speech requires that if you are fighting during this time, you may only fight defensively or adopt a complete defense. You may only use this ability once per scene, and only once per enemy. </p><p>Special Option: Substitute the prerequisites with 4 ranks in Bluff; this feat instead represents your great capacity for exaggeration. The truth is, you don’t have legendary ancestry and come from the simple stock of peasants. Anyone who finds your lie out is automatically immune to your use of this feat.</p><p></p><p><strong>Champion</strong></p><p>You are served by a powerful cohort.</p><p>Prerequisites: Leadership feat</p><p>Benefit: One of your cohorts may exceed normal level limitations by one; thus, your cohort may attain a level equal to your character level. If you have levels in Dehqan or Aristocrat, however, for every five such class levels, your cohort maximum level increases by one. Thus, a 15th level Dehqan could have a cohort of 18th level.</p><p>Normal: Your cohort may only attain a level equal to your character level minus one.</p><p></p><p><strong>Double-Tongued</strong></p><p>You are a master of innuendo.</p><p>Prerequisites: Bluff 6 ranks</p><p>Benefit: When using Bluff to innuendo, you gain a +4 on your check, while anyone attempting to decipher your innuendo (besides your intended target) suffers a -4 on their Sense Motive check.</p><p></p><p><strong>Fame (Notoriety)</strong></p><p>You are either particularly famous or infamous for something you did. Everyone who recognizes you mentions this deed and you may have earned a related title.</p><p>Prerequisite: Have performed a heroic (or dastardly) deed which earned you a reputation point.</p><p>Benefit: When recognized, you gain greater benefit from your reputation. If you are famous, you get +8 to Diplomacy, Gather Information, and Perform, and +5 to Bluff and Intimidate. If you are notorious, you get +10 to Bluff and Intimidate (though you still suffer -5 Diplomacy).</p><p>Normal: If you are recognized as famous you get +5 to Diplomacy, Perform, and Gather Information, and +2 to Bluff and Intimidate. If you are recognized as notorious you get +5 Bluff and Intimidate, but suffer -5 to Diplomacy since noone trusts you. </p><p></p><p><strong>Hidden Lesson</strong></p><p>You may conceal a hidden lesson in your stories and songs, such as an indictment of a king’s taxation policy hidden amidst flowery prose, or praise for an unsung hero disguised as rhetoric against traitors. While a few are struck by your true chord, most are none the wiser.</p><p>Prerequisites: Bardic Music or Oratory ability, Bluff 4 ranks</p><p>Benefit: When using your oratory ability before 2 or more people, you may make a Bluff check to innuendo to a target, either an individual or a group. If successful, this target is affected by a different oratory/music ability than the rest of those listening. Alternately, you may delay the effects of your oratory, requiring everyone who heard you to make an Intelligence check (DC 15 to 20) to get the lesson. If they succeed by 5 or more, they get the lesson in a few minutes. If they barely succeed by 4 or less, they get the lesson in a couple hours. At this point, the ability takes effect on them. Both of these powers may be used together, should you so desire.</p><p><em>Example: Sheya is a 6th level bard performing before a tyrannical king and his court. She uses her fascinate ability on everyone, save the king's vizier, who she targets with a delayed suggestion instead. Everyone applauds at her performance, save the vizier, who is unimpressed. As dinner is brought out, ten minutes later, the vizier is affected by Sheya's suggestion to council his king against declaring war on Sheya's homeland.</em></p><p></p><p><strong>Information Network</strong></p><p>You have a network of contacts and informants that keeps you up to date. When you need information, they can provide it for you. An information network can be expensive, but not knowing the latest can be far more costly.</p><p>Prerequisite: Two of the following: Leadership feat, Int 13+, Cha 13+, Gather Information 4 ranks, levels in the Aristocrat or Dehqan class.</p><p>Benefit: Choose a city to be the center of your network. You receive a +2 competence bonus to Gather Information checks made within your network’s reach. You may use Gather Information without spending your own time and effort. A lackey does the legwork for you. </p><p>This feat may be taken multiple times to expand your network’s reach and speed up its response time. Successive levels do not increase the Gather Information bonus.</p><p>The response time of a network may vary up to 25% (either shorter or longer) as determined by the GM. Gathering information is an art, not an exact science.