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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 131940" data-attributes="member: 546"><p>Filthy Rich</p><p>[Adapted from Spycraft d20]</p><p>You don’t just live the high life--you were born to it.</p><p>You’ve usually got enough money to buy or bribe</p><p>your way through problems that others must resolve</p><p>with training.</p><p> Benefit: You have a considerable fortune in</p><p>various lucrative investments, all of it generating</p><p>interest. Once per game month, you can withdraw up</p><p>to 1,000 gp in funds to spend as you wish.</p><p>Additionally, you receive 1,000 gp in extra starting</p><p>money. You cannot gain more than 1,000 gp in any</p><p>one month period from this feat, without liquidating</p><p>your holdings at a loss (GM’s discretion).</p><p> Special: This feat must be taken at 1st-level.</p><p></p><p>Friends in High Places</p><p>[Adapted from Fading Suns d20]</p><p>You have a close relationship with someone in a</p><p>position of power, and that person will go out of his</p><p>way to help you.</p><p> Prerequisite: Cha 13+</p><p> Benefit: Your ally holds a noble title, church</p><p>ordination, guild commission, or some other rank or</p><p>position that affords him a degree of power over</p><p>others of his kind. The ally’s actual rank is equal to to</p><p>the second degree of rank for someone of his faction</p><p>(noble baronet, church canon, guild chief, etc.).</p><p> To gain the ally’s aid, you must address him</p><p>personally or get a message to him. The GM then</p><p>makes an Ally check. To the roll result, he adds 10 +</p><p>your Charisma modifier + any modifiers based on the</p><p>situation. If you have recently done the ally a favor,</p><p>you get a +2 circumstance bonus on this check. If you</p><p>have recently risked your life for him, you get a +5</p><p>circumstance bonus on the check (GM’s discretion).</p><p> The DC depends on the type of aid requested. If</p><p>it’s a simple request for information easily accessed</p><p>by him, transportation, minor supplies or financial aid</p><p>(100 gp or less), or a social event invitation he is</p><p>attending, then the DC is 10. Asking for introductions</p><p>to his friends, allies or rivals, moderate supplies or</p><p>financial aid (250 gp or less), arranging minor</p><p>charges against you to be dropped by the authorities,</p><p>the DC is 15. Asking for dismissal of major charges</p><p>against you, running a competitor out of business,</p><p>major supplies or financial aid (over 250 gp), military</p><p>aid, safe house access, or any other request that could</p><p>get the ally in trouble or be sorely inconvenienced,</p><p>the DC is 25 or more. Note that not all ally types can</p><p>provide all of these options. Requests for aid that the</p><p>ally cannot possibly fulfill will be denied.</p><p> You may make a request of the same ally once per</p><p>game month. Two successive months of requests</p><p>causes the DC to rise for each successive attempt (+5</p><p>DC minimum). Should the DC ever get as high as 40,</p><p>that ally will no longer heed your requests until at</p><p>least one game year has passed during which he</p><p>receives no further requests from you. However,</p><p>during this time, he might ask you to perform favors</p><p>for him to bring your relationship (and the DC) back</p><p>to normal. </p><p>Special: This feat is stackable and may be taken</p><p>multiple times to increase the ally’s rank, or to add a</p><p>new ally. For instance, three levels of this feat can</p><p>allow for a noble earl ally.</p><p></p><p>Gossip Network</p><p>[Adapted from Fading Suns d20]</p><p>You have a series of informants who keep you up to</p><p>date on certain areas of information.</p><p> Prerequisite: Gather Information 4+</p><p> Benefit: You gain a +2 bonus to Gather</p><p>Information checks for subjects within your network’s</p><p>reach. Your informants may be cackling old nobles</p><p>who let you know which lords have committed</p><p>breaches of etiquette, merchants who let you know</p><p>who is buying what, or farmers who gladly let you</p><p>know who has gone through their area lately.</p><p> This feat may be bought multiple times to enlarge</p><p>your network’s area (successive levels do not increase</p><p>the Gather Information bonus, but do enlarge the area</p><p>your check can draw information from).