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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 137333" data-attributes="member: 546"><p>Smear Campaign [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You can attempt to ruin another’s reputation or instill</p><p>hostility toward him in certain people.</p><p> Prerequisite: Cha 13.</p><p> Benefit: You can change other’s attitudes toward</p><p>someone by spending time bad-mouthing him. It</p><p>usually takes at least one evening of carousing with</p><p>the targeted audience, similar to making a Gather</p><p>Information check. Characters normally make</p><p>Charisma checks to alter someone’s attitude for the</p><p>better. You can alter it for the worse with your own</p><p>Charisma check. Whenever the object of your smear</p><p>campaign arrives, people’s attitudes toward him are</p><p>whatever you influenced them toward. The audience</p><p>does not need to personally know the person;</p><p>reputation and name are enough.</p><p> See Fading Suns d20, p. 105 for more information</p><p>on setting the smear campaign DC.</p><p> Note: Add +5 to the DC if the people in the crowd</p><p>know the victim of your smear campaign personally.</p><p> Special: You can attempt this on a larger scale by</p><p>gaining this feat multiple times. Each successie feat</p><p>increases the area in which you can cast your net.</p><p> 1st feat = Small town (checks take one evening)</p><p> 2nd feat = Large town or province (checks take</p><p>one week)</p><p> 3rd feat = Entire country (checks take one month)</p><p> 4th feat = Entire World (checks take three</p><p>months)</p><p></p><p>Smooth Talk [Social]</p><p>[Adapted from Forgotten Realms]</p><p>You are accustomed to dealing with others without</p><p>the need to draw blades.</p><p></p><p>Sorcerous Bloodline [Social]</p><p>[Created by Kaptain Kantrip]</p><p>You were born with the power to work magic.</p><p> Prerequisite: Charisma 10+</p><p> Benefit: You know and can cast per day a number</p><p>of arcane cantrips equal to 2 + your Charisma</p><p>modifier. You are considered to be a 1st-level</p><p>sorcerer for purposes of determining your caster level.</p><p></p><p>Steely Gaze [Social]</p><p>[Adapted from Pulp Heroes d20]</p><p>Just looking into your eyes can be a frightening</p><p>experience... determination and danger lurk there.</p><p> Normal: Attempts to Intimidate are generally</p><p>full-round actions.</p><p></p><p>Street Smart [Social]</p><p>[Adapted from Forgotten Realms]</p><p>You have learned how to keep informed, ask</p><p>questions, and interact with the underworld without</p><p>raising suspicion.</p><p></p><p>Streetwise [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You know your way around the black market and</p><p>organized crime.</p><p> Benefit: You are familiar with the underworld</p><p>and criminal activities. You know how to contact the</p><p>criminal underworld or acquire illegal goods or</p><p>services, including black market items.</p><p> You can attempt to hire an illegal or shady service</p><p>(leg-breaking, breaking and entering, murder, etc.).</p><p>Make a Gather Information check to find the right</p><p>man for the job (usually DC 20), and then a Bluff or</p><p>Diplomacy check to successfully hire him at the going</p><p>rate (DC 25). If he is caught in the act, he will finger</p><p>you as his boss, unless your check result was at least</p><p>five points higher than the required DC. </p><p></p><p>Theologian [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You are recognized by your church as a worthy</p><p>theologian, and your views influence church policy.</p><p> Prerequisite: Church Ordination, Knowledge</p><p>(religion) skill 10+.</p><p> Benefit: You can introduce new interpretations</p><p>into Church discourse, influencing the opinions of</p><p>those who make policy. In such a way, you can</p><p>attempt to transform heresies into mere differences of</p><p>doctrine, and hence save their believers from</p><p>inquisitorial persecution.</p><p> First, you must formulate your doctrine. Make a</p><p>Knowledge (religion) check. The DC is 20 or 25 for</p><p>beliefs that fit well with current Church opinion, but</p><p>30 or 35 for beliefs wildly divergent from current</p><p>thought. Beliefs that clash with core church values</p><p>may face DC 40+.</p><p> Once formulated, your doctrine must be</p><p>promulgated through oratory. Make a Diplomacy</p><p>check, opposed by those listening. Those who fail</p><p>against you are converted to your doctrine and may</p><p>begin to spread it (using their own Diplomacy skills).</p><p> You may eventually be invited to argue your</p><p>doctrine before distinguished (high skill ranked)</p><p>theologians, who will attempt to reveal the flaws in</p><p>your beliefs. This initiates a new Knowledge</p><p>(religion) contest, but you can add +1 to your check</p><p>for every 100 people you have converted. If your</p><p>views hold out, your work will enter the canon of</p><p>currently debated theology.