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Social Feats for D&D: Please comment!

Incite Passion [Social]
[Adapted from Fading Suns d20]
You are a hot-head, but it occasionally proves
extremely useful for you to be so passionate.
Benefit: Provides a scaling +1 bonus to your
actions to act upon the object of your passion for each
time this feat is taken (up to +5). See Fading Suns
d20, p. 100.

Infamy [Social]
[Adapted from Star Wars/Shadowchasers d20]
You are well-known for crimes or evil deeds
(regardless of whether you actually committed them).
Special: You can’t select both Fame and Infamy.

Inquisitorial Seal [Social]
[Adapted from Fading Suns d20]
You are a member of the Inquisition.
Prerequisite: Church Ordination rank 4+
Benefit: You bear an Inquisitorial Seal, granted
by the Inquisitorial Synod. Unlike most such seals,
which are handed out on a per mission basis, this one
is permanent, allowing you to perform inquisitorial
duties full-time and without the need to consult
superiors as regards situations that may arise during
such duties. This does not mean, however, that you
are free to act however you desire; your actions can
still be judged by the Inquisitorial Synod.

Leadership [Social]
[Adapted from PHB/DMG]
See the DMG, p. 45.

Legate [Social]
[Adapted from Fading Suns d20]
You are a church ambassador to a noble house, guild,
city or nation.
Prerequisite: Church Ordination level 3+
Benefit: As an official representative of the
church, you are accorded a degree of respect by your
hosts, although you must earn their trust on a
personal level for them to see you as anything but a
spy for the church. Nonetheless, you gain a +2 bonus
to Bluff and Diplomacy checks involving official
church business.
In addition, you may cross feudal boundaries free
from taxation or tithe. You may request to participate
in diplomatic events your host holds, such as
conferences and parties, although he does not have to
invite you (but doing so would be a faux pas in the
eyes of your superiors). You have the right to provide
character testimony for a plaintiff or defendant in a
legal case and be heard. You can also request an
investigation from the church concerning specific
matters or mysteries (but be prepared to provide
evidence or a good reason for your beliefs).

The Look [Social]
[Adapted from Spycraft d20]
Whether it’s devilishly handsome good looks, a laugh
that melts hearts, all the right curves, or a smile that
makes people weak in the knees, you’ve got what it
takes to make those attracted to your gender stop and
give you the eye.
Prerequisite: Cha 13+.
Benefit: You gain a +4 bonus to all
Charisma-based skills when dealing with NPCs
attracted to your gender.

Mark [Social]
[Adapted from Spycraft d20]
You can size someone up from a distance.
Prerequisite: Wisdom 13+
Benefit: As a free action, you may target an NPC
with this feat, ‘sizing him up.’ Name three skills. The
GM must tell you which of those skills the target has
the highest bonus in (combined rank and ability score
modifier), and which of the skills the target has the
lowest bonus with. This feat does not confer
knowledge of the target’s actual skill ranks or ability
bonuses--only their relative strength to each other.
You may use this ability a number of times per game
day equal to your Wisdom modifier (though never
more than once per round) and you may use it on the
same target more than once.

Master Mimic [Social]
[Adapted from Spycraft d20]
You’re a natural at impersonating others.
Prerequisite: Cha 13+, Bluff skill 4+, Disguise
skill 4+, Perform skill 4+.
Benefit: You gain a +2 bonus on all Bluff,
Disguise and Perform (acting) checks. In addition,
your threat range with these skills increases to 19-20.

Master of Persuasion [Social]
[Adapted from Spycraft d20]
You have tremendous powers of persuasion.
Prerequisite: Cha 13+, Bluff skill 4+, Diplomacy
skill 4+, Intimidate skill 4+.
Benefit: You gain a +2 bonus on all Bluff (not
feint), Diplomacy and Intimidate checks. In addition,
your threat range with these skills increases to 19-20.

Mercantile Background [Social]
[Adapted from Forgotten Realms]
You come from a family that excels at a particular
trade and knows well the value of any kind of trade
good or commodity.