</p><p>This table shows how far the network reaches, based on the number of times the feat has been taken. How quickly information can be gathered is measured in hours (h), days (d) or weeks (w).</p><p>Feat.......City/ Province/ Nation/ Continent/ World</p><p>1st........12 hours</p><p>2nd........6 hours/ 1 week</p><p>3rd........3 hours/ 3 days/ 1 week</p><p>4th........1 hour/ 1 day/ 3 days/ 2 weeks</p><p>5th........Immediately*/ 12 hours/ 1 day/ 1 week/ 2 weeks</p><p>* You’ve known since last week, and just remembered right now.</p><p>Special: An information network costs money to maintain. The more powerful you are, the larger and more expensive a network must be to be useful to you. For every level of this feat you have, your information network costs you 50 gp per month. If you fail to pay this expense, you lose the use of this feat until you catch up on the missed payments.</p><p></p><p><strong>Lead By Example</strong></p><p>Others are inspired by you when you take charge and pave the way ahead.</p><p>Prerequisites: Any one of the following: Leadership feat, Have successfully provided leadership simply though your own example, Reputation 6+.</p><p>Benefit: Anytime you successfully perform a task with allies witnessing you, your allies gain a +2 bonus when attempting the same task.</p><p></p><p><strong>Noble’s Enemy</strong></p><p>You are particularly devoted against a rival.</p><p>Benefit: Choose one of the enemies listed below. Against this foe you gain +2 Bluff, Gather Information, Intimidate, and Sense Motive checks. Likewise, you get +2 attack and damage against your choosen enemy.</p><p>Possible Enemies: Foreigners of a certain nation, Incompetent leaders, Noble house, Traitors, Tyrants, Unworthy commoners, Warlords.</p><p></p><p><strong>Read Character</strong></p><p>You’ve got a keen eye for sizing other people up, getting a sense of their capabilities and motives from subtle cues. The way the hold the spoon might reveal they’re a commoner or have peasant upbringing. A swagger and hard eyes might reveal a veteran soldier. You know what to look for, and more importantly, how to interpret it.</p><p>Prerequisite: Sense motive 4 ranks</p><p>Benefit: You can determine a character’s class, allegiance, social status, and experience by observing them. This requires a Sense Motive check, using the DC specified below. You may make one check in each category for each target you deal with; no retry is allowed. Each check requires at least 10 minutes of observation. An impulsive check is possible after a single round, but increases the DC by 10. The GM should make all checks secretly. If the check fails by 5 or less, you simply can’t form an opinion. If the check fails by more than 5, you misinterpret what you’re seeing and receive incorrect information.</p><p></p><p>Task.................................DC</p><p>Determine dominant class.....15</p><p>Determine social status........20</p><p>Determine experience...........25</p><p>Determine allegiance............30</p><p></p><p><em>Allegiance: </em>You get a feel of the target’s main allegiance. This is in broad strokes only, such as “loyalist to the throne” or “revolutionary.” At the GM’s discretion this might include the name of a nation, organization, guild, faction, temple, or person.</p><p><em>Experience: </em>You gauge the target’s rough level of experience: Amateur (1st-3rd level), Low (4th-7th), Talented (8th-11th), High (12th-15th), Old Hand (15th-19th), Epic (20th+).</p><p><em>Dominant Class: </em>The target’s highest level character class. In the case of a prestige class associated with a particular group, you only get an idea of their capabilities, you do not determine the character’s allegiance. That requires a DC 30 check as normal.</p><p><em>Social Status:</em> You pick up on clues that give away the target’s socioeconomic standing. Social classes in a culture can vary greatly. Here are some possibilities: Land-owner, Peasant, Merchant Prince, Untouchable, Clergy, Royalty, Craftsman, Artisan, and so forth.</p><p>Special: Your target may make a opposed Sense Motive check to pick up that you’re paying undue attention to them. Once your target is aware of what your up to, they may attempt to counter your Sense Motive with Bluff as normal.