</p><p> You may then be invited to argue your doctrine</p><p>before the College of Ethicalds, who determine</p><p>church doctrine. If you win here, your belief becomes</p><p>a standard teaching of the church--unless the supreme</p><p>head of the church dislikes it. He may challenge you</p><p>to a new debate, one in which he gains a +6 bonus for</p><p>his status. If you win this one, your doctrine is set for</p><p>at least the next two or three generations.</p><p></p><p>Trustworthy [Social]</p><p>[Adapted from Song & Silence]</p><p>You have a naturally occuring or carefully constructed</p><p>demeanor of friendship that inspires feelings of trust</p><p>in others, even when they know they shouldn’t.</p><p></p><p>Twin [Social]</p><p>[Adapted from Forgotten Realms]</p><p>You have a twin brother or sister.</p><p> Benefit: As Thunder Twin feat, but not restricted to dwarves.</p><p> Special: You may only take this feat as a 1st-level</p><p>character.</p><p></p><p>Trendsetter [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You are the epitome of fashion. Whatever you wear</p><p>quickly becomes fashionable everywhere, and your</p><p>interests soon become “the next big thing.”</p><p> Benefit: Others seek you out for fashion advice or</p><p>tips on what one should be reading or thinking this</p><p>season. Even if you don’t go out of your way to</p><p>impart this wisdom, others will copy you. Being seen</p><p>at a particular show is enough to ensure it’s a hit.</p><p>Your presence at a party is enough to make it notable</p><p>in the society pages. Your public approval of a</p><p>paintingg is enough to launch an artist’s career.</p><p> You can almost always get into any party or</p><p>high-class affair to which you have not been invited.</p><p>You can take a number of people with you equal to</p><p>your Charisma modifier (if positive). In public places</p><p>where you have specifically been barred from</p><p>entering, you can still get in by making a Charisma</p><p>check (DC varies with how hostile the host is toward</p><p>you).</p><p> In addition, it is rare for an NPC you have never</p><p>met to have a hostile attitude toward you.</p><p></p><p>Tyrant [Social]</p><p>[Adapted from AEG’s EVIL]</p><p>You can gather and control a huge horde of evil</p><p>humanoids and other monsters.</p><p> Prerequisite: Character level 6+, evil alignment.</p><p> Benefit: See EVIL, p. 60.</p><p></p><p>Veteran [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You are known for your prowress at a significant</p><p>battle, and may even bear a medal proving it.</p><p> Benefit: You may invoke your past to change</p><p>others’ opinions about you and solicit their aid. This</p><p>may be used against the same person only once. It</p><p>allows you to gain a +2 bonus to Diplomacy or Gather</p><p>Information checks against that person. In addition,</p><p>you are considered (for just this one-time request) to</p><p>be one rank higher than normal, including gaining</p><p>any skill bonuses the higher rank imparts.</p><p> Special: This feat may be bought multiple times.</p><p>The effects stack, representing a greater deed</p><p>performed in battle or a more important medal. Two</p><p>levels of this feat provides a +4 bonus to Diplomacy</p><p>or Gather Information checks, and so on with each</p><p>additional level.</p><p></p><p>Well-Traveled [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You have been there and done that. You know a lot of</p><p>things about the places and people you’ve seen,</p><p>although you can’t necessarily remember them when</p><p>you want to.</p><p> Prerequisite: Any character class level 3+</p><p> Benefit: Acts as the Bardic Knowledge ability.</p><p>You may make a Knowledge check modified by your</p><p>level + your Int modifier to see whether you know</p><p>relevant information about a person, place or thing.</p><p>The DC varies with the obscurity of the topic.</p><p></p><p>Withering Insult [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You may deliver an insult practically guaranteed to</p><p>get a rise out of your rival.</p><p> Prerequisite: Int 13+.</p><p> Benefit: Social rank and the respect it provides</p><p>are vital to survival in the chaotic world. People are</p><p>rather protective of their reputations and don’t take</p><p>kindly to people disparaging them. However, most</p><p>people can readily choose which insults to challenge</p><p>or ignore. Nonetheless, some villains are particularly</p><p>good at baiting their rivals; their foul words rarely fail</p><p>to provoke a heated response.</p><p> Once per day, you may deliver a withering insult</p><p>to someone. That person must fight to control his</p><p>temper or lose all self-control, discarding all norms of</p><p>social propriety and common sense until he has</p><p>extracted an apology from you.</p><p> The insulted person must make a Will save. The</p><p>DC is equal to your Charisma modifier + your level.</p><p> Success means he can choose to deal with your</p><p>insult however he likes, although he cannot pretend it</p><p>wasn’t vile. Failure means he loses control and</p><p>immediately seeks satisfaction from you: either by</p><p>challenging you to a duel, attacking you then and</p><p>there, whistling for his gang of street toughs to</p><p>descend on you, etc.