</p><p> 1st feat = Small City or Fief (this check takes one</p><p>day)</p><p> 2nd feat = Large City or Province (this check</p><p>takes one week)</p><p> 3rd feat = Country-wide, including royal holdings</p><p>(this check takes one month)</p><p> 4th feat = The known world (this check takes</p><p>three months)</p><p></p><p>Great Leadership</p><p>[Adapted from The Quintessential Rogue]</p><p>You have a talent for organizing and leading others.</p><p> Prerequisite: Leadership</p><p> Benefit: You gain more followers. You gain twice</p><p>the number granted by the Leadership feat. In</p><p>addition, you gain a second cohort of a level equal to</p><p>your current cohort’s level minus two. You also gain</p><p>control of an organization that you create with this</p><p>feat. Use the guidelines outlined on page 92 of The</p><p>Quintessential Rogue to generate your group.</p><p></p><p>Guild Commission</p><p>[Adapted from Fading Suns d20]</p><p>You belong to one of the guilds that regulate trade.</p><p> Benefit: You bear a Guild rank, its title</p><p>dependent on how many levels of this stackable feat</p><p>you possess. Each successive level raises you in rank</p><p>in one title (see the chart below).</p><p> In addition, each rank grants you a +1 bonus to</p><p>Diplomacy checks against fellow Guild members,</p><p>regardless of Guild. This bonus is stackable with each</p><p>successive rank.</p><p> 1st = Apprentice/Associate</p><p> 2nd = Journeyman/Chief</p><p> 3rd = Manager/Boss</p><p> 4th = Crafter/Director</p><p> 5th = Engineer/Consul</p><p> 6th = Master/Dean </p><p></p><p>Hardcore</p><p>[Adapted from Spycraft d20]</p><p>There is a core of fierce professionalism in you that</p><p>makes even your worst enemies treat you with</p><p>respect.</p><p> Benefit: Your threat range when establishing the</p><p>disposition of NPCs who start at unfriendly, hostile,</p><p>or adversary is increased to 18-20. Further, you get a</p><p>+1 bonus to all Charisma-based skills targeting those</p><p>NPCs.</p><p></p><p>Holier Than Thou</p><p>[Adapted from Fading Suns d20]</p><p>You can stave off attacks by exploiting another’s fear</p><p>of your deity.</p><p> Prerequisite: Church Ordination</p><p> Benefit: By exclaiming your holiness to others,</p><p>you can protect yourself from their ire. You must, as a</p><p>free action, first declare your holiness before them;</p><p>anyone in earshot is affected as long as they can hear</p><p>you and understand the language you speak.</p><p> Anyone who hears this declaration must then</p><p>make a Will save before initiating an attack against</p><p>you. The DC is 10 + your level. If he succeeds, he</p><p>does not need to make a save to attack you anytime</p><p>during that encounter or the next 24 hours. If he fails,</p><p>he cannot attack you that round but can make another</p><p>saving throw the next round and every round</p><p>thereafter until he succeeds, after which he may</p><p>attack you normally. </p><p></p><p>Holy Training </p><p>[Created by Kaptain Kantrip]</p><p>You have received special training in a church whose</p><p>deity you devoutly follow.</p><p> Prerequisite: Wisdom 10+</p><p> Benefit: You can cast per day a number of divine</p><p>orisons equal to 2 + your Wisdom modifier. You can</p><p>pray for and receive any of the orisons on the 0-level</p><p>cleric spell list. You are considered to be a 1st-level</p><p>cleric for purposes of determining your caster level.</p><p></p><p>Inquisitorial Seal</p><p>[Adapted from Fading Suns d20]</p><p>You are a member of the Inquisition.</p><p> Prerequisite: Church Ordination rank 4+</p><p> Benefit: You bear an Inquisitorial Seal, granted</p><p>by the Inquisitorial Synod. Unlike most such seals,</p><p>which are handed out on a per mission basis, this one</p><p>is permanent, allowing you to perform inquisitorial</p><p>duties full-time and without the need to consult</p><p>superiors as regards situations that may arise during</p><p>such duties. This does not mean, however, that you</p><p>are free to act however you desire; your actions can</p><p>still be judged by the Inquisitorial Synod.</p><p></p><p>Leadership </p><p>[Adapted from PHB/DMG]</p><p>See the DMG, p. 45..</p><p></p><p>Legate</p><p>[Adapted from Fading Suns d20]</p><p>You are a church ambassador to a noble house, guild,</p><p>city or nation.</p><p> Prerequisite: Church Ordination level 3+</p><p> Benefit: As an official representative of the</p><p>church, you are accorded a degree of respect by your</p><p>hosts, although you must earn their trust on a</p><p>personal level for them to see you as anything but a</p><p>spy for the church. Nonetheless, you gain a +2 bonus</p><p>to Bluff and Diplomacy checks involving official</p><p>church business.