Thursday, January 26, 2023

Feat: Barbarian Nobility

Barbarian Nobility (Low) [General]

Among barbarian peoples, status is not granted - it is taken through strength, deed, and reputation. Though formal titles are scorned, your name carries weight among your own kind.

Benefit:
You gain a +2 bonus on Charisma-based checks (such as Diplomacy, Intimidate, and Gather Information) when interacting with barbarians who respect strength and reputation.

You take a –2 penalty on Charisma-based checks when interacting with creatures or cultures that disdain barbarian customs or values.

Barbarian Nobility (High) [General]

Your deeds have elevated you to a position of undeniable renown among barbarian peoples. Your presence commands attention - whether in admiration or resentment.

Prerequisite: Barbarian Nobility (Low)

Benefit:
The bonuses and penalties from Barbarian Nobility (Low) improve to +4 and –4, respectively.

This feat replaces the effects of Barbarian Nobility (Low) and does not stack with it.



Feat: Bishopric

Bishop [General]


You hold a position of authority within your faith, granting you greater social influence than a typical cleric.

Prerequisite: Anointed Cleric

Benefit:
Your reputation bonus increases by +2.

You also gain an additional +1,000 gp in starting wealth.

Grand Bishop [General]

Your authority within your religion has grown, and your influence extends far beyond local congregations.

Prerequisite: Bishop

Benefit:
Your reputation bonus increases by an additional +2. This bonus stacks with Bishop.

You also gain an additional +2,000 gp in starting wealth.

Archbishop [General]

You stand among the highest authorities of your faith, your word carrying immense weight among the faithful.

Prerequisite: Grand Bishop

Benefit:
Your reputation bonus increases by an additional +2. This bonus stacks with Bishop and Grand Bishop.

You also gain an additional +2,000 gp in starting wealth.



Adding Feats to Magic Items Upon Creation

The D20SRD details how magic items are created, but does not include rules for adding feats to a new magic item.


The Arms and Equipment Guide suggests using a 10k base cost for an item that grants a feat, with an additional 10k per pre-requisite feat. So Power Attack would be 10k, while Improved Bull-Rush would be 20k base.

As a house rule this holds true, but the following feats may not be added to a magic item as they are primarily social in nature rather than physical or mental, or are granted by or affect others directly:


Sunday, January 22, 2023

Class: Jester

Part bard, part rogue, all annoyance. The Jester entertains nobility and peasantry alike and are able to verbally manipulate nearly anyone.


A jester, court jester, fool, harlequin or joker is a member of the household of a nobleman or a monarch employed to entertain guests. Jesters are also itinerant performers who entertain common folk at fairs and town markets.

Jesters often wear brightly colored clothes and eccentric hats in a motley pattern. Jesters entertained with a wide variety of skills: principal among them were song, music, and storytelling, but many also employ acrobatics, juggling, telling jokes (such as puns, stereotypes, and imitation), and performing magic tricks. Much of the entertainment is performed in a comic style. Many jesters make contemporary jokes in word or song about people or events well known to their audiences.

Abilities: Wisdom and Charisma are a Jester's core skills.

Races: Any race that seeks adventure.

Alignment: Jesters are any non-lawful.

Starting Gold: Starting gold is 5d4x10 (100 gold.)

Starting Age: Younger

Hit Points: Jesters use 1d6 + Con bonus (if any) to determine HP.

Class Skills: (8 + Int modifier per level, ×4 at 1st level)

Balance, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Jump, Knowledge (Local, Nobility and Royalty, Religion), Move Silently, Open Lock, Perform, Search, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Use Magic Item, Use Rope


Class Features:
• Weapon and Armor Proficiency: Jesters are proficient with Light armor but not shields and Simple Weapons

Sneak Attack
At level 1, if a jester can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The jester's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the jester flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two jester levels thereafter. Should the jester score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a jester can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A jester can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The jester must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A jester cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion (Ex)
At 2nd level and higher, a jester can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the jester is wearing light armor or no armor. A helpless jester does not gain the benefit of evasion.

Uncanny Dodge (Ex)
Starting at 4th level, a jester can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a jester already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Wordplay (Ex)
At 5th Level, the jester is able to move a reaction roll by one point to become more favorable or unfavorable (as she desires). This goes up to 2 places at 10th Level and 3 at 15th. The jester must be able to speak the language of the target individual, and this ability doesn't work on constructs, plants or undead.

Tumble Master (Ex)
Also at 5th level the jester becomes a master of the tumbling arts. She gains the Tumble Master Feat, which grants a +4 bonus to the Tumble skill.

Unarmored Defense (Ex)
When unarmored and unencumbered, the jester adds her Wisdom bonus (if any) to her AC. In addition, a jester gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five jester levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the jester is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Improved Uncanny Dodge (Ex)
A jester of 8th level or higher can no longer be flanked.