</p><p> He will stop whatever he is doing, as long as</p><p>doing so doesn’t put him in obvious danger. In other</p><p>words, he won’t turn his attention from a rampaging</p><p>monster just to deal with an insult. However, the</p><p>insult still hurts, and he will deal with it as soon as</p><p>the danger has passed.</p><p></p><p>Xeno-Empathy [Social]</p><p>[Adapted from Fading Suns d20]</p><p>You have studied a race and know how to interact</p><p>with and read that race.</p><p> Benefit: This feat negates the -2 penalty for Bluff,</p><p>Diplomacy, Gather Information and Sense Motive</p><p>checks against the type of race selected when this feat</p><p>is taken.</p><p> Special: This feat may be taken multiple times.</p><p>The effects do not stack; another race must be</p><p>selected each time this feat is taken.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 137333, member: 546"] Smear Campaign [Social] [Adapted from Fading Suns d20] You can attempt to ruin another’s reputation or instill hostility toward him in certain people. Prerequisite: Cha 13. Benefit: You can change other’s attitudes toward someone by spending time bad-mouthing him. It usually takes at least one evening of carousing with the targeted audience, similar to making a Gather Information check. Characters normally make Charisma checks to alter someone’s attitude for the better. You can alter it for the worse with your own Charisma check. Whenever the object of your smear campaign arrives, people’s attitudes toward him are whatever you influenced them toward. The audience does not need to personally know the person; reputation and name are enough. See Fading Suns d20, p. 105 for more information on setting the smear campaign DC. Note: Add +5 to the DC if the people in the crowd know the victim of your smear campaign personally. Special: You can attempt this on a larger scale by gaining this feat multiple times. Each successie feat increases the area in which you can cast your net. 1st feat = Small town (checks take one evening) 2nd feat = Large town or province (checks take one week) 3rd feat = Entire country (checks take one month) 4th feat = Entire World (checks take three months) Smooth Talk [Social] [Adapted from Forgotten Realms] You are accustomed to dealing with others without the need to draw blades. Sorcerous Bloodline [Social] [Created by Kaptain Kantrip] You were born with the power to work magic. Prerequisite: Charisma 10+ Benefit: You know and can cast per day a number of arcane cantrips equal to 2 + your Charisma modifier. You are considered to be a 1st-level sorcerer for purposes of determining your caster level. Steely Gaze [Social] [Adapted from Pulp Heroes d20] Just looking into your eyes can be a frightening experience... determination and danger lurk there. Normal: Attempts to Intimidate are generally full-round actions. Street Smart [Social] [Adapted from Forgotten Realms] You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion. Streetwise [Social] [Adapted from Fading Suns d20] You know your way around the black market and organized crime. Benefit: You are familiar with the underworld and criminal activities. You know how to contact the criminal underworld or acquire illegal goods or services, including black market items. You can attempt to hire an illegal or shady service (leg-breaking, breaking and entering, murder, etc.). Make a Gather Information check to find the right man for the job (usually DC 20), and then a Bluff or Diplomacy check to successfully hire him at the going rate (DC 25). If he is caught in the act, he will finger you as his boss, unless your check result was at least five points higher than the required DC. Theologian [Social] [Adapted from Fading Suns d20] You are recognized by your church as a worthy theologian, and your views influence church policy. Prerequisite: Church Ordination, Knowledge (religion) skill 10+. Benefit: You can introduce new interpretations into Church discourse, influencing the opinions of those who make policy. In such a way, you can attempt to transform heresies into mere differences of doctrine, and hence save their believers from inquisitorial persecution. First, you must formulate your doctrine. Make a Knowledge (religion) check. The DC is 20 or 25 for beliefs that fit well with current Church opinion, but 30 or 35 for beliefs wildly divergent from current thought. Beliefs that clash with core church values may face DC 40+. Once formulated, your doctrine must be promulgated through oratory. Make a Diplomacy check, opposed by those listening. Those who fail against you are converted to your doctrine and may begin to spread it (using their own Diplomacy skills). You may eventually be invited to argue your doctrine before distinguished (high skill ranked) theologians, who will attempt to reveal the flaws in your beliefs. This initiates a new Knowledge (religion) contest, but you can add +1 to your check for every 100 people you have converted. If your views hold out, your work will enter the canon of currently debated theology. You may then be invited to argue your doctrine before the College of Ethicalds, who determine church doctrine. If you win here, your belief becomes a standard teaching of the church--unless