Psion
Adventurer
Origin feats are a concept I've been toying with for a while now. They are based on backgrounds from Second World Sourcebook (which, in turn, are based on the idea of occupations in d20 modern.)
I like the skill system for d20 and think its a bit underplayed. In my campaigns I permit extra skill points (see here for discussion), but also think its appropriate to broaden the skill selection of characters a little.
The following is a work in progress. I mostly tried to use core feats, but fully recognize that as a somewhat limited resource when it comes to realizing specific feels, and fully intend to include a wider array of feats as I add more specific cultures.
Origin feats will be used in my upcoming River of Worlds PbP.
Origin Feats
Origin feats are a variation on the concept of a cultural feat. However, instead of giving characters of a given culture a laundry list of superior feats, an origin feat allows a character to a small benefits and an appropriate existing feat, or several small benefits. These small benefits include skill bonuses or weapon proficiencies.
When an origin feat is selected, it uses up one feat selection. The character gets three picks from the listed options. Weapon proficiencies and skill bonuses each require one pick. Feats require two picks.
Skill bonuses have one of two possible effects. If the character does not have the listed skill as a class skill at first level, the listed skill is always considered a class skill for the character. If the character does have the skill as a class skill, the character receives a +1 bonus to a skill. A character can only select each skill once to receive this benefit.
[sblock=Format]
Name
Descriptive text.
Requirements: [race], [home] nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each):
Weapon proficiencies (1 pick each):
Bonus feat (2 picks for 1):
[/sblock]
Each Origin feat should have 4-6 skills and 2-4 bonus feat selections. Weapon proficiencies are optional, there could be potentially as many as 3 or 4. They should not be exotic weapon proficiencies (these should be handled by bonus feats).
Generic Origin Feats:
These origin feats are built with the minimum profile or close to it. They serve as basic templates that can be enhanced and customized to fit the needs of specific campaigns or regions.
[sblock=List of Generic Origin Feats]
Decadent City Dweller
You are a lowly dweller in a burgeoning and decadent city.
Requirements: Citizen of a large city, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Bluff, Gather Information, Hide, Knowledge (Local).
Weapon proficiencies (1 pick each): Dagger, Rapier.
Bonus feat (2 picks for 1): Deft Hands, Self-Sufficient.
Imperial Citizen
You are a citizen of a large, well-developed prime empire.
Requirements: [race], [home] nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Diplomacy, Knowledge (Geography), Knowledge (Royalty and Nobility), Profession (Soldier), Speak Language.
Weapon proficiencies (1 pick each): Shortsword, Longsword, Longbow
Bonus feat (2 picks for 1): Leadership, Iron Will.
Merchant House
You are a member of a mercantile household of some sort.
Requirements: Mercantile nation or region, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Appraise, Bluff, Diplomacy, Profession (Merchant), Sense Motive.
Weapon proficiencies (1 pick each):
Bonus feat (2 picks for 1): Negotiator, Wealthy.
Military Aristocrat
You are a well-placed citizen of nation in which the aristocracy is expected to maintain martial prowess.
Requirements: From nation with feudal aristocracy (e.g., medieval England or Japan), level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Diplomacy, Knowledge (History), Knowledge (Royalty and Nobility), Ride.
Weapon proficiencies (1 pick each): Bastard Sword, Lance, Longbow, Longsword
Bonus feat (2 picks for 1): Exotic Weapon Proficiency (GM’s Choice), Weapon Focus (any of the above weapon proficiencies.)
Nomad
You hail from a culture that is always on the move.
Requirements: From nomadic culture, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Handle Animal, Ride, Spot, Survival.
Weapon proficiencies (1 pick each): Scimitar, Shortbow.
Bonus feat (2 picks for 1): Animal Affinity, Mounted Combat.
[/sblock]
[sblock=Planar Origin Feats]
These are planar feats I am tinkering with of particular interest to my River of Worlds game.