This defense denies another jester or rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


Friday, January 20, 2023

Rule: Character Flaws

Additional Flaws

Dishonest Face

For Variant Character Building rules, flaws were introduced. Here are additional flaws and their associated penalties.

Unless otherwise noted, all penalties are untyped.

Flaws

Absentminded Magician
You struggle to keep your spells organized in your mind.
Penalty: Each day, you fail to prepare 1d4 randomly determined spells from your available spell slots.

Angry Drunk
Alcohol brings out your aggression.
Penalty: While intoxicated, you must succeed on a DC 10 Will save each hour or attempt to start a physical confrontation.

Arcane Fatigue
Your body struggles to handle magical strain.
Penalty: Each time you cast a spell, you must make a Fortitude save (DC 10 + spell level). Failure results in becoming fatigued.

Bad with Animals
Animals instinctively distrust you.
Penalty: –2 on Handle Animal and Ride checks.

Boorish
Your manner is abrasive and off-putting.
Penalty: –2 on Bluff, Diplomacy, Gather Information, Intimidate, and Disguise checks.

Blood Obsession
A race or type of creature wronged you in the past, and you seek vengeance.
Penalty: –2 on Diplomacy checks and –2 Charisma.

Bloodlust
You instinctively escalate violence.
Penalty: –2 on Diplomacy, Gather Information, and Concentration checks, and –2 Charisma.
Benefit: +1 on Intimidate checks.

Cautious
You act slowly and deliberately.
Penalty: Performing any skill that normally requires an action takes twice as long. You also take a –2 penalty on Initiative checks.

Clanless
You have been rejected by your people.
Penalty: You take a –5 penalty on reaction rolls when interacting with members of your birth race.

Code of Honor
You follow a strict personal code.
Penalty: You must adhere to a defined code of conduct. Violating this code may result in penalties determined by the DM.

Cowardice
You fear for your life.
Penalty: –4 on saving throws against fear effects.

Curious
You are easily distracted by new things.
Penalty: –2 on Listen, Spot, and Initiative checks.

Cursed
A powerful curse afflicts you.
Penalty: The nature and effects of the curse are determined by the DM.

Delicate
Your body is fragile.
Penalty: –2 natural armor bonus to AC.

Delusional
You believe something that is not true.
Penalty: –1 Wisdom and –1 Charisma.

Disease Prone
You are highly susceptible to illness.
Penalty: –5 on saving throws against disease, and disease incubation times are always minimum.

Dishonest Face
You appear untrustworthy.
Penalty: –2 on Bluff and Diplomacy checks.

Disquieting Hallucinations
You perceive things that are not there.
Penalty: –2 on Spot, Search, and Listen checks, and –4 on Concentration checks.

Evil Aura
You radiate an aura of evil regardless of alignment.
Penalty: You always detect as evil to spells and effects. Moral alignment remains unchanged.

Exiled
You have been cast out from your community.
Penalty: Social penalties and restrictions are determined by the DM.

Gullible
You are easily deceived.
Penalty: –2 on saving throws against enchantment and illusion effects, and –4 on Sense Motive checks.

Hemophiliac
You bleed excessively from wounds.
Penalty: When damaged by a slashing or piercing weapon, you take 1d4 bleed damage per round until treated. A DC 15 Heal check or magical healing stops the bleeding.

Ignorant
You lack awareness and understanding.
Penalty: –2 on all Wisdom-based skill checks.

Indecisive
You hesitate under pressure.
Penalty: –2 on Initiative checks.

Lack of Empathy
You struggle to understand others’ emotions.
Penalty: –2 Charisma.

Landlubber
You are uncomfortable at sea.
Penalty: –2 on all rolls while at sea.

Lightning Rod
You attract electrical energy.
Penalty: You take +25% damage from electricity effects.

Multiple Personalities
You possess several distinct personalities.
Penalty: You have 2d4 personalities, each with its own character sheet (mental ability scores, skills, feats, etc.). Physical ability scores remain the same. Under stress (DM-determined), there is a 25% chance you switch to a randomly determined personality.

Mute
You cannot speak.
Penalty: You cannot speak or use verbal components when casting spells.

Naive
You lack experience and sound judgment.
Penalty: You are prone to poor decisions in unfamiliar situations. This MUST be roleplayed in character without going over the top.

No Criticals
You lack precision in combat.
Penalty: You cannot score critical hits, even on a natural 20.

Nonlethal Spells
Your magic lacks lethal force.
Penalty: All damaging spells deal nonlethal damage only.

Not a Morning Person
You are slow to start the day.
Penalty: You are fatigued for 1 hour after waking.

