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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 137326" data-attributes="member: 546"><p>Filthy Rich [Social]</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.</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>Fortunate [Social]</p><p>[Adapted from Spycraft d20]</p><p>You are unusually lucky.</p><p> Benefit: You begin each game session with an</p><p>extra d4 action die. This bonus die is a d4 regardless</p><p>of the type you normally roll.</p><p> Special: You may take this feat up to three times,</p><p>gaining an extra d4 action die for each additional feat.</p><p></p><p>Friends in High Places [Social]</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>Golden Tongue [Social]</p><p>[Adapted from AEG’s DUNGEONS]</p><p>You possess excellent speaking skills and have an</p><p>in-born talent for bringing people around to your</p><p>point of view.</p><p> Benefit: You gain a +2 bonus on Bluff (not feint)</p><p>and Diplomacy checks.</p><p></p><p>Gossip Network [Social]</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 [Social]</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 [Social]</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></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 [Social]</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 [Social]</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 [Social] </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>Householder [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You work for a noble house but are not an actual</p><p>member of the family: a servant, seneschal,</p><p>bodyguard, etc. This allows some priveleges with</p><p>regards to that house.</p><p> Benefit: You are considered to be a freeman in</p><p>voluntary employ to the house, and gain a limited</p><p>degree of protection from that house. You gain a +1</p><p>bonus to Bluff (not feint) and Diplomacy checks</p><p>against members of that house. This represents their</p><p>increased trust in you. Should you be caught</p><p>betraying that trust, punishment can be</p><p>harsh--possible expulsion from house employ and</p><p>even enforced serfdom, slavery or death in extreme</p><p>cases.</p><p></p><p>Illicit Barter [Social]</p><p>[Adapted from Star Wars d20]</p><p>You have a flair for how to buy and sell goods on the</p><p>black market.</p><p></p><p>Imperial Charter [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You are a knight in service to the Emperor.</p><p> Benefit: See Fading Suns d20, p. 99.</p><p></p><p>Imperial Cohort Badge [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You serve a knight in service to the Emperor.</p><p> Benefit: See Fading Suns d20, p.99.</p><p></p><p>Impulse Buy [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You can fast-talk others into making purchases they</p><p>might not make were they to think rationally about</p><p>them.</p><p> Benefit: You can more easily convince others to</p><p>buy your wares, gaining a +2 bonus to all</p><p>Charisma-based skills involved in securing the sale.</p><p>In addition, you can try to jack up the price 10%. No</p><p>matter the skill used, an impulse buy is always</p><p>opposed by a Sense Motive check.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 137326, member: 546"] Filthy Rich [Social] [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. 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. Fortunate [Social] [Adapted from Spycraft d20] You are unusually lucky. Benefit: You begin each game session with an extra d4 action die. This bonus die is a d4 regardless of the type you normally roll. Special: You may take this feat up to three times, gaining an extra d4 action die for each additional feat. Friends in High Places [Social] [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. Golden Tongue [Social] [Adapted from AEG’s DUNGEONS] You possess excellent speaking skills and have an in-born talent for bringing people around to your point of view. Benefit: You gain a +2 bonus on Bluff (not feint) and Diplomacy checks. Gossip Network [Social] [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 [Social] [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 [Social] [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 [Social] [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 [Social] [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 [Social] [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. Householder [Social] [Adapted from Fading Suns d20] You work for a noble house but are not an actual member of the family: a servant, seneschal, bodyguard, etc. This allows some priveleges with regards to that house. Benefit: You are considered to be a freeman in voluntary employ to the house, and gain a limited degree of protection from that house. You gain a +1 bonus to Bluff (not feint) and Diplomacy checks against members of that house. This represents their increased trust in you. Should you be caught betraying that trust, punishment can be harsh--possible expulsion from house employ and even enforced serfdom, slavery or death in extreme cases. Illicit Barter [Social] [Adapted from Star Wars d20] You have a flair for how to buy and sell goods on the black market. Imperial Charter [Social] [Adapted from Fading Suns d20] You are a knight in service to the Emperor. Benefit: See Fading Suns d20, p. 99. Imperial Cohort Badge [Social] [Adapted from Fading Suns d20] You serve a knight in service to the Emperor. Benefit: See Fading Suns d20, p.99. Impulse Buy [Social] [Adapted from Fading Suns d20] You can fast-talk others into making purchases they might not make were they to think rationally about them. Benefit: You can more easily convince others to buy your wares, gaining a +2 bonus to all Charisma-based skills involved in securing the sale. In addition, you can try to jack up the price 10%. No matter the skill used, an impulse buy is always opposed by a Sense Motive check. [/QUOTE]
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