Military Rank [Social]
[Adapted from Fading Suns d20]
You have served in the armed forces and have the
rank to prove it.
Prerequisites: Church Ordination, Guild
Commission or Noble Title (for officer ranks), or any
character level 1+ (for enlisted ranks)
Benefit: You bear a military rank in the armed or
naval forces of a noble house, merchant company,
church order, mercenary company or some other
military or paramilitary organization. Your title
depends on how many levels of this stackable feat
you possess. Each successive level raises you in rank
one title (see chart below). Titles provide different
benefits for officers and enlisted.
Officers: Each officer rank grants you a +1 bonus
to your Leadership score. This bonus is stackable
with each successive rank.
Enlisted: Each enlisted rank grants you a +1 bonus
to any Gather Information checks performed wherever
soldiers or sailors hang out (most often in the
barracks or a bar). Your rank more easily provides
you with the necessary background to mix with troops
and loosen their lips. This bonus is stackable with
each successive rank. The drawback is that you may
be called back to active duty in times of crisis if you
are retired. Refusing such a call to duty is grounds for
a court-martial and removal of rank.
Officer (Army/Navy)
1st = Lieutenant/Midshipman
2nd = Captain/2nd Lieutenant
3rd = Major/1st Lieutenant
4th = Colonel/Captain
5th = General/Admiral
Enlisted (Army/Navy)
1st = Private/Crewman
2nd = Private 1st Class/Able Crewman
3rd = Corpral/Mate
4th = Sergeant/Master
5th = Staff Sergeant/Master of the Ship

Mimic [Social]
[Adapted from Shadowchasers d20]
You have a gift for impersonation.

Multicultural [Social]
[Adapted from Song & Silence]
You blend in well with members of another race.
 

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Noble Title [Social]
[Adapted from Fading Suns d20]
You were born a member of a noble family or have
been knighted as a lord of a noble house.
Prerequisite: Aristocrat or Noble level 1+ or any
character class level 4+
Benefit: You bear a noble rank, its title dependent
on how many levels of this stackable feat you possess.
Each successive level raises you in rank one title (see
the chart below).
In addition, each rank grants you a +1 bonus to
Diplomacy checks among other nobles, even those of
rival houses. This bonus is stackable with each
successive rank.
Nobles have the right to impress any serf beholden
to them into temporary combat service. Most serfs are
poor combatants, however, and will usually run from
a fight the first chance they get.Nonetheless, they may
provide an adequate vigilante posse for hunting down
escaped criminals. If the impressed serf is killed in
such service, the noble must pay a weregild to his
family, although this rarely costs more than three
years of that serrf’s wages (average of 10 gp).
Gaining this feat without first taking levels in the
Aristocrat or Noble class requires GM permission and
a good roleplaying reason (usually representing
battlefield knighting, which is extremely rare).
1st feat = Knight/Dame
2nd feat = Baronet
3rd feat = Baron/Baroness
4th feat = Earl or Marquis/Marquessa
5th feat = Count/Countess
6th feat = Duke/Duchess
There is one higher title for each house: the
Prince/Princess, the head of the entire household.
Such a rank must be gained through arduous
gameplay--the Machiavellian schemes necessary to
supplant a current Prince/Princess are practically
unimaginable.

Passage Contract [Social]
[Adapted from Fading Suns d20]
You have a permanent favor from a church, guild or
noble house: free passage on any outbound ship.
Benefit: Thanks to some preexisting arrangement
with one of the above entities, you do not have to
worry about booking passage on ships. Of course,
accommodations may not always be the best, and the
ship may make a number of stops along the way, but
is (mostly) a sure thing.
You may bring along a number of people for free
equal to your Charisma modifier (if positive). Any
other people will have to pay for passage.
Special: This feat is stackable to gain better
quality accommodations.
1st feat = Tramp freighter. You ride with the
cargo.
2nd feat = Stateroom. Made for two, it has been
known to hold eight or more.
3rd feat = Luxury liner. The best. Meals included.