Obsequious
You are excessively submissive.
Penalty: You tend to defer to others, especially authority figures.

Outrageous Beliefs
You hold strong, irrational beliefs.
Penalty: –2 Charisma.

Overconfident
You overestimate your abilities.
Penalty: –1 Wisdom and –1 Charisma.

Paranoid
You trust no one.
Penalty: –2 Charisma.

Phobia
You have an overwhelming fear.
Penalty: You become shaken while exposed to the source of your fear.

Proselytizer
You are a fervent religious advocate.
Penalty: –1 Charisma, –2 Reputation.

Psychotic
You experience violent compulsions.
Penalty: You must attempt to kill a member of your race once per month unless you succeed on a DC 15 Will save.

Reckless Fighter
You leave yourself open in combat.
Penalty: –1 to Armor Class.

Reincarnation Flashbacks
You are distracted by memories of a past life.
Penalty: –1 Wisdom and –2 on Concentration checks.

Reincarnation Nightmares
You are plagued by visions during sleep.
Penalty: You are fatigued for 1 hour after waking.

Religious Fanatic
You are obsessed with your faith.
Penalty: +3 on Knowledge (religion) checks, –2 Charisma.

Scorned
You are disliked within your community.
Penalty: –3 to your Reputation score.

Self-Doubt
Your confidence falters at critical moments.
Penalty: Each time you make a roll, there is a 10% chance you take a –2 penalty on that roll.

Sexual Being
Your body requires regular intimacy.
Penalty: You take a –1 penalty on all rolls per week without engaging in sexual activity.

Slow
You move more slowly than others.
Penalty: Your base land speed is reduced by 5 feet.

Too Cute
You are perceived as harmless or unserious.
Penalty: –2 on Intimidate and Disguise checks.

Wanders Off
You lose focus during downtime.
Penalty: Whenever you rest, you must succeed on a DC 15 Will save or wander in a random direction for 2d10 rounds at normal speed.

Wicked
You are perceived as inherently malevolent.
Penalty: Your subtype is treated as Evil, and you detect as evil for all spells and effects, regardless of your actual alignment.

Wednesday, January 18, 2023

Feat: Danger Sense

Danger Sense [General]


You possess an uncanny instinct for impending danger - a subtle tightening in your chest, a prickle along your skin, or a fleeting certainty that something is about to go wrong.

Prerequisite: Cha 13

Benefit: A number of times per day equal to your Charisma modifier (minimum 1), you may add your Charisma modifier as a bonus on your Initiative check. You must declare the use of this ability before rolling initiative.

In addition, the DM may call for a DC 15 Wisdom check when you are about to enter a situation involving immediate danger (such as an ambush, trap, or sudden hostility). On a success, you gain a brief, instinctive warning - enough to avoid being surprised or to gain a +2 insight bonus on your first Initiative check in that encounter (DM’s choice, depending on circumstances).

Special: This feat represents instinct rather than conscious awareness and does not function in situations where danger is completely imperceptible by any means (such as effects that specifically negate divination or premonition).

Feat: Highly Inquisitive

Highly Inquisitive [General]


You possess an insatiable curiosity, always digging deeper, asking the right questions, and noticing details others overlook.

Benefit: You gain a +2 bonus on all Search and Gather Information checks.

In addition, when you spend at least 1 minute examining an area, object, or set of clues, you may make a Search check as if you had taken 10, even if stress or distractions would normally prevent you from doing so.

When gathering information in a settlement, the required time is reduced by half (to a minimum of 30 minutes).

Special: A character with 5 or more ranks in either Search or Gather Information gains an additional +2 bonus on checks with that skill (for a total of +4).

Tuesday, January 17, 2023

Race: The Curst

Curst


Related to humans, the curst are a fallen lineage - the remnants of a once-glorious aristocracy brought low by divine wrath. In a forgotten age, their ancestors ruled a decadent and indulgent kingdom that, through arrogance or blasphemy, grievously offended the gods. The punishment was absolute. Their lands were shattered, their legacy erased, and their bloodline forever marked.

Every descendant of that lineage now bears the curse.

The curst are nearly indistinguishable from humans at a glance, capable of displaying the full range of human ethnicities and features. However, each curst carries a visible imperfection - a physical manifestation of divine judgment. These deformities vary widely in severity, from a subtle limp or twisted hand to blindness, withered limbs, or unsettling asymmetry of the face. No curst is born without a mark.

Curst age as humans do through early adulthood, but once they reach later years, their aging slows considerably. Many live as long as half-elves. Among scholars and priests alike, it is widely believed this longevity is no blessing, but rather an extension of the punishment - a prolonged existence in which suffering, bitterness, and memory are given time to deepen.

