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Non-combat, non-magic feats: Why are there no good ones?
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<blockquote data-quote="the Jester" data-source="post: 348650" data-attributes="member: 1210"><p>First off, LufiaLillystorm, glad you like the lasting intimidation feat I wrote up! </p><p></p><p>Here are a few more I have in my campaign; many are "bardic" feats, which allow a bard to use their bardic music in new ways (something I was very surprised not to see in S&S, but hey, what can you do). Also, some of these were created by others back in the Eric Noah days, but darned if I know exactly whom. Finally, some are regional feats but would be easy to adapt.</p><p></p><p>ANIMAL SONG (Bardic)</p><p> Animals love your music and will follow you around for it.</p><p> Prerequisite: Handle Animal skill, Bardic Music ability</p><p> Benefit: You can use your bardic music to enchant animals. Treat this as an animal friendship spell, except that you cannot teach animals tricks (though you can use handle animal on them) and you can only have a number of HD of animals enchanted equal to your Cha bonus at any one time.</p><p></p><p>COLLEGE EDUCATED (Regional: Tirchond)</p><p> You have gone to school at a prestigious institution of learning, such as the Silver College or one of its outgrowths.</p><p> Prerequisites: 1st level, native of Tirchond</p><p> Benefit: Knowledge is a class skill. Choose one knowledge skill; you gain a +2 bonus on that skill. Also, you may have your level +4 ranks in knowledge skills.</p><p> Normal: The maximum number of ranks you may have in a class skill is your level +3.</p><p></p><p>ENCORE (General)</p><p> You are good at picking up a performance where you left off.</p><p> Prerequisites: Bardic music ability</p><p> Benefit: When performing bardic music you can stop and then resume a performance within a number of rounds equal to your charisma bonus without it counting as a second use of your bardic music ability. You can use this ability a number of times per day equal to your charisma bonus.</p><p></p><p>INSPIRE FEAR (Bardic)</p><p> Your bardic music can frighten and disturb.</p><p> Prerequisites: Cha 15+, Bardic Music ability, perform (7 ranks)</p><p> Benefit: As a form of bardic music you can inspire fear in all creatures within 5’ times your perform check. All creatures gain Will saves (DC13+ your Cha bonus) to negate the effect. Those failing are shaken and suffer a -2 morale penalty to attacks, saves and checks. Allies get z +2 circumstance bonus on this save and are totally unaffected if under the influence of your inspire confidence ability. Using this feat is a supernatural, mind-affecting fear ability.</p><p></p><p>LIGHT SLEEPER (General)</p><p> You don’t need much sleep and are much more flexible about your sleep cycle than most people.</p><p> Prerequisites: Con 11+, Wis 11+, Endurance</p><p> Benefit: You only need ¾ the normal amount of sleep for your race. You can also spread your sleep out into blocks throughout the day rather than needing uninterrupted rest. You can sleep despite noise or physical discomfort but even while asleep your subconscious remains alert for danger, making any listen checks normally (with no circumstance penalty for being asleep).</p><p> Special: Elves cannot take this feat as they do not sleep.</p><p></p><p>LINGUIST (General)</p><p> You have a natural talent for languages.</p><p> Benefit: Speak Language is a class skill for you. In addition, you learn one language for free upon taking this feat.</p><p></p><p>LULLABY (Bardic)</p><p> You can lull animals and many monsters to sleep with your gentle songs.</p><p> Prerequisites: Bardic Music ability, perform (6 ranks)</p><p> Benefit: You can use your bardic music to lull to sleep most creatures. This is a mind-affecting sonic ability, and it will not affect oozes, deaf creatures, creatures without intelligence scores, or creatures that are deeply distracted. </p><p> You choose one target, which receives a Will save (DC 13+ cha bonus) to avoid the effect. Lullaby counts as one use of your bardic music for the day. You target must hear you sing for a full round; if it fails its saving throw it falls into a deep sleep for as long as you keep singing the lullaby and for 1 round/bard level thereafter. A creature that saves is immune to your Lullaby for 24 hours.