</p><p> In addition, you may cross feudal boundaries free</p><p>from taxation or tithe. You may request to participate</p><p>in diplomatic events your host holds, such as</p><p>conferences and parties, although he does not have to</p><p>invite you (but doing so would be a faux pas in the</p><p>eyes of your superiors). You have the right to provide</p><p>character testimony for a plaintiff or defendant in a</p><p>legal case and be heard. You can also request an</p><p>investigation from the church concerning specific</p><p>matters or mysteries (but be prepared to provide</p><p>evidence or a good reason for your beliefs).</p><p></p><p>The Look</p><p>[Adapted from Spycraft d20]</p><p>Whether it’s devilishly handsome good looks, a laugh</p><p>that melts hearts, all the right curves, or a smile that</p><p>makes people weak in the knees, you’ve got what it</p><p>takes to make those attracted to your gender stop and</p><p>give you the eye.</p><p> Prerequisite: Cha 13+.</p><p> Benefit: You gain a +4 bonus to all</p><p>Charisma-based skills when dealing with NPCs</p><p>attracted to your gender.</p><p></p><p>Mark</p><p>[Adapted from Spycraft d20]</p><p>You can size someone up from a distance.</p><p> Prerequisite: Wisdom 13+</p><p> Benefit: As a free action, you may target an NPC</p><p>with this feat, ‘sizing him up.’ Name three skills. The</p><p>GM must tell you which of those skills the target has</p><p>the highest bonus in (combined rank and ability score</p><p>modifier), and which of the skills the target has the</p><p>lowest bonus with. This feat does not confer</p><p>knowledge of the target’s actual skill ranks or ability</p><p>bonuses--only their relative strength to each other.</p><p>You may use this ability a number of times per game</p><p>day equal to your Wisdom modifier (though never</p><p>more than once per round) and you may use it on the</p><p>same target more than once.</p><p></p><p>Master Mimic</p><p>[Adapted from Spycraft d20]</p><p>You’re a natural at impersonating others.</p><p> Prerequisite: Cha 13+, Bluff skill 4+, Disguise</p><p>skill 4+, Perform skill 4+.</p><p> Benefit: You gain a +2 bonus on all Bluff,</p><p>Disguise and Perform (acting) checks. In addition,</p><p>your threat range with these skills increases to 19-20.</p><p></p><p>Master of Persuasion</p><p>[Adapted from Spycraft d20]</p><p>You have tremendous powers of persuasion.</p><p> Prerequisite: Cha 13+, Bluff skill 4+, Diplomacy</p><p>skill 4+, Intimidate skill 4+.</p><p> Benefit: You gain a +2 bonus on all Bluff (not</p><p>feint), Diplomacy and Intimidate checks. In addition,</p><p>your threat range with these skills increases to 19-20.</p><p></p><p>Military Rank</p><p>[Adapted from Fading Suns d20]</p><p>You have served in the armed forces and have the</p><p>rank to prove it.</p><p> Prerequisites: Church Ordination, Guild</p><p>Commission or Noble Title (for officer ranks), or any</p><p>character level 1+ (for enlisted ranks)</p><p> Benefit: You bear a military rank in the armed or</p><p>naval forces of a noble house, merchant company,</p><p>church order, mercenary company or some other</p><p>military or paramilitary organization. Your title</p><p>depends on how many levels of this stackable feat</p><p>you possess. Each successive level raises you in rank</p><p>one title (see chart below). Titles provide different</p><p>benefits for officers and enlisted.</p><p> Officers: Each officer rank grants you a +1 bonus</p><p>to your Leadership score. This bonus is stackable</p><p>with each successive rank.</p><p> Enlisted: Each enlisted rank grants you a +1 bonus</p><p>to any Gather Information checks performed wherever</p><p>soldiers or sailors hang out (most often in the</p><p>barracks or a bar). Your rank more easily provides</p><p>you with the necessary background to mix with troops</p><p>and loosen their lips. This bonus is stackable with</p><p>each successive rank. The drawback is that you may</p><p>be called back to active duty in times of crisis if you</p><p>are retired. Refusing such a call to duty is grounds for</p><p>a court-martial and removal of rank.</p><p> Officer (Army/Navy)</p><p>1st = Lieutenant/Midshipman</p><p>2nd = Captain/2nd Lieutenant</p><p>3rd = Major/1st Lieutenant</p><p>4th = Colonel/Captain</p><p>5th = General/Admiral</p><p> Enlisted (Army/Navy)</p><p>1st = Private/Crewman</p><p>2nd = Private 1st Class/Able Crewman</p><p>3rd = Corpral/Mate</p><p>4th = Sergeant/Master</p><p>5th = Staff Sergeant/Master of the Ship</p><p></p><p>Noble Title</p><p>[Adapted from Fading Suns d20]</p><p>You were born a member of a noble family or have</p><p>been knighted as a lord of a noble house.