the supreme head of the church dislikes it. He may challenge you to a new debate, one in which he gains a +6 bonus for his status. If you win this one, your doctrine is set for at least the next two or three generations. Trustworthy [Social] [Adapted from Song & Silence] You have a naturally occuring or carefully constructed demeanor of friendship that inspires feelings of trust in others, even when they know they shouldn’t. Twin [Social] [Adapted from Forgotten Realms] You have a twin brother or sister. Benefit: As Thunder Twin feat, but not restricted to dwarves. Special: You may only take this feat as a 1st-level character. Trendsetter [Social] [Adapted from Fading Suns d20] You are the epitome of fashion. Whatever you wear quickly becomes fashionable everywhere, and your interests soon become “the next big thing.” Benefit: Others seek you out for fashion advice or tips on what one should be reading or thinking this season. Even if you don’t go out of your way to impart this wisdom, others will copy you. Being seen at a particular show is enough to ensure it’s a hit. Your presence at a party is enough to make it notable in the society pages. Your public approval of a paintingg is enough to launch an artist’s career. You can almost always get into any party or high-class affair to which you have not been invited. You can take a number of people with you equal to your Charisma modifier (if positive). In public places where you have specifically been barred from entering, you can still get in by making a Charisma check (DC varies with how hostile the host is toward you). In addition, it is rare for an NPC you have never met to have a hostile attitude toward you. Tyrant [Social] [Adapted from AEG’s EVIL] You can gather and control a huge horde of evil humanoids and other monsters. Prerequisite: Character level 6+, evil alignment. Benefit: See EVIL, p. 60. Veteran [Social] [Adapted from Fading Suns d20] You are known for your prowress at a significant battle, and may even bear a medal proving it. Benefit: You may invoke your past to change others’ opinions about you and solicit their aid. This may be used against the same person only once. It allows you to gain a +2 bonus to Diplomacy or Gather Information checks against that person. In addition, you are considered (for just this one-time request) to be one rank higher than normal, including gaining any skill bonuses the higher rank imparts. Special: This feat may be bought multiple times. The effects stack, representing a greater deed performed in battle or a more important medal. Two levels of this feat provides a +4 bonus to Diplomacy or Gather Information checks, and so on with each additional level. Well-Traveled [Social] [Adapted from Fading Suns d20] You have been there and done that. You know a lot of things about the places and people you’ve seen, although you can’t necessarily remember them when you want to. Prerequisite: Any character class level 3+ Benefit: Acts as the Bardic Knowledge ability. You may make a Knowledge check modified by your level + your Int modifier to see whether you know relevant information about a person, place or thing. The DC varies with the obscurity of the topic. Withering Insult [Social] [Adapted from Fading Suns d20] You may deliver an insult practically guaranteed to get a rise out of your rival. Prerequisite: Int 13+. Benefit: Social rank and the respect it provides are vital to survival in the chaotic world. People are rather protective of their reputations and don’t take kindly to people disparaging them. However, most people can readily choose which insults to challenge or ignore. Nonetheless, some villains are particularly good at baiting their rivals; their foul words rarely fail to provoke a heated response. Once per day, you may deliver a withering insult to someone. That person must fight to control his temper or lose all self-control, discarding all norms of social propriety and common sense until he has extracted an apology from you. The insulted person must make a Will save. The DC is equal to your Charisma modifier + your level. Success means he can choose to deal with your insult however he likes, although he cannot pretend it wasn’t vile. Failure means he loses control and immediately seeks satisfaction from you: either by challenging you to a duel, attacking you then and there, whistling for his gang of street toughs to descend on you, etc. He will stop whatever he is doing, as long as doing so doesn’t put him in obvious danger. In other words, he won’t turn his attention from a rampaging monster just to deal with an insult. However, the insult still hurts, and he will deal with it as soon as the danger has passed. Xeno-Empathy [Social] [Adapted from Fading Suns d20] You have studied a race and know how to interact with and read that race. Benefit: This feat negates the -2 penalty for Bluff, Diplomacy, Gather Information and Sense Motive checks against the type of race selected when this feat is taken. Special: This feat may be taken multiple times. The effects do not stack; another race must be selected each time this feat is taken. [/QUOTE]
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