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2401417, member: 20323"] Thank you Arkhandus! All your ideas for editing and improving are right on! I'm fixing it and will post my edits soon. :) And here are some of the new feats... [b]Apprehend the Invisible Thread[/b] Used to the tell-tale signs of magical influence, you quickly identify charm victims. Prerequisite: Sense Motive 6 ranks Benefit: After interacting with someone for 10 minutes who is or has been under the influence of a spell or ability with the charm or compulsion descriptor within the last 24 hours, you make a single Sense Motive check (rolled by GM) to notice something is amiss. The difficulty is the original DC of the spell + the influencing individual’s Charisma bonus. If you exceed the DC by 10 or more, you also learn who the influencing individual is (provided you already know of the individual, or the charmed person knows the individual). [b]Boastful Lineage[/b] Somewhere in your past are epic heroes and leaders. You make sure to let others know this at the earliest opportunity, whether in battle, presenting yourself at court, or competing with others. Prerequisites: 4 ranks Intimidate, 1 rank Perform (oratory) Benefit: When you reveal your lineage, you may gain a bonus equal to your reputation score to a single Bluff, Diplomacy, Intimidation, or Perform (oratory) check against an opponent (or group of opponents) of equal or lesser HD/levels than you. This requires that you spend at least 3 rounds truthfully describing your lineage. Your speech requires that if you are fighting during this time, you may only fight defensively or adopt a complete defense. You may only use this ability once per scene, and only once per enemy. Special Option: Substitute the prerequisites with 4 ranks in Bluff; this feat instead represents your great capacity for exaggeration. The truth is, you don’t have legendary ancestry and come from the simple stock of peasants. Anyone who finds your lie out is automatically immune to your use of this feat. [b]Champion[/b] You are served by a powerful cohort. Prerequisites: Leadership feat Benefit: One of your cohorts may exceed normal level limitations by one; thus, your cohort may attain a level equal to your character level. If you have levels in Dehqan or Aristocrat, however, for every five such class levels, your cohort maximum level increases by one. Thus, a 15th level Dehqan could have a cohort of 18th level. Normal: Your cohort may only attain a level equal to your character level minus one. [b]Double-Tongued[/b] You are a master of innuendo. Prerequisites: Bluff 6 ranks Benefit: When using Bluff to innuendo, you gain a +4 on your check, while anyone attempting to decipher your innuendo (besides your intended target) suffers a -4 on their Sense Motive check. [b]Fame (Notoriety)[/b] You are either particularly famous or infamous for something you did. Everyone who recognizes you mentions this deed and you may have earned a related title. Prerequisite: Have performed a heroic (or dastardly) deed which earned you a reputation point. Benefit: When recognized, you gain greater benefit from your reputation. If you are famous, you get +8 to Diplomacy, Gather Information, and Perform, and +5 to Bluff and Intimidate. If you are notorious, you get +10 to Bluff and Intimidate (though you still suffer -5 Diplomacy). Normal: If you are recognized as famous you get +5 to Diplomacy, Perform, and Gather Information, and +2 to Bluff and Intimidate. If you are recognized as notorious you get +5 Bluff and Intimidate, but suffer -5 to Diplomacy since noone trusts you. [b]Hidden Lesson[/b] You may conceal a hidden lesson in your stories and songs, such as an indictment of a king’s taxation policy hidden amidst flowery prose, or praise for an unsung hero disguised as rhetoric against traitors. While a few are struck by your true chord, most are none the wiser. Prerequisites: Bardic Music or Oratory ability, Bluff 4 ranks Benefit: When using your oratory ability before 2 or more people, you may make a Bluff check to innuendo to a target, either an individual or a group. If successful, this target is affected by a different oratory/music ability than the rest of those listening. Alternately, you may delay the effects of your oratory, requiring everyone who heard you to make an Intelligence check (DC 15 to 20) to get the lesson. If they succeed by 5 or more, they get the lesson in a few minutes. If they barely succeed by 4 or less, they get the lesson in a couple hours. At this point, the ability takes effect on them. Both of these powers may be used together, should you so desire. [i]Example: Sheya is a 6th level bard performing before a tyrannical king and his court. She uses her fascinate ability on everyone, save the king's vizier, who she targets with a delayed suggestion instead. Everyone applauds at her performance, save the vizier, who is unimpressed. As dinner is brought out, ten minutes later, the vizier is affected by Sheya's suggestion to council his king against declaring war on Sheya's homeland.