</p><p> Prerequisite: Aristocrat or Noble level 1+ or any</p><p>character class level 4+</p><p> Benefit: You bear a noble rank, its title dependent</p><p>on how many levels of this stackable feat you possess.</p><p>Each successive level raises you in rank one title (see</p><p>the chart below).</p><p> In addition, each rank grants you a +1 bonus to</p><p>Diplomacy checks among other nobles, even those of</p><p>rival houses. This bonus is stackable with each</p><p>successive rank.</p><p> Nobles have the right to impress any serf beholden</p><p>to them into temporary combat service. Most serfs are</p><p>poor combatants, however, and will usually run from</p><p>a fight the first chance they get.Nonetheless, they may</p><p>provide an adequate vigilante posse for hunting down</p><p>escaped criminals. If the impressed serf is killed in</p><p>such service, the noble must pay a weregild to his</p><p>family, although this rarely costs more than three</p><p>years of that serrf’s wages (average of 10 gp).</p><p> Gaining this feat without first taking levels in the</p><p>Aristocrat or Noble class requires GM permission and</p><p>a good roleplaying reason (usually representing</p><p>battlefield knighting, which is extremely rare).</p><p> 1st feat = Knight/Dame</p><p> 2nd feat = Baronet</p><p> 3rd feat = Baron/Baroness</p><p> 4th feat = Earl or Marquis/Marquessa</p><p> 5th feat = Count/Countess</p><p> 6th feat = Duke/Duchess</p><p>There is one higher title for each house: the</p><p>Prince/Princess, the head of the entire household.</p><p>Such a rank must be gained through arduous</p><p>gameplay--the Machiavellian schemes necessary to</p><p>supplant a current Prince/Princess are practically</p><p>unimaginable.</p><p></p><p>Peasant Hero</p><p>[Adapted from Fading Suns d20]</p><p>You are known to stand against tyrants in defense of</p><p>the common man.</p><p> Benefit: You gain a +2 bonus to Diplomacy and</p><p>Gather Information checks when dealing with</p><p>peasants. Additionally, you may more easily be able</p><p>to convince them to hide you (and your cronies) from</p><p>the authorities.</p><p></p><p>Political Favors</p><p>[Adapted from Spycraft d20]</p><p>You have put critical information in front of powerful</p><p>individuals in the past. Now they owe you.</p><p> Benefit: You receive a +1 bonus to all</p><p>Charisma-based skill checks targeting bureaucrats</p><p>and politicans and on all attempts to gain government</p><p>intervention. Once per game session, if you can</p><p>contact someone who owes you, you can have all</p><p>criminal charges against you dropped (GM’s</p><p>discretion), or gain access to a secure (but not secret)</p><p>government facility. </p><p></p><p>Purgation</p><p>[Adapted from Fading Suns d20]</p><p>You can harangue the faithful into confessing their</p><p>sins.</p><p>Prerequisite: Wis 13+, Sect Affiliation.</p><p>Benefit: Even the most libertine noble or guild</p><p>member has doubts about the state of his immortal</p><p>soul. You can exploit these doubts and verbally</p><p>harangue a person into confessing his sins.</p><p> Once per day, you can extract a confession from</p><p>someone. The subject of condemnation must be a</p><p>member of your religion and you must spend at least</p><p>a full round condemning him for his sins. He can</p><p>make a Will save against a DC equal to your</p><p>Charisma modifier + your level; he gets a +2 bonus if</p><p>he is not of your sect.</p><p> If he fails, he confesses to a petty sin (“I lusted</p><p>after the Duchess!”). If he fails by more than 5 points,</p><p>he confesses to a greater sin (“I wanted to kill the</p><p>rector!”). If he fails by more than ten points, he</p><p>confesses to a horrible sin (“I killed the knight and</p><p>buried his body in the coal mines! Sob!”). Of course,</p><p>if he has committed no horrible sin, he will not</p><p>confess to one, but instead beg for an act of penance</p><p>from you for his sin. Appropriate penance varies with</p><p>religion, but might consist of seeking forgiveness</p><p>from the person he wronged, go on a pilgrimage to a</p><p>holy site and there reflect upon his sins, or perform</p><p>some charitable deed for the church.</p><p></p><p>Rabble Rouser</p><p>[Adapted from Fading Suns d20]</p><p>You can rouse peasants and crowds into riotous</p><p>action.</p><p> Prerequisite: Cha 15+, Enthrall.