</p><p></p><p>MARATHON (General)</p><p> You can run for hours on end.</p><p> Prerequisites: Endurance, Run</p><p> Benefit: You may hustle instead of walk while traveling and may run with the usual penalties for hustling.</p><p></p><p>MASTERFUL PERFORMANCE (Bardic)</p><p> You can pour your heart and soul into a performance.</p><p> Prerequisites: Bardic Music ability, perform (4 ranks)</p><p> Benefit: You can use one bardic music use to gain a +4 bonus on your perform check.</p><p></p><p>MELODY OF THE FREE MIND (Bardic)</p><p> Your bardic music can break enchantments.</p><p> Prerequisites: Bardic Music ability, perform (8 ranks)</p><p> Benefit: Any ally who hears you perform the Melody of the Free Mind is allowed a second saving throw against any enchantment she fails her save against on her next turn, just as a rogue with slippery mind would. While you could conceivably begin singing after someone has failed her first saving throw, you would have to start before a round passes and the opportunity for her to attempt a second once passes. Allies making a second saving throw get a morale bonus equal to ¼ your bard level. A rogue who has the slippery mind ability can make a total of three saves if she also hears the Melody of the Free Mind. You may maintain the melody for up to 10+ your cha bonus rounds. This is a mind-affecting sonic supernatural ability.</p><p></p><p>POWERFUL VOICE (General)</p><p> Your voice is powerful and carries much better than most.</p><p> Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks), True Tone</p><p> Benefit: Your bardic music works at double the normal range.</p><p></p><p>RAISED IN THE LIGHT (Regional- Forinthia)</p><p> You were raised in a devout Galadorian home.</p><p> Prerequisites: 1st level, native of Forinthia</p><p> Benefit: You gain a +2 bonus on knowledge (religion) checks and a +2 (unnamed) bonus on Will saves against compulsions.</p><p></p><p>RIDDLEMASTER (General)</p><p> Your mind works quickly on puzzles and riddles.</p><p> Prerequisites: Int 13+</p><p> Benefit: Whenever you are presented with a puzzle or riddle with a time limit, you are considered to think extremely quickly and are allowed one and a half times the allotted time. Whenever presented with a non-timed riddle or puzzle you are allowed one free mistake (your subconscious warns you just before you actually make the mistake). This feat doesn’t help you with traps, locks, etc. without puzzles or riddles as part of them.</p><p></p><p>SALESMAN (Regional: Pesh)</p><p> You could sell a drink to a beer elemental.</p><p> Prerequisites: 1st level, Peshan</p><p> Benefits: You get a +2 bonus to Appraise and Diplomacy checks.</p><p></p><p></p><p>SEXY (General)</p><p> You are attractive to those of similar race and (usually) opposite gender.</p><p> Prerequisites: Cha 13+</p><p> Benefit: You gain a +2 bonus on bluff, diplomacy and perform checks against members of your race and the appropriate sexual orientation. Against members of the appropriate sexual orientation of races with which you can interbreed you get a +1 bonus to bluff, diplomacy and perform checks. </p><p></p><p>SOLDIERS’ MARCH (Bardic)</p><p> Your music can inspire your allies and yourself to move further and faster on the road.</p><p> Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks)</p><p> Benefits: You can use your bardic music to encourage quick travel, allowing your group to hustle for up to your Cha bonus in hours per day. You can also give a +2 morale bonus to Con checks for forced marches. Soldiers’ March counts as one use of your bardic music ability for every two hours of use. This is a supernatural sonic mind-affecting ability.</p><p></p><p>TRUE TONE (General)</p><p> Your voice is well-trained and you have perfect pitch.</p><p> Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks)</p><p> Benefit: Your voice is a masterwork instrument, giving you a +2 circumstance bonus on any perform checks with a vocal component. (This will not stack with the +2 circumstance bonus you receive for playing another masterwork instrument.)</p><p></p><p>VEHEMENCE OF SPEECH (General)</p><p> You can rally others against your favored enemies.</p><p> Prerequisites: Favored enemy</p><p> Benefit: You gain your favored enemy bonus on diplomacy and intimidate checks used to persuade or incite others against them (for example, to incite a lynching). </p><p></p><p>VIRTUOSO (General)</p><p> You have a great talent for one specific type of performance.</p><p> Prerequisites: Perform skill</p><p> Benefit: You get a +4 competence bonus to a specific type of perform check.</p><p></p><p></p><p>Obviously, some of these are simple mechanical bonuses to skills and the like, but overall I think they fit a more socially oriented game rather than being combat-based. Hope you all like 'em.</p></blockquote><p></p>