(Under construction)
Planar Metropolitan
You hail from one of the major planar crossroads such as Sigil or the Jeweled City.
Requirements: Nationality – any planar metropolis.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each):
Weapon proficiencies (1 pick each):
Bonus feat (2 picks for 1):
Planar Wanderer
(TBD)
World Sailor
(TBD)
[/sblock]
[sblock=Trinalia Origin Feats]
These are Origin Feats I developed for my classical campaign setting.
Deshelain
The character hails from the embattled sun elf nation of Deshelain
Requirements: Race: High Elf (Sun Elf), Deshelain nationality, Level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Diplomacy, Hide, Knowledge (Arcana), Knowledge (Nature), Listen, Spellcraft.
Weapon proficiencies (1 pick each): Longsword, Rapier, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Combat Casting, Sunspeaker*.
Farisae
The Farisae are a race of elves that live in planes and deserts near south of Deshelain. They are largely nomadic, and are proficient horse riders.
Requirements: Farisae elf, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Ride, Spot, Survival
Weapon proficiencies (1 pick each): Shortspear, Longspear, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Mounted combat, Run, Weapon Focus (any of the weapons listed in the weapon proficiency entry.)
Free Cities
The character hails from the fiercely independent free cities region, home to much unrest and warfare as well as trade and larceny.
Requirements: Race: human, half-elf, elf, halfling, or hill dwarf, free cities nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Appraise, Bluff, Sleight of Hand, Gather Information, Hide, Knowledge (Local).
Weapon proficiencies (1 pick each): Longsword, Rapier, Crossbow (light), Crossbow (heavy)
Bonus feat (2 picks for 1): Big City Education, Run.
Sea Elf - Cosmopolitan
You hail from one of the Sea Elf coastal communities on the mainland or trade islands such as Majenka or the Sword Isles. You have lived among humans and have probably experienced some trying times.
Requirements: High Elf (Sea Elf), Majenka, Free Cities/Loshimar, Sword Isles nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Balance, Diplomacy, Profession (Sailor), Rope Use.
Weapon proficiencies (1 pick each): Longsword, Rapier, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Sea Legs, Skill Bonus (Diplomacy).
Sea Elf - Secluded
You hail from a Sea Elf nation such as Kavelia. You are possibly a world traveler or seafarer in some capacity, but are not immersed in a human cultural region.
Requirements: Sea Elf, Kavelia (or other Sea Elf) nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Balance, Profession (Sailor), Rope Use.
Weapon proficiencies (1 pick each): Longsword, Rapier, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Sea Legs, Magical Aptitude.
Skabrae
You hail from the wild island of Skabrae, home of the famed Ranger school.
Requirements: [race], [home] nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Gather Information, Knowledge (local), Knowledge (Nature), Perform (any 1), Survival
Weapon proficiencies (1 pick each): Longsword, Longspear, Longbow (including composite), Shortbow (including composite), Short sword.
Bonus feat (2 picks for 1): Track, Skill Bonus (Survival).
Sword Isles
You hail from the Sword Isles, a tropical port known for its political trickery, martial schools, and exotic visitors.
Requirements: Human, Sea Elf, Viscosian, Sword Isles nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Balance, Bluff, Knowledge (Royalty and Nobility), Profession (Sailor), Profession (Soldier), Rope Use, Sense Motive, Speak Language.
Weapon proficiencies (1 pick each): Club, Dagger, Longsword, Rapier, Sai.
Bonus feat (2 picks for 1): Dodge, Improved Feint
Young Baronies
You hail from the Young Baronies, beleaguered by giants, dark elves, and ratmen.
Requirements: Human, Sea Elf, Silver Elf, Hill Dwarf, Young Baronies nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Climb, Knowledge (dungeoneering),
Weapon proficiencies (1 pick each): Longspear, Heavy Crossbow, Longbow (including composite).
Bonus feat (2 picks for 1): Dodge, Endurance, Toughness.
[/sblock]
Comments and ideas for further feats appreciated.