</p><p> Benefit: You can exploit existing discontent</p><p>among the lower classes and fan it into a blaze of</p><p>anger. You must first go to a place where peasants</p><p>gather, such as at the local inn. You then orate to</p><p>them, playing on their hopes and fears to arouse them</p><p>into action against a particular type of evil: a tyrant</p><p>lord, a scheming merchant, a lying priest, etc. You</p><p>must make a Perform check, as described in the</p><p>Enthrall feat. Any who fail their Will saves follow</p><p>your lead onto the streets, wielding whatever</p><p>weapons are handy. They can be directed at an</p><p>example of whatever evil you orated against. If you</p><p>point to a merchant and decry him as a usurer (for</p><p>example), they’ll descend on him with sticks and beat</p><p>him senseless, perhaps to death.</p><p> This feat does not grant you legal or moral</p><p>absolution for your actions. The local guard may</p><p>attempt to arrest you as a rabble-rouser. The angry</p><p>mob is certainly not exempt from punishment--some</p><p>of them may even be hanged as rioters, to provide an</p><p>example to others. Their families may blame you and</p><p>take action themselves to gain revenge. What’s more,</p><p>the victim of your aroused mob--assuming he</p><p>survived--may make it his life’s goal to avenge</p><p>himself upon you.</p><p></p><p>Racial Ally</p><p>[Adapted from Fading Suns d20]</p><p>You are a known friend and ally to a particular race</p><p>other than your own.</p><p> Prerequisite: Xeno-Empathy, Cha 13+</p><p> Benefit: When dealing with members of the race</p><p>to which this feat applies, you gain a +2 bonus</p><p>Diplomacy and Gather Information bonus. </p><p> The race chosen must be intelligent and</p><p>free-willed (e.g., no golems, oozes or zombies). You</p><p>must specify how you came to be held in such high</p><p>esteem by the race chosen.</p><p> Special: This feat may be taken multiple times.</p><p>The effects do not stack; each time this feat is taken,</p><p>a different race must be chosen. </p><p> Common choices for this feat are: drow, duergar,</p><p>dwarf, elemental (one element), elf, gnome,</p><p>goblinoid, halfling, giant, gnoll, human (choose</p><p>nation), lizardfolk, merfolk, ogre, orc, outsider</p><p>(choose one type, such as celestial, devil or slaad) or</p><p>undead (choose one type, such as ghouls). The DM</p><p>has the right to veto any choice he feels is</p><p>inappropriate. </p><p></p><p>Retainer</p><p>[Adapted from Fading Suns d20]</p><p>You have a devoted servant or friend who will follow</p><p>you to the ends of the earth.</p><p> Benefit: Whether it is the loyal seneschal who has</p><p>always served your family or the childhood friend</p><p>who keeps his blood-brother oath through thick and</p><p>thin, your retainer is devoted to you.</p><p> Your retainer is a 1st-level Expert trained in</p><p>whatever line of work he needs to best serve you. He</p><p>goes up in level one level for every two levels you</p><p>rise. He is considered to have whatever outfit is</p><p>needed for his work, but you must pay to equip him</p><p>with weapons and armor.</p><p> Additional hired help can be gained with money</p><p>during game play, but they don’t exhibit the fierce</p><p>loyalty your retainer does. In other words, when the</p><p>money runs out, they’re gone, but the retainer always</p><p>stays.</p><p></p><p>Righteous Sermon</p><p>[Adapted from Fading Suns d20]</p><p>You can inspire others with passages from your</p><p>gospels.</p><p> Prerequisite: Perform 6+.</p><p> Benefit: By reading from your church gospels</p><p>(either from memory or from the book itself), you can</p><p>inspire courage in allies who share your religion.</p><p>Each person to be affected must hear at least one full</p><p>round of sermons. The effect lasts as long as the</p><p>sermons are read, and for five rounds thereafter.</p><p>During the oration, you may make melee or ranged</p><p>attacks but cannot cast spells.</p><p> Allies receive a +1 morale bonus to saving throws,</p><p>attack rolls and weapon damage rolls. Only allies</p><p>who believe in your religion gain the bonus.</p><p>Righteous Sermon is an extraordinary ability.</p><p></p><p>Saint</p><p>[Adapted from Fading Suns d20]</p><p>You have achieved sainthood in the eyes of many</p><p>people, who treat you like messiah.</p><p> Prerequisite: Any character class level 18+</p><p> Benefit: You are considered holy by a certain</p><p>segment of the population. Whether it is their</p><p>collective belief that makes it true or some personal</p><p>virtue recently awakened, you do indeed exhibit holy</p><p>powers.