Peasant Hero [Social]
[Adapted from Fading Suns d20]
You are known to stand against tyrants in defense of
the common man.
Benefit: You gain a +2 bonus to Diplomacy and
Gather Information checks when dealing with
peasants. Additionally, you may more easily be able
to convince them to hide you (and your cronies) from
the authorities.

Persuasive [Social]
[Adapted from Song & Silence]
You have a way with words and body language.

Political Favors [Social]
[Adapted from Spycraft d20]
You have put critical information in front of powerful
individuals in the past. Now they owe you.
Benefit: You receive a +1 bonus to all
Charisma-based skill checks targeting bureaucrats
and politicans and on all attempts to gain government
intervention. Once per game session, if you can
contact someone who owes you, you can have all
criminal charges against you dropped (GM’s
discretion), or gain access to a secure (but not secret)
government facility.

Purgation [Social]
[Adapted from Fading Suns d20]
You can harangue the faithful into confessing their
sins.
Prerequisite: Wis 13+, Sect Affiliation.
Benefit: Even the most libertine noble or guild
member has doubts about the state of his immortal
soul. You can exploit these doubts and verbally
harangue a person into confessing his sins.
Once per day, you can extract a confession from
someone. The subject of condemnation must be a
member of your religion and you must spend at least
a full round condemning him for his sins. He can
make a Will save against a DC equal to your
Charisma modifier + your level; he gets a +2 bonus if
he is not of your sect.
If he fails, he confesses to a petty sin (“I lusted
after the Duchess!”). If he fails by more than 5 points,
he confesses to a greater sin (“I wanted to kill the
rector!”). If he fails by more than ten points, he
confesses to a horrible sin (“I killed the knight and
buried his body in the coal mines! Sob!”). Of course,
if he has committed no horrible sin, he will not
confess to one, but instead beg for an act of penance
from you for his sin. Appropriate penance varies with
religion, but might consist of seeking forgiveness
from the person he wronged, go on a pilgrimage to a
holy site and there reflect upon his sins, or perform
some charitable deed for the church.

Rabble Rouser [Social]
[Adapted from Fading Suns d20]
You can rouse peasants and crowds into riotous
action.
Prerequisite: Cha 15+, Enthrall.
Benefit: You can exploit existing discontent
among the lower classes and fan it into a blaze of
anger. You must first go to a place where peasants
gather, such as at the local inn. You then orate to
them, playing on their hopes and fears to arouse them
into action against a particular type of evil: a tyrant
lord, a scheming merchant, a lying priest, etc. You
must make a Perform check, as described in the
Enthrall feat. Any who fail their Will saves follow
your lead onto the streets, wielding whatever
weapons are handy. They can be directed at an
example of whatever evil you orated against. If you
point to a merchant and decry him as a usurer (for
example), they’ll descend on him with sticks and beat
him senseless, perhaps to death.
This feat does not grant you legal or moral
absolution for your actions. The local guard may
attempt to arrest you as a rabble-rouser. The angry
mob is certainly not exempt from punishment--some
of them may even be hanged as rioters, to provide an
example to others. Their families may blame you and
take action themselves to gain revenge. What’s more,
the victim of your aroused mob--assuming he
survived--may make it his life’s goal to avenge
himself upon you.

Racial Ally [Social]
[Adapted from Fading Suns d20]
You are a known friend and ally to a particular race
other than your own.
Prerequisite: Xeno-Empathy, Cha 13+
Benefit: When dealing with members of the race
to which this feat applies, you gain a +2 bonus
Diplomacy and Gather Information bonus.
The race chosen must be intelligent and
free-willed (e.g., no golems, oozes or zombies). You
must specify how you came to be held in such high
esteem by the race chosen.
Special: This feat may be taken multiple times.
The effects do not stack; each time this feat is taken,
a different race must be chosen.
Common choices for this feat are: drow, duergar,
dwarf, elemental (one element), elf, gnome,
goblinoid, halfling, giant, gnoll, human (choose
nation), lizardfolk, merfolk, ogre, orc, outsider
(choose one type, such as celestial, devil or slaad) or
undead (choose one type, such as ghouls). The DM
has the right to veto any choice he feels is
inappropriate.