I like the skill system for d20 and think its a bit underplayed. In my campaigns I permit extra skill points (see here for discussion), but also think its appropriate to broaden the skill selection of characters a little.
The following is a work in progress. I mostly tried to use core feats, but fully recognize that as a somewhat limited resource when it comes to realizing specific feels, and fully intend to include a wider array of feats as I add more specific cultures.
Origin feats will be used in my upcoming River of Worlds PbP.
Origin Feats
Origin feats are a variation on the concept of a cultural feat. However, instead of giving characters of a given culture a laundry list of superior feats, an origin feat allows a character to a small benefits and an appropriate existing feat, or several small benefits. These small benefits include skill bonuses or weapon proficiencies.
When an origin feat is selected, it uses up one feat selection. The character gets three picks from the listed options. Weapon proficiencies and skill bonuses each require one pick. Feats require two picks.
Skill bonuses have one of two possible effects. If the character does not have the listed skill as a class skill at first level, the listed skill is always considered a class skill for the character. If the character does have the skill as a class skill, the character receives a +1 bonus to a skill. A character can only select each skill once to receive this benefit.
[sblock=Format]
Name
Descriptive text.
Requirements: [race], [home] nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each):
Weapon proficiencies (1 pick each):
Bonus feat (2 picks for 1):
[/sblock]
Each Origin feat should have 4-6 skills and 2-4 bonus feat selections. Weapon proficiencies are optional, there could be potentially as many as 3 or 4. They should not be exotic weapon proficiencies (these should be handled by bonus feats).
Generic Origin Feats:
These origin feats are built with the minimum profile or close to it. They serve as basic templates that can be enhanced and customized to fit the needs of specific campaigns or regions.
[sblock=List of Generic Origin Feats]
Decadent City Dweller
You are a lowly dweller in a burgeoning and decadent city.
Requirements: Citizen of a large city, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Bluff, Gather Information, Hide, Knowledge (Local).
Weapon proficiencies (1 pick each): Dagger, Rapier.
Bonus feat (2 picks for 1): Deft Hands, Self-Sufficient.
Imperial Citizen
You are a citizen of a large, well-developed prime empire.
Requirements: [race], [home] nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Diplomacy, Knowledge (Geography), Knowledge (Royalty and Nobility), Profession (Soldier), Speak Language.
Weapon proficiencies (1 pick each): Shortsword, Longsword, Longbow
Bonus feat (2 picks for 1): Leadership, Iron Will.
Merchant House
You are a member of a mercantile household of some sort.
Requirements: Mercantile nation or region, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Appraise, Bluff, Diplomacy, Profession (Merchant), Sense Motive.
Weapon proficiencies (1 pick each):
Bonus feat (2 picks for 1): Negotiator, Wealthy.
Military Aristocrat
You are a well-placed citizen of nation in which the aristocracy is expected to maintain martial prowess.
Requirements: From nation with feudal aristocracy (e.g., medieval England or Japan), level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Diplomacy, Knowledge (History), Knowledge (Royalty and Nobility), Ride.
Weapon proficiencies (1 pick each): Bastard Sword, Lance, Longbow, Longsword
Bonus feat (2 picks for 1): Exotic Weapon Proficiency (GM’s Choice), Weapon Focus (any of the above weapon proficiencies.)
Nomad
You hail from a culture that is always on the move.
Requirements: From nomadic culture, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Handle Animal, Ride, Spot, Survival.
Weapon proficiencies (1 pick each): Scimitar, Shortbow.
Bonus feat (2 picks for 1): Animal Affinity, Mounted Combat.
[/sblock]
[sblock=Planar Origin Feats]
These are planar feats I am tinkering with of particular interest to my River of Worlds game.
(Under construction)
Planar Metropolitan
You hail from one of the major planar crossroads such as Sigil or the Jeweled City.