</p><p> Once per day, you may perform a miracle. You</p><p>make a Wisdom check and compare the result against</p><p>the DC. The effect and extent of this is ultimately</p><p>determined by the GM. See Fading Suns d20, p. 104</p><p>for more information on this feat.</p><p></p><p>Savior-Faire</p><p>[Adapted from Fading Suns d20]</p><p>You have a certain flair, dashing style or bravura that</p><p>marks you as someone special.</p><p> Prerequisite: Cha 15+.</p><p> Benefit: Everything you do is done with style,</p><p>whether it be entering a room and turning heads,</p><p>carving your initials into a tapestry with your rapier,</p><p>or even savoring a meal at a banquet to impress the</p><p>host.</p><p> You can intentionally attempt to impress others</p><p>with your style in any task. You make any required</p><p>checks normally, but if your result is 5 or more points</p><p>higher than the required DC to succeed, you have</p><p>performed the deed with stunning flair. The GM is</p><p>free to dictate any rules effects from this, but possible</p><p>outcomes are: You gain an initiative bonus on</p><p>successive actions or a bonus to Charisma-based</p><p>skills to further impress those who witnessed your</p><p>deed.</p><p> It is very hard to embarrass you, for you can turn</p><p>even a pratfall into an elegant dance. Anytime you</p><p>fail very badly at something, you can make a Bluff</p><p>check as a free action to mitigate the failure and make</p><p>it look intentional. The DC depends on the nature of</p><p>what you’ve done wrong, but it is usually DC 15 or</p><p>20. The higher your result, the better your reaction to</p><p>your familiar appears.</p><p> As a free action, you may make a Diplomacy</p><p>check to oppose anyone trying to embarass you, even</p><p>if you are unaware of what’s going on (the GM can</p><p>make the roll for you).</p><p></p><p>Secret Agent</p><p>[Adapted from Fading Suns d20]</p><p>You are a spy working for an intelligence agency,</p><p>gathering information or sabotaging rival’s works.</p><p> Prerequisite: Rogue level 1+, or any character</p><p>class level 4+.</p><p> Benefit: You bear a commission as an intelligence</p><p>agent, its rank dependent on how many levels of this</p><p>stackable feat you possess. Each successive level</p><p>raises you one in rank by one title (see the chart</p><p>below).</p><p> In addition, each rank grants you a +1 Innuendo</p><p>bonus when communicating with fellow agents or</p><p>trying to read the secret signs of rival agents. This</p><p>bonus is stackable with each successive rank.</p><p> 1st feat = Recruit</p><p> 2nd feat = Agent</p><p> 3rd feat = Field Agent</p><p> 4th feat = Supervisor</p><p> 5th feat = Spymaster</p><p>In addition, the secret agent chooses his affiliation.</p><p>Each agency specializes in some role that allows</p><p>agents to gain bonuses to certain skills. The GM is</p><p>free to create other affiliations using the three below</p><p>as a model.</p><p> Covert Intel: Experts in covert information</p><p>gathering: +2 bonus to Open Lock skill.</p><p> Rat Squad: Experts in rooting out treason: +2</p><p>bonus to Gather Information.</p><p> Undercover Ops: Experts in sensing other’s</p><p>weaknesses: +2 bonus to Sense Motive. </p><p></p><p>Secret Society Membership</p><p>[Adapted from Fading Suns d20]</p><p>You have allies in a secret society, and thus have</p><p>access to training and potential aid from persecution.</p><p> Benefit: Secret societies may be commercial,</p><p>political or religious criminal or terrorist groups,</p><p>witch’s covens or other cults, but the one thing they</p><p>all have in common is the condemnation of the ruling</p><p>authorities, church and/or society. Its members use</p><p>code words or signs to signal meetings. You can</p><p>recognize the signs and codes for the particular group</p><p>to which you belong, and thus answer the call to a</p><p>meeting or convene one yourself.</p><p> The details of your secret society should be</p><p>worked out with the GM. </p><p></p><p>Sect Affiliation</p><p>[Adapted from Fading Suns d20]</p><p>The character is a member of a church sect or order.</p><p>Each sect/order member undergoes special training</p><p>that provides a bonus to a skill in a particular</p><p>situation. Not all churches will have all of the</p><p>following sects/orders available, and the GM is free</p><p>to invent others to suit his campaign. Most deities</p><p>will have one sect/order for each domain in its</p><p>portfolio of powers.</p><p> Evil domain: +2 bonus to Intimidate checks when</p><p>extracting confessions. Class skill: Knowledge</p><p>(torture).</p><p> Healing domain: +2 bonus to Heal checks to treat</p><p>those who swear a favor to the order in return for</p><p>healing. </p><p> Law domain: +2 bonus to Sense Motive checks</p><p>when extracting confessions. Class skill: Innuendo.</p><p></p><p>Silver Tongue</p><p>[Adapted from Spycraft d20]</p><p>You have a knack for making even the unthinkable</p><p>sound not only possible, but very appealing.</p><p> Benefit: You receive a +2 bonus to all Bluff (not</p><p>feint) and Diplomacy rolls to convert, seduce or sway</p><p>an NPC to do something they know they shouldn’t.</p><p>Further, your threat range for such attempts is</p><p>increased by 2 (e.g., 19-20 becomes 17-20).</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 131940, member: 546"] Filthy Rich [Adapted from Spycraft d20] You don’t just live the high life--you were born to it. You’ve usually got enough money to buy or bribe your way through problems that others must resolve with training. Benefit: You have a considerable fortune in various lucrative investments, all of it generating interest. Once per game month, you can withdraw up to 1,000 gp in funds to spend as you wish. Additionally, you receive 1,000 gp in extra starting money. You cannot gain more than 1,000 gp in any one month period from this feat, without liquidating your holdings at a loss (GM’s discretion). Special: This feat must be taken at 1st-level. Friends in High Places [Adapted from Fading Suns d20] You have a close relationship with someone in a position of power, and that person will go out of his way to help you. Prerequisite: Cha 13+ Benefit: Your ally holds a noble title, church ordination, guild commission, or some other rank or position that affords him a degree of power over others of his kind. The ally’s actual rank is equal to to the second degree of rank for someone of his faction (noble baronet, church canon, guild chief, etc.). To gain the ally’s aid, you must address him personally or get a message to him. The GM then makes an Ally check. To the roll result, he adds 10 + your Charisma modifier + any modifiers based on the situation. If you have recently done the ally a favor, you get a +2 circumstance bonus on this check. If you have recently risked your life for him, you get a +5 circumstance bonus on the check (GM’s discretion). The DC depends on the type of aid requested. If it’s a simple request for information easily accessed by him, transportation, minor supplies or financial aid (100 gp or less), or a social event invitation he is attending, then the DC is 10. Asking for introductions to his friends, allies or rivals, moderate supplies or financial aid (250 gp or less), arranging minor charges against you to be dropped by the authorities, the DC is 15. Asking for dismissal of major charges against you, running a competitor out of business, major supplies or financial aid (over 250 gp), military aid, safe house access, or any other request that could get the ally in trouble or be sorely inconvenienced, the DC is 25 or more. Note that not all ally types can provide all of these options. Requests for aid that the ally cannot possibly fulfill will be denied. You may make a request of the same ally once per game month. Two successive months of requests causes the DC to rise for each successive attempt (+5 DC minimum). Should the DC ever get as high as 40, that ally will no longer heed your requests until at least one game year has passed during which he receives no further requests from you. However, during this time, he might ask you to perform favors for him to bring your relationship (and the DC) back to normal. Special: This feat is stackable and may be taken multiple times to increase the ally’s rank, or to add a new ally. For instance, three levels of this feat can allow for a noble earl ally. Gossip Network [Adapted from Fading Suns d20] You have a series of informants who keep you up to date on certain areas of information. Prerequisite: Gather Information 4+ Benefit: You gain a +2 bonus to Gather Information checks for subjects within your network’s reach. Your informants may be cackling old nobles who let you know which lords have committed breaches of etiquette, merchants who let you know who is buying what, or farmers who gladly let you know who has gone through their area lately. This feat may be bought multiple times to enlarge your network’s area (successive levels do not increase the Gather Information bonus, but do enlarge the area your check can draw information from). 