Refuge [Social]
[Adapted from Fading Suns d20]
You have some place you can go where you will be
welcomed and safe.
Benefit: Your refuge might be a noble’s castle, a
hidden monastery, a guild safe house, a rented
apartment or just a cave you outfitted yourself.
Special: This feat is stackable to increase the
safety and size of the refuge or to add additional
refuges.
1st feat = Cave, cheap apartment, small farm
2nd feat = Guild safe house or Church monastery
3rd feat = Castle

Retainer [Social]
[Adapted from Fading Suns d20]
You have a devoted servant or friend who will follow
you to the ends of the earth.
Benefit: Whether it is the loyal seneschal who has
always served your family or the childhood friend
who keeps his blood-brother oath through thick and
thin, your retainer is devoted to you.
Your retainer is a 1st-level Expert trained in
whatever line of work he needs to best serve you. He
goes up in level one level for every two levels you
rise. He is considered to have whatever outfit is
needed for his work, but you must pay to equip him
with weapons and armor.
Additional hired help can be gained with money
during game play, but they don’t exhibit the fierce
loyalty your retainer does. In other words, when the
money runs out, they’re gone, but the retainer always
stays.

Righteous Sermon [Social]
[Adapted from Fading Suns d20]
You can inspire others with passages from your
gospels.
Prerequisite: Perform 6+.
Benefit: By reading from your church gospels
(either from memory or from the book itself), you can
inspire courage in allies who share your religion.
Each person to be affected must hear at least one full
round of sermons. The effect lasts as long as the
sermons are read, and for five rounds thereafter.
During the oration, you may make melee or ranged
attacks but cannot cast spells.
Allies receive a +1 morale bonus to saving throws,
attack rolls and weapon damage rolls. Only allies
who believe in your religion gain the bonus.
Righteous Sermon is an extraordinary ability.

Saddleback [Social]
[Adapted from Forgotten Realms]
You are as comfortable riding as walking. You
engage in many social events involving mounts, such
as jousting tournaments, riding competitions or
hunting parties.

Saint [Social]
[Adapted from Fading Suns d20]
You have achieved sainthood in the eyes of many
people, who treat you like messiah.
Prerequisite: Any character class level 18+
Benefit: You are considered holy by a certain
segment of the population. Whether it is their
collective belief that makes it true or some personal
virtue recently awakened, you do indeed exhibit holy
powers.
Once per day, you may perform a miracle. You
make a Wisdom check and compare the result against
the DC. The effect and extent of this is ultimately
determined by the GM.
See Fading Suns d20, p. 104 for more information
on this feat.

Savior-Faire [Social]
[Adapted from Fading Suns d20]
You have a certain flair, dashing style or bravura that
marks you as someone special.
Prerequisite: Cha 15+.
Benefit: Everything you do is done with style,
whether it be entering a room and turning heads,
carving your initials into a tapestry with your rapier,
or even savoring a meal at a banquet to impress the
host.
You can intentionally attempt to impress others
with your style in any task. You make any required
checks normally, but if your result is 5 or more points
higher than the required DC to succeed, you have
performed the deed with stunning flair. The GM is
free to dictate any rules effects from this, but possible
outcomes are: You gain an initiative bonus on
successive actions or a bonus to Charisma-based
skills to further impress those who witnessed your
deed.
It is very hard to embarrass you, for you can turn
even a pratfall into an elegant dance. Anytime you
fail very badly at something, you can make a Bluff
check as a free action to mitigate the failure and make
it look intentional. The DC depends on the nature of
what you’ve done wrong, but it is usually DC 15 or
20. The higher your result, the better your reaction to
your familiar appears.
As a free action, you may make a Diplomacy
check to oppose anyone trying to embarass you, even
if you are unaware of what’s going on (the GM can
make the roll for you).

Secret [Social]
[Adapted from Fading Suns d20]
You know something that most others do not.
Benefit: The secret you know can range from
blackmail on a minor noble to the location of a
forgotten treasure. The GM should work closely with
you to ensure your secret fits into the game he wants
to run.
Special: You can take this feat multiple times. It
does not stack. Instead, each time this feat is taken, a
new secret is learned.