[QUOTE="the Jester, post: 348650, member: 1210"] First off, LufiaLillystorm, glad you like the lasting intimidation feat I wrote up! Here are a few more I have in my campaign; many are "bardic" feats, which allow a bard to use their bardic music in new ways (something I was very surprised not to see in S&S, but hey, what can you do). Also, some of these were created by others back in the Eric Noah days, but darned if I know exactly whom. Finally, some are regional feats but would be easy to adapt. ANIMAL SONG (Bardic) Animals love your music and will follow you around for it. Prerequisite: Handle Animal skill, Bardic Music ability Benefit: You can use your bardic music to enchant animals. Treat this as an animal friendship spell, except that you cannot teach animals tricks (though you can use handle animal on them) and you can only have a number of HD of animals enchanted equal to your Cha bonus at any one time. COLLEGE EDUCATED (Regional: Tirchond) You have gone to school at a prestigious institution of learning, such as the Silver College or one of its outgrowths. Prerequisites: 1st level, native of Tirchond Benefit: Knowledge is a class skill. Choose one knowledge skill; you gain a +2 bonus on that skill. Also, you may have your level +4 ranks in knowledge skills. Normal: The maximum number of ranks you may have in a class skill is your level +3. ENCORE (General) You are good at picking up a performance where you left off. Prerequisites: Bardic music ability Benefit: When performing bardic music you can stop and then resume a performance within a number of rounds equal to your charisma bonus without it counting as a second use of your bardic music ability. You can use this ability a number of times per day equal to your charisma bonus. INSPIRE FEAR (Bardic) Your bardic music can frighten and disturb. Prerequisites: Cha 15+, Bardic Music ability, perform (7 ranks) Benefit: As a form of bardic music you can inspire fear in all creatures within 5’ times your perform check. All creatures gain Will saves (DC13+ your Cha bonus) to negate the effect. Those failing are shaken and suffer a -2 morale penalty to attacks, saves and checks. Allies get z +2 circumstance bonus on this save and are totally unaffected if under the influence of your inspire confidence ability. Using this feat is a supernatural, mind-affecting fear ability. LIGHT SLEEPER (General) You don’t need much sleep and are much more flexible about your sleep cycle than most people. Prerequisites: Con 11+, Wis 11+, Endurance Benefit: You only need ¾ the normal amount of sleep for your race. You can also spread your sleep out into blocks throughout the day rather than needing uninterrupted rest. You can sleep despite noise or physical discomfort but even while asleep your subconscious remains alert for danger, making any listen checks normally (with no circumstance penalty for being asleep). Special: Elves cannot take this feat as they do not sleep. LINGUIST (General) You have a natural talent for languages. Benefit: Speak Language is a class skill for you. In addition, you learn one language for free upon taking this feat. LULLABY (Bardic) You can lull animals and many monsters to sleep with your gentle songs. Prerequisites: Bardic Music ability, perform (6 ranks) Benefit: You can use your bardic music to lull to sleep most creatures. This is a mind-affecting sonic ability, and it will not affect oozes, deaf creatures, creatures without intelligence scores, or creatures that are deeply distracted. You choose one target, which receives a Will save (DC 13+ cha bonus) to avoid the effect. Lullaby counts as one use of your bardic music for the day. You target must hear you sing for a full round; if it fails its saving throw it falls into a deep sleep for as long as you keep singing the lullaby and for 1 round/bard level thereafter. A creature that saves is immune to your Lullaby for 24 hours. MARATHON (General) You can run for hours