[/i] [b]Information Network[/b] You have a network of contacts and informants that keeps you up to date. When you need information, they can provide it for you. An information network can be expensive, but not knowing the latest can be far more costly. Prerequisite: Two of the following: Leadership feat, Int 13+, Cha 13+, Gather Information 4 ranks, levels in the Aristocrat or Dehqan class. Benefit: Choose a city to be the center of your network. You receive a +2 competence bonus to Gather Information checks made within your network’s reach. You may use Gather Information without spending your own time and effort. A lackey does the legwork for you. This feat may be taken multiple times to expand your network’s reach and speed up its response time. Successive levels do not increase the Gather Information bonus. The response time of a network may vary up to 25% (either shorter or longer) as determined by the GM. Gathering information is an art, not an exact science. This table shows how far the network reaches, based on the number of times the feat has been taken. How quickly information can be gathered is measured in hours (h), days (d) or weeks (w). Feat.......City/ Province/ Nation/ Continent/ World 1st........12 hours 2nd........6 hours/ 1 week 3rd........3 hours/ 3 days/ 1 week 4th........1 hour/ 1 day/ 3 days/ 2 weeks 5th........Immediately*/ 12 hours/ 1 day/ 1 week/ 2 weeks * You’ve known since last week, and just remembered right now. Special: An information network costs money to maintain. The more powerful you are, the larger and more expensive a network must be to be useful to you. For every level of this feat you have, your information network costs you 50 gp per month. If you fail to pay this expense, you lose the use of this feat until you catch up on the missed payments. [b]Lead By Example[/b] Others are inspired by you when you take charge and pave the way ahead. Prerequisites: Any one of the following: Leadership feat, Have successfully provided leadership simply though your own example, Reputation 6+. Benefit: Anytime you successfully perform a task with allies witnessing you, your allies gain a +2 bonus when attempting the same task. [b]Noble’s Enemy[/b] You are particularly devoted against a rival. Benefit: Choose one of the enemies listed below. Against this foe you gain +2 Bluff, Gather Information, Intimidate, and Sense Motive checks. Likewise, you get +2 attack and damage against your choosen enemy. Possible Enemies: Foreigners of a certain nation, Incompetent leaders, Noble house, Traitors, Tyrants, Unworthy commoners, Warlords. [b]Read Character[/b] You’ve got a keen eye for sizing other people up, getting a sense of their capabilities and motives from subtle cues. The way the hold the spoon might reveal they’re a commoner or have peasant upbringing. A swagger and hard eyes might reveal a veteran soldier. You know what to look for, and more importantly, how to interpret it. Prerequisite: Sense motive 4 ranks Benefit: You can determine a character’s class, allegiance, social status, and experience by observing them. This requires a Sense Motive check, using the DC specified below. You may make one check in each category for each target you deal with; no retry is allowed. Each check requires at least 10 minutes of observation. An impulsive check is possible after a single round, but increases the DC by 10. The GM should make all checks secretly. If the check fails by 5 or less, you simply can’t form an opinion. If the check fails by more than 5, you misinterpret what you’re seeing and receive incorrect information. Task.................................DC Determine dominant class.....15 Determine social status........20 Determine experience...........25 Determine allegiance............30 [i]Allegiance: [/i]You get a feel of the target’s main allegiance. This is in broad strokes only, such as “loyalist to the throne” or “revolutionary.” At the GM’s discretion this might include the name of a nation, organization, guild, faction, temple, or person. [i]Experience: [/i]You gauge the target’s rough level of experience: Amateur (1st-3rd level), Low (4th-7th), Talented (8th-11th), High (12th-15th), Old Hand (15th-19th), Epic (20th+). [i]Dominant Class: [/i]The target’s highest level character class. In the case of a prestige class associated with a particular group, you only get an idea of their capabilities, you do not determine the character’s allegiance. That requires a DC 30 check as normal. [i]Social Status:[/i] You pick up on clues that give away the target’s socioeconomic standing. Social classes in a culture can vary greatly. Here are some possibilities: Land-owner, Peasant, Merchant Prince, Untouchable, Clergy, Royalty, Craftsman, Artisan, and so forth. Special: Your target may make a opposed Sense Motive check to pick up that you’re paying undue attention to them. Once your target is aware of what your up to, they may attempt to counter your Sense Motive with Bluff as normal. [/QUOTE]
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