Secret Agent [Social]
[Adapted from Fading Suns d20]
You are a spy working for an intelligence agency,
gathering information or sabotaging rival’s works.
Prerequisite: Rogue level 1+, or any character
class level 4+.
Benefit: You bear a commission as an intelligence
agent, its rank dependent on how many levels of this
stackable feat you possess. Each successive level
raises you one in rank by one title (see the chart
below).
In addition, each rank grants you a +1 Innuendo
bonus when communicating with fellow agents or
trying to read the secret signs of rival agents. This
bonus is stackable with each successive rank.
1st feat = Recruit
2nd feat = Agent
3rd feat = Field Agent
4th feat = Supervisor
5th feat = Spymaster
In addition, the secret agent chooses his affiliation.
Each agency specializes in some role that allows
agents to gain bonuses to certain skills. The GM is
free to create other affiliations using the three below
as a model.
Covert Intel: Experts in covert information
gathering: +2 bonus to Open Lock skill.
Rat Squad: Experts in rooting out treason: +2
bonus to Gather Information.
Undercover Ops: Experts in sensing other’s
weaknesses: +2 bonus to Sense Motive.

Secret Society Membership
[Social]
[Adapted from Fading Suns d20]
You have allies in a secret society, and thus have
access to training and potential aid from persecution.
Benefit: Secret societies may be commercial,
political or religious criminal or terrorist groups,
witch’s covens or other cults, but the one thing they
all have in common is the condemnation of the ruling
authorities, church and/or society. Its members use
code words or signs to signal meetings. You can
recognize the signs and codes for the particular group
to which you belong, and thus answer the call to a
meeting or convene one yourself.
The details of your secret society should be
worked out with the GM.

Sect Affiliation [Social]
[Adapted from Fading Suns d20]
The character is a member of a church sect or order.
Each sect/order member undergoes special training
that provides a bonus to a skill, based on the domain
chosen. This skill becomes a class skill, if it is not already.
Not all churches will have all of the following
sects/orders available, and the GM is free to invent
others to suit his campaign. Most deities will have
one sect/order for each domain in its portfolio of
powers.
Air: +2 bonus to Balance checks.
Animal: +2 bonus to Handle Animal checks.
Cavern: +2 bonus to Intuit Direction checks.
Chaos: +2 bonus to Bluff checks.
Charm: +2 bonus to Diplomacy checks.
Craft: +2 bonus to one Craft skill of your choice.
Darkness: +2 bonus to Hide checks.
Death: +2 bonus to Knowledge (Undead) checks.
Destruction: +2 bonus to Knowledge (War)
checks.
Drow: +2 bonus to Move Silently checks.
Dwarf: +2 bonus to Search checks
Earth: +2 bonus to Knowledge (Nature) checks.
Elf: +2 bonus to Climb checks.
Evil: +2 bonus to Intimidate checks.
Family: +2 bonus to Knowledge (hearth wisdom)
checks. See Sword & Fist for description.
Fate: +2 bonus to Spot checks.
Fire: +2 bonus to Intimidate checks.
Gnome: +2 bonus to Perform (Jokes) checks.
Good: +2 bonus to Sense Motive checks.
Halfling: +2 bonus to Hide checks.
Hatred: +2 bonus to Intimidate checks.
Healing: +2 bonus to Heal checks.
Illusion: +2 bonus to Disguise checks.
Knowledge: +2 bonus to one Knowledge skill.
Law: +2 bonus to Sense Motive checks.
Luck: +2 bonus to any one of your class skills.
Magic: +2 bonus to Knowledge (Arcana) checks.
Mentalism: +2 bonus to Sense Motive checks.
Metal: +2 bonus to one Craft (involving
metalworking) skill.
Moon: +2 bonus to Hide checks.
Nobility: +2 bonus to Knowledge (Nobility)
checks.
Ocean: +2 bonus to Profession (Sailor) checks.
Orc: +2 bonus to Intimidate checks.
Planning: +2 bonus to Knowledge (War) checks.
Plant: +2 bonus to Knowledge (Nature) checks.
Portal: +2 bonus to Search checks.
Protection: +2 bonus to Listen checks.
Renewal: +2 bonus to Heal checks.
Retribution: +2 bonus to Intimidate checks.
Rune: +2 bonus to Forgery checks.
Scalykind: +2 bonus to Climb checks.
Slime: +2 bonus to Move Silently checks.
Spider: +2 bonus to Handle Animal (spiders)
checks.
Spell: +2 bonus to Spellcraft checks.
Strength: +2 bonus to Intimidate checks.
Storm: +2 bonus to Listen checks.
Suffering: +2 bonus to Concentration checks.
Sun: +2 bonus to Spot checks.
Time: +2 bonus to Sense Motive checks.
Trade: +2 bonus to Appraise checks.
Travel: +2 bonus to Wilderness Lore checks.
Trickery: +2 bonus to Bluff checks.
Tyranny: +2 bonus to Diplomacy checks.
Undeath: +2 bonus to Knowledge (Undead)
checks.
War: +2 bonus to Knowledge (War) checks.
Water: +2 bonus to Swim checks.