Requirements: Nationality – any planar metropolis.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each):
Weapon proficiencies (1 pick each):
Bonus feat (2 picks for 1):
Planar Wanderer
(TBD)
World Sailor
(TBD)
[/sblock]
[sblock=Trinalia Origin Feats]
These are Origin Feats I developed for my classical campaign setting.
Deshelain
The character hails from the embattled sun elf nation of Deshelain
Requirements: Race: High Elf (Sun Elf), Deshelain nationality, Level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Diplomacy, Hide, Knowledge (Arcana), Knowledge (Nature), Listen, Spellcraft.
Weapon proficiencies (1 pick each): Longsword, Rapier, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Combat Casting, Sunspeaker*.
Farisae
The Farisae are a race of elves that live in planes and deserts near south of Deshelain. They are largely nomadic, and are proficient horse riders.
Requirements: Farisae elf, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Ride, Spot, Survival
Weapon proficiencies (1 pick each): Shortspear, Longspear, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Mounted combat, Run, Weapon Focus (any of the weapons listed in the weapon proficiency entry.)
Free Cities
The character hails from the fiercely independent free cities region, home to much unrest and warfare as well as trade and larceny.
Requirements: Race: human, half-elf, elf, halfling, or hill dwarf, free cities nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Appraise, Bluff, Sleight of Hand, Gather Information, Hide, Knowledge (Local).
Weapon proficiencies (1 pick each): Longsword, Rapier, Crossbow (light), Crossbow (heavy)
Bonus feat (2 picks for 1): Big City Education, Run.
Sea Elf - Cosmopolitan
You hail from one of the Sea Elf coastal communities on the mainland or trade islands such as Majenka or the Sword Isles. You have lived among humans and have probably experienced some trying times.
Requirements: High Elf (Sea Elf), Majenka, Free Cities/Loshimar, Sword Isles nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Balance, Diplomacy, Profession (Sailor), Rope Use.
Weapon proficiencies (1 pick each): Longsword, Rapier, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Sea Legs, Skill Bonus (Diplomacy).
Sea Elf - Secluded
You hail from a Sea Elf nation such as Kavelia. You are possibly a world traveler or seafarer in some capacity, but are not immersed in a human cultural region.
Requirements: Sea Elf, Kavelia (or other Sea Elf) nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Balance, Profession (Sailor), Rope Use.
Weapon proficiencies (1 pick each): Longsword, Rapier, Longbow (including composite), Shortbow (including composite).
Bonus feat (2 picks for 1): Sea Legs, Magical Aptitude.
Skabrae
You hail from the wild island of Skabrae, home of the famed Ranger school.
Requirements: [race], [home] nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Gather Information, Knowledge (local), Knowledge (Nature), Perform (any 1), Survival
Weapon proficiencies (1 pick each): Longsword, Longspear, Longbow (including composite), Shortbow (including composite), Short sword.
Bonus feat (2 picks for 1): Track, Skill Bonus (Survival).
Sword Isles
You hail from the Sword Isles, a tropical port known for its political trickery, martial schools, and exotic visitors.
Requirements: Human, Sea Elf, Viscosian, Sword Isles nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Balance, Bluff, Knowledge (Royalty and Nobility), Profession (Sailor), Profession (Soldier), Rope Use, Sense Motive, Speak Language.
Weapon proficiencies (1 pick each): Club, Dagger, Longsword, Rapier, Sai.
Bonus feat (2 picks for 1): Dodge, Improved Feint
Young Baronies
You hail from the Young Baronies, beleaguered by giants, dark elves, and ratmen.
Requirements: Human, Sea Elf, Silver Elf, Hill Dwarf, Young Baronies nationality, level 1.
Benefits: Select three picks from the following options:
Skill bonuses (1 pick each): Climb, Knowledge (dungeoneering),
Weapon proficiencies (1 pick each): Longspear, Heavy Crossbow, Longbow (including composite).
Bonus feat (2 picks for 1): Dodge, Endurance, Toughness.
[/sblock]
Comments and ideas for further feats appreciated.
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