1st feat = Small City or Fief (this check takes one day) 2nd feat = Large City or Province (this check takes one week) 3rd feat = Country-wide, including royal holdings (this check takes one month) 4th feat = The known world (this check takes three months) Great Leadership [Adapted from The Quintessential Rogue] You have a talent for organizing and leading others. Prerequisite: Leadership Benefit: You gain more followers. You gain twice the number granted by the Leadership feat. In addition, you gain a second cohort of a level equal to your current cohort’s level minus two. You also gain control of an organization that you create with this feat. Use the guidelines outlined on page 92 of The Quintessential Rogue to generate your group. Guild Commission [Adapted from Fading Suns d20] You belong to one of the guilds that regulate trade. Benefit: You bear a Guild rank, its title dependent on how many levels of this stackable feat you possess. Each successive level raises you in rank in one title (see the chart below). In addition, each rank grants you a +1 bonus to Diplomacy checks against fellow Guild members, regardless of Guild. This bonus is stackable with each successive rank. 1st = Apprentice/Associate 2nd = Journeyman/Chief 3rd = Manager/Boss 4th = Crafter/Director 5th = Engineer/Consul 6th = Master/Dean Hardcore [Adapted from Spycraft d20] There is a core of fierce professionalism in you that makes even your worst enemies treat you with respect. Benefit: Your threat range when establishing the disposition of NPCs who start at unfriendly, hostile, or adversary is increased to 18-20. Further, you get a +1 bonus to all Charisma-based skills targeting those NPCs. Holier Than Thou [Adapted from Fading Suns d20] You can stave off attacks by exploiting another’s fear of your deity. Prerequisite: Church Ordination Benefit: By exclaiming your holiness to others, you can protect yourself from their ire. You must, as a free action, first declare your holiness before them; anyone in earshot is affected as long as they can hear you and understand the language you speak. Anyone who hears this declaration must then make a Will save before initiating an attack against you. The DC is 10 + your level. If he succeeds, he does not need to make a save to attack you anytime during that encounter or the next 24 hours. If he fails, he cannot attack you that round but can make another saving throw the next round and every round thereafter until he succeeds, after which he may attack you normally. Holy Training [Created by Kaptain Kantrip] You have received special training in a church whose deity you devoutly follow. Prerequisite: Wisdom 10+ Benefit: You can cast per day a number of divine orisons equal to 2 + your Wisdom modifier. You can pray for and receive any of the orisons on the 0-level cleric spell list. You are considered to be a 1st-level cleric for purposes of determining your caster level. Inquisitorial Seal [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 [Adapted from PHB/DMG] See the DMG, p. 45.. Legate [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 [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 [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 [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 [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. Military Rank [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 Noble Title [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. Peasant Hero [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. Political Favors [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 [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 [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 [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. Retainer [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 [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. Saint [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 [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 Agent [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 [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 [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 in a particular situation. 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. Evil domain: +2 bonus to Intimidate checks when extracting confessions. Class skill: Knowledge (torture). Healing domain: +2 bonus to Heal checks to treat those who swear a favor to the order in return for healing. Law domain: +2 bonus to Sense Motive checks when extracting confessions. Class skill: Innuendo. Silver Tongue [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). [/QUOTE]
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