Seduction [Social]
[Created by Kaptain Kantrip]
You know how to “vamp it up” to get what you want.
This feat is different than The Look, in that you are
not necessarily strikingly attractive, but you know
how to use what you have to your best advantage.
Benefit: You receive a +2 bonus to Bluff (not
feint) and Diplomacy checks made to influence NPCs
who would normally be attracted to your gender.

Sidekick [Social]
[Adapted from Pulp Heroes d20]
You have an individual follower of some ability.
Prerequisite: 6th level.

Silver Palm [Social]
[Adapted from Forgotten Realms]
You are well-versed in haggling and brokering deals.

Silver Tongue [Social]
[Adapted from Spycraft d20]
You have a knack for making even the unthinkable
sound not only possible, but very appealing.
Benefit: You receive a +2 bonus to all Bluff (not
feint) and Diplomacy rolls to convert, seduce or sway
an NPC to do something they know they shouldn’t.
Further, your threat range for such attempts is
increased by 2 (e.g., 19-20 becomes 17-20).
 
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Smear Campaign [Social]
[Adapted from Fading Suns d20]
You can attempt to ruin another’s reputation or instill
hostility toward him in certain people.
Prerequisite: Cha 13.
Benefit: You can change other’s attitudes toward
someone by spending time bad-mouthing him. It
usually takes at least one evening of carousing with
the targeted audience, similar to making a Gather
Information check. Characters normally make
Charisma checks to alter someone’s attitude for the
better. You can alter it for the worse with your own
Charisma check. Whenever the object of your smear
campaign arrives, people’s attitudes toward him are
whatever you influenced them toward. The audience
does not need to personally know the person;
reputation and name are enough.
See Fading Suns d20, p. 105 for more information
on setting the smear campaign DC.
Note: Add +5 to the DC if the people in the crowd
know the victim of your smear campaign personally.
Special: You can attempt this on a larger scale by
gaining this feat multiple times. Each successie feat
increases the area in which you can cast your net.
1st feat = Small town (checks take one evening)
2nd feat = Large town or province (checks take
one week)
3rd feat = Entire country (checks take one month)
4th feat = Entire World (checks take three
months)

Smooth Talk [Social]
[Adapted from Forgotten Realms]
You are accustomed to dealing with others without
the need to draw blades.

Sorcerous Bloodline [Social]
[Created by Kaptain Kantrip]
You were born with the power to work magic.
Prerequisite: Charisma 10+
Benefit: You know and can cast per day a number
of arcane cantrips equal to 2 + your Charisma
modifier. You are considered to be a 1st-level
sorcerer for purposes of determining your caster level.

Steely Gaze [Social]
[Adapted from Pulp Heroes d20]
Just looking into your eyes can be a frightening
experience... determination and danger lurk there.
Normal: Attempts to Intimidate are generally
full-round actions.

Street Smart [Social]
[Adapted from Forgotten Realms]
You have learned how to keep informed, ask
questions, and interact with the underworld without
raising suspicion.

Streetwise [Social]
[Adapted from Fading Suns d20]
You know your way around the black market and
organized crime.
Benefit: You are familiar with the underworld
and criminal activities. You know how to contact the
criminal underworld or acquire illegal goods or
services, including black market items.
You can attempt to hire an illegal or shady service
(leg-breaking, breaking and entering, murder, etc.).
Make a Gather Information check to find the right
man for the job (usually DC 20), and then a Bluff or
Diplomacy check to successfully hire him at the going
rate (DC 25). If he is caught in the act, he will finger
you as his boss, unless your check result was at least
five points higher than the required DC.

Theologian [Social]
[Adapted from Fading Suns d20]
You are recognized by your church as a worthy
theologian, and your views influence church policy.
Prerequisite: Church Ordination, Knowledge
(religion) skill 10+.
Benefit: You can introduce new interpretations
into Church discourse, influencing the opinions of
those who make policy. In such a way, you can
attempt to transform heresies into mere differences of
doctrine, and hence save their believers from
inquisitorial persecution.
First, you must formulate your doctrine. Make a
Knowledge (religion) check. The DC is 20 or 25 for
beliefs that fit well with current Church opinion, but
30 or 35 for beliefs wildly divergent from current
thought. Beliefs that clash with core church values
may face DC 40+.
Once formulated, your doctrine must be
promulgated through oratory. Make a Diplomacy
check, opposed by those listening. Those who fail
against you are converted to your doctrine and may
begin to spread it (using their own Diplomacy skills).
You may eventually be invited to argue your
doctrine before distinguished (high skill ranked)
theologians, who will attempt to reveal the flaws in
your beliefs. This initiates a new Knowledge
(religion) contest, but you can add +1 to your check
for every 100 people you have converted. If your
views hold out, your work will enter the canon of
currently debated theology.
You may then be invited to argue your doctrine
before the College of Ethicalds, who determine
church doctrine. If you win here, your belief becomes
a standard teaching of the church--unless the supreme
head of the church dislikes it. He may challenge you
to a new debate, one in which he gains a +6 bonus for
his status. If you win this one, your doctrine is set for
at least the next two or three generations.

Trustworthy [Social]
[Adapted from Song & Silence]
You have a naturally occuring or carefully constructed
demeanor of friendship that inspires feelings of trust
in others, even when they know they shouldn’t.

Twin [Social]
[Adapted from Forgotten Realms]
You have a twin brother or sister.
Benefit: As Thunder Twin feat, but not restricted to dwarves.
Special: You may only take this feat as a 1st-level
character.

Trendsetter [Social]
[Adapted from Fading Suns d20]
You are the epitome of fashion. Whatever you wear
quickly becomes fashionable everywhere, and your
interests soon become “the next big thing.”
Benefit: Others seek you out for fashion advice or
tips on what one should be reading or thinking this
season. Even if you don’t go out of your way to
impart this wisdom, others will copy you. Being seen
at a particular show is enough to ensure it’s a hit.
Your presence at a party is enough to make it notable
in the society pages. Your public approval of a
paintingg is enough to launch an artist’s career.
You can almost always get into any party or
high-class affair to which you have not been invited.
You can take a number of people with you equal to
your Charisma modifier (if positive). In public places
where you have specifically been barred from
entering, you can still get in by making a Charisma
check (DC varies with how hostile the host is toward
you).
In addition, it is rare for an NPC you have never
met to have a hostile attitude toward you.

Tyrant [Social]
[Adapted from AEG’s EVIL]
You can gather and control a huge horde of evil
humanoids and other monsters.
Prerequisite: Character level 6+, evil alignment.
Benefit: See EVIL, p. 60.

Veteran [Social]
[Adapted from Fading Suns d20]
You are known for your prowress at a significant
battle, and may even bear a medal proving it.
Benefit: You may invoke your past to change
others’ opinions about you and solicit their aid. This
may be used against the same person only once. It
allows you to gain a +2 bonus to Diplomacy or Gather
Information checks against that person. In addition,
you are considered (for just this one-time request) to
be one rank higher than normal, including gaining
any skill bonuses the higher rank imparts.
Special: This feat may be bought multiple times.
The effects stack, representing a greater deed
performed in battle or a more important medal. Two
levels of this feat provides a +4 bonus to Diplomacy
or Gather Information checks, and so on with each
additional level.

Well-Traveled [Social]
[Adapted from Fading Suns d20]
You have been there and done that. You know a lot of
things about the places and people you’ve seen,
although you can’t necessarily remember them when
you want to.
Prerequisite: Any character class level 3+
Benefit: Acts as the Bardic Knowledge ability.
You may make a Knowledge check modified by your
level + your Int modifier to see whether you know
relevant information about a person, place or thing.
The DC varies with the obscurity of the topic.

Withering Insult [Social]
[Adapted from Fading Suns d20]
You may deliver an insult practically guaranteed to
get a rise out of your rival.
Prerequisite: Int 13+.
Benefit: Social rank and the respect it provides
are vital to survival in the chaotic world. People are
rather protective of their reputations and don’t take
kindly to people disparaging them. However, most
people can readily choose which insults to challenge
or ignore. Nonetheless, some villains are particularly
good at baiting their rivals; their foul words rarely fail
to provoke a heated response.
Once per day, you may deliver a withering insult
to someone. That person must fight to control his
temper or lose all self-control, discarding all norms of
social propriety and common sense until he has
extracted an apology from you.
The insulted person must make a Will save. The
DC is equal to your Charisma modifier + your level.
Success means he can choose to deal with your
insult however he likes, although he cannot pretend it
wasn’t vile. Failure means he loses control and
immediately seeks satisfaction from you: either by
challenging you to a duel, attacking you then and
there, whistling for his gang of street toughs to
descend on you, etc.
He will stop whatever he is doing, as long as
doing so doesn’t put him in obvious danger. In other
words, he won’t turn his attention from a rampaging
monster just to deal with an insult. However, the
insult still hurts, and he will deal with it as soon as
the danger has passed.

Xeno-Empathy [Social]
[Adapted from Fading Suns d20]
You have studied a race and know how to interact
with and read that race.
Benefit: This feat negates the -2 penalty for Bluff,
Diplomacy, Gather Information and Sense Motive
checks against the type of race selected when this feat
is taken.
Special: This feat may be taken multiple times.
The effects do not stack; another race must be
selected each time this feat is taken.
 

Steven McRownt said:


Yep, something like that. Let me see

1st level: 2 social feats
2nd,4th,5th,7th,8th,10th,11th,15th,19th level another social feat.
That is 11 social feats; of course you can swap one normal feat to a social one (but not vice versa).... is like trading in some arabian country!!!;)

Steven McRownt

Sounds good to me, Steve. Thanks! :)

BTW: All the Social Feats are now up. Most are good, solid investments for any character to take.
 
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Giving everyone so many extra feats is too much. Some of the feats are really good, especially for characters who mainly use skills.

Having these feats available is fine but why so many extra feats?

Geoff.
 

Ack! You again! :)

You may have a point, but several of the feats need to be taken up to 4-6 times each (especially if you wish to raise your rank in an organization). I'm not entirely opposed to a reduced social feat progression, however (see below--I just cut 5 feats after thinking about your advice). The number of feats handed out is the max number granted to certain classes in Fading Suns (in addition to regular feats). Different classes had varying progressions... I had them posted here originally, but opted for a one size fits all chart for the sake of convenience.

Just cut 5 feats from the progression at levels 11-20...

Characters now begin with two social feats at 1st level. A
bonus social feat is granted to all character classes at
levels 2, 4, 5, 7, 8, 10, 15 and 19.
 
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Why not cut the number of bonus feats that EVERYONE gets, and then increase the # for classes that should be especially socially adept? For example, give out social feats at 1, 5, 10, 15, and 20, but then give bards, aristocrats, and maybe rogues some bonus social feats as class abilities.
 

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