on end. Prerequisites: Endurance, Run Benefit: You may hustle instead of walk while traveling and may run with the usual penalties for hustling. MASTERFUL PERFORMANCE (Bardic) You can pour your heart and soul into a performance. Prerequisites: Bardic Music ability, perform (4 ranks) Benefit: You can use one bardic music use to gain a +4 bonus on your perform check. MELODY OF THE FREE MIND (Bardic) Your bardic music can break enchantments. Prerequisites: Bardic Music ability, perform (8 ranks) Benefit: Any ally who hears you perform the Melody of the Free Mind is allowed a second saving throw against any enchantment she fails her save against on her next turn, just as a rogue with slippery mind would. While you could conceivably begin singing after someone has failed her first saving throw, you would have to start before a round passes and the opportunity for her to attempt a second once passes. Allies making a second saving throw get a morale bonus equal to ¼ your bard level. A rogue who has the slippery mind ability can make a total of three saves if she also hears the Melody of the Free Mind. You may maintain the melody for up to 10+ your cha bonus rounds. This is a mind-affecting sonic supernatural ability. POWERFUL VOICE (General) Your voice is powerful and carries much better than most. Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks), True Tone Benefit: Your bardic music works at double the normal range. RAISED IN THE LIGHT (Regional- Forinthia) You were raised in a devout Galadorian home. Prerequisites: 1st level, native of Forinthia Benefit: You gain a +2 bonus on knowledge (religion) checks and a +2 (unnamed) bonus on Will saves against compulsions. RIDDLEMASTER (General) Your mind works quickly on puzzles and riddles. Prerequisites: Int 13+ Benefit: Whenever you are presented with a puzzle or riddle with a time limit, you are considered to think extremely quickly and are allowed one and a half times the allotted time. Whenever presented with a non-timed riddle or puzzle you are allowed one free mistake (your subconscious warns you just before you actually make the mistake). This feat doesn’t help you with traps, locks, etc. without puzzles or riddles as part of them. SALESMAN (Regional: Pesh) You could sell a drink to a beer elemental. Prerequisites: 1st level, Peshan Benefits: You get a +2 bonus to Appraise and Diplomacy checks. SEXY (General) You are attractive to those of similar race and (usually) opposite gender. Prerequisites: Cha 13+ Benefit: You gain a +2 bonus on bluff, diplomacy and perform checks against members of your race and the appropriate sexual orientation. Against members of the appropriate sexual orientation of races with which you can interbreed you get a +1 bonus to bluff, diplomacy and perform checks. SOLDIERS’ MARCH (Bardic) Your music can inspire your allies and yourself to move further and faster on the road. Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks) Benefits: You can use your bardic music to encourage quick travel, allowing your group to hustle for up to your Cha bonus in hours per day. You can also give a +2 morale bonus to Con checks for forced marches. Soldiers’ March counts as one use of your bardic music ability for every two hours of use. This is a supernatural sonic mind-affecting ability. TRUE TONE (General) Your voice is well-trained and you have perfect pitch. Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks) Benefit: Your voice is a masterwork instrument, giving you a +2 circumstance bonus on any perform checks with a vocal component. (This will not stack with the +2 circumstance bonus you receive for playing another masterwork instrument.) VEHEMENCE OF SPEECH (General) You can rally others against your favored enemies. Prerequisites: Favored enemy Benefit: You gain your favored enemy bonus on diplomacy and intimidate checks used to persuade or incite others against them (for example, to incite a lynching). VIRTUOSO (General) You have a great talent for one specific type of performance. Prerequisites: Perform skill Benefit: You get a +4 competence bonus to a specific type of perform check. Obviously, some of these are simple mechanical bonuses to skills and the like, but overall I think they fit a more socially oriented game rather than being combat-based. Hope you all like 'em. [/QUOTE]
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