Psychologically, the curst tend toward rigid thinking, fatalism, and brooding introspection. Many struggle under the weight of inherited shame and social rejection. While not universally cruel, their cultural and emotional tendencies often manifest as cold pragmatism, simmering resentment, or explosive anger. As a result, a significant number drift toward lawful evil alignments, though exceptions certainly exist - often defined by extraordinary resilience or defiance of their lineage.

Curst Racial Traits

  • Ability Score Adjustments: +2 Intelligence, –2 Charisma
    Curst minds are sharp, analytical, and often introspective, but their presence is unsettling and their demeanor off-putting.
  • Type: Humanoid (Human)
    Curst are treated as humans for any effect related to race.
  • Size: Medium
  • Base Land Speed: 30 feet
  • Bonus Skill Points: Curst gain 4 extra skill points at 1st level and 1 additional skill point at each level thereafter, as humans do.
  • Bonus Feat: Curst gain one bonus feat at 1st level, as humans do.
  • Saving Throws: +2 racial bonus on Will saves
    The curse steels the mind even as it erodes the spirit.
  • Shadowed Presence (Ex): +2 racial bonus on Hide and Move Silently checks
    A lifetime of being unwelcome has taught the curst how to go unnoticed.
  • Cursed Resilience (Ex): Curst are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    Their minds are closed systems - isolated, hardened, and difficult to reach by magic or emotion alike. (DM Note - This is extremely powerful. See balance note below.)
  • Low-Light Vision (Ex): Curst can see twice as far as humans in conditions of dim light.
  • Deformity: Every curst begins play with a visible physical deformity. This has no default mechanical penalty, but may impose circumstance penalties on social checks at the DM’s discretion depending on severity and context.
  • Automatic Language: Common
  • Bonus Languages: Any (except secret languages such as Druidic)
  • Favored Class: Any
    The curst inherit the adaptability of their human ancestors.

Aging Effects

Curst mature at the same rate as humans but age more slowly in later life.

  • Adulthood: 15
  • Middle Age: 35
  • Old: 93
  • Venerable: 125
  • Maximum Age: As half-elf (PHB)


Monday, January 16, 2023

Feat: Awakened Companion

Awakened Companion [General]


Your animal companion’s mind has been elevated beyond instinct, granting it true awareness, reason, and voice.

Prerequisites: Animal companion class feature.

Benefit:
Your animal companion’s Intelligence score becomes 10 if it was lower. If its Intelligence is already 10 or higher, this feat has no effect on its Intelligence score.

The companion gains the ability to speak and understand Common. Its new intellect allows it to communicate complex ideas, form plans, and act with independent reasoning rather than relying solely on trained behaviors.

The awakened companion is no longer limited by the normal Intelligence restrictions of animals. It may select any feats for which it qualifies (rather than being restricted to those available to animals), and it may put skill ranks into any skills as a creature of its type.

Despite its increased intellect, the creature’s type does not change, and it does not gain hands or the ability to manipulate objects unless it already possessed such capabilities.

Special:
The bond between character and companion remains intact. However, the companion’s newfound intelligence grants it a stronger sense of self. It is no longer mindless in its loyalty and may question commands that conflict with its nature, alignment, or personal survival.

An awakened companion does not gain the full benefits of the awaken spell, and cannot be targeted by that spell while this feat is in effect.

Feat: Expert Climber

Expert Climber [General]


You scale surfaces with practiced ease, whether cliff face, rope, or sheer wall.

Prerequisites: 1 rank in Climb.

Benefit:
You gain a +4 competence bonus on Climb checks.

You may take 10 on Climb checks even when rushed or threatened.

In addition, you climb at your full base land speed without taking the normal –5 penalty on Climb checks.

Normal:
You cannot take 10 on Climb checks while rushed or threatened, and climbing at your full speed imposes a –5 penalty on the check.

Saturday, January 14, 2023

Feat: Jack Tar

Jack Tar [General]


You are a seasoned sailor, equally at home on a rolling deck as others are on solid ground.

Prerequisites: 2 ranks in Profession (sailor) or Balance.

Benefit:
You gain a +2 competence bonus on Balance and Profession (sailor) checks.

You retain your Dexterity bonus to AC while balancing or moving across unstable or pitching surfaces (such as a ship’s deck in rough water).

In addition, you are immune to the effects of seasickness and never take penalties on skill checks, attack rolls, or saving throws due to motion from waterborne travel.

Normal:
Characters balancing on narrow or unstable surfaces may lose their Dexterity bonus to AC, and rough conditions at sea can impose penalties at the DM’s discretion.

Feat: Genuinely Likable

Genuinely Likable [General]


You possess a natural warmth and easygoing demeanor that puts others at ease, making you pleasant company in nearly any social setting.

Benefit:
You gain a +2 bonus on Diplomacy and Gather Information checks.

Feat: Nