Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Social Feats for D&D: Please comment!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kaptain_Kantrip" data-source="post: 137332" data-attributes="member: 546"><p>Noble Title [Social]</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>Passage Contract [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You have a permanent favor from a church, guild or</p><p>noble house: free passage on any outbound ship.</p><p>Benefit: Thanks to some preexisting arrangement</p><p>with one of the above entities, you do not have to</p><p>worry about booking passage on ships. Of course,</p><p>accommodations may not always be the best, and the</p><p>ship may make a number of stops along the way, but</p><p>is (mostly) a sure thing.</p><p> You may bring along a number of people for free</p><p>equal to your Charisma modifier (if positive). Any</p><p>other people will have to pay for passage.</p><p> Special: This feat is stackable to gain better</p><p>quality accommodations.</p><p> 1st feat = Tramp freighter. You ride with the</p><p>cargo.</p><p> 2nd feat = Stateroom. Made for two, it has been</p><p>known to hold eight or more.</p><p> 3rd feat = Luxury liner. The best. Meals included.</p><p></p><p>Peasant Hero [Social]</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>Persuasive [Social]</p><p>[Adapted from Song & Silence]</p><p>You have a way with words and body language.</p><p></p><p>Political Favors [Social]</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 [Social]</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 [Social]</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 [Social]</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>Refuge [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You have some place you can go where you will be</p><p>welcomed and safe.</p><p> Benefit: Your refuge might be a noble’s castle, a</p><p>hidden monastery, a guild safe house, a rented</p><p>apartment or just a cave you outfitted yourself.</p><p> Special: This feat is stackable to increase the</p><p>safety and size of the refuge or to add additional</p><p>refuges.</p><p> 1st feat = Cave, cheap apartment, small farm</p><p> 2nd feat = Guild safe house or Church monastery</p><p> 3rd feat = Castle</p><p></p><p>Retainer [Social]</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 [Social]</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>Saddleback [Social]</p><p>[Adapted from Forgotten Realms]</p><p>You are as comfortable riding as walking. You</p><p>engage in many social events involving mounts, such</p><p>as jousting tournaments, riding competitions or</p><p>hunting parties.</p><p></p><p>Saint [Social]</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. </p><p> See Fading Suns d20, p. 104 for more information</p><p>on this feat.</p><p></p><p>Savior-Faire [Social]</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 [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You know something that most others do not.</p><p> Benefit: The secret you know can range from</p><p>blackmail on a minor noble to the location of a</p><p>forgotten treasure. The GM should work closely with</p><p>you to ensure your secret fits into the game he wants</p><p>to run.</p><p> Special: You can take this feat multiple times. It</p><p>does not stack. Instead, each time this feat is taken, a</p><p>new secret is learned.</p><p></p><p>Secret Agent [Social]</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>[Social]</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 [Social]</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, based on the domain </p><p>chosen. This skill becomes a class skill, if it is not already. </p><p> Not all churches will have all of the following</p><p>sects/orders available, and the GM is free to invent</p><p>others to suit his campaign. Most deities will have</p><p>one sect/order for each domain in its portfolio of</p><p>powers.</p><p> Air: +2 bonus to Balance checks.</p><p> Animal: +2 bonus to Handle Animal checks.</p><p> Cavern: +2 bonus to Intuit Direction checks.</p><p> Chaos: +2 bonus to Bluff checks.</p><p> Charm: +2 bonus to Diplomacy checks.</p><p> Craft: +2 bonus to one Craft skill of your choice.</p><p> Darkness: +2 bonus to Hide checks.</p><p> Death: +2 bonus to Knowledge (Undead) checks.</p><p> Destruction: +2 bonus to Knowledge (War) </p><p> checks.</p><p> Drow: +2 bonus to Move Silently checks.</p><p> Dwarf: +2 bonus to Search checks </p><p> Earth: +2 bonus to Knowledge (Nature) checks. </p><p> Elf: +2 bonus to Climb checks.</p><p> Evil: +2 bonus to Intimidate checks.</p><p> Family: +2 bonus to Knowledge (hearth wisdom) </p><p> checks. See Sword & Fist for description.</p><p> Fate: +2 bonus to Spot checks.</p><p> Fire: +2 bonus to Intimidate checks.</p><p> Gnome: +2 bonus to Perform (Jokes) checks.</p><p> Good: +2 bonus to Sense Motive checks.</p><p> Halfling: +2 bonus to Hide checks.</p><p> Hatred: +2 bonus to Intimidate checks.</p><p> Healing: +2 bonus to Heal checks.</p><p> Illusion: +2 bonus to Disguise checks.</p><p> Knowledge: +2 bonus to one Knowledge skill. </p><p> Law: +2 bonus to Sense Motive checks.</p><p> Luck: +2 bonus to any one of your class skills.</p><p> Magic: +2 bonus to Knowledge (Arcana) checks.</p><p> Mentalism: +2 bonus to Sense Motive checks.</p><p> Metal: +2 bonus to one Craft (involving </p><p> metalworking) skill.</p><p> Moon: +2 bonus to Hide checks.</p><p> Nobility: +2 bonus to Knowledge (Nobility) </p><p> checks.</p><p> Ocean: +2 bonus to Profession (Sailor) checks.</p><p> Orc: +2 bonus to Intimidate checks.</p><p> Planning: +2 bonus to Knowledge (War) checks.</p><p> Plant: +2 bonus to Knowledge (Nature) checks.</p><p> Portal: +2 bonus to Search checks.</p><p> Protection: +2 bonus to Listen checks.</p><p> Renewal: +2 bonus to Heal checks.</p><p> Retribution: +2 bonus to Intimidate checks.</p><p> Rune: +2 bonus to Forgery checks.</p><p> Scalykind: +2 bonus to Climb checks. </p><p> Slime: +2 bonus to Move Silently checks.</p><p> Spider: +2 bonus to Handle Animal (spiders) </p><p> checks.</p><p> Spell: +2 bonus to Spellcraft checks.</p><p> Strength: +2 bonus to Intimidate checks.</p><p> Storm: +2 bonus to Listen checks.</p><p> Suffering: +2 bonus to Concentration checks.</p><p> Sun: +2 bonus to Spot checks.</p><p> Time: +2 bonus to Sense Motive checks.</p><p> Trade: +2 bonus to Appraise checks.</p><p> Travel: +2 bonus to Wilderness Lore checks.</p><p> Trickery: +2 bonus to Bluff checks.</p><p> Tyranny: +2 bonus to Diplomacy checks.</p><p> Undeath: +2 bonus to Knowledge (Undead) </p><p> checks.</p><p> War: +2 bonus to Knowledge (War) checks.</p><p> Water: +2 bonus to Swim checks.</p><p></p><p>Seduction [Social]</p><p>[Created by Kaptain Kantrip]</p><p>You know how to “vamp it up” to get what you want.</p><p>This feat is different than The Look, in that you are</p><p>not necessarily strikingly attractive, but you know</p><p>how to use what you have to your best advantage. </p><p> Benefit: You receive a +2 bonus to Bluff (not</p><p>feint) and Diplomacy checks made to influence NPCs</p><p>who would normally be attracted to your gender.</p><p></p><p>Sidekick [Social]</p><p>[Adapted from Pulp Heroes d20]</p><p>You have an individual follower of some ability.</p><p> Prerequisite: 6th level.</p><p></p><p>Silver Palm [Social]</p><p>[Adapted from Forgotten Realms]</p><p>You are well-versed in haggling and brokering deals.</p><p></p><p>Silver Tongue [Social]</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: 137332, member: 546"] 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). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Social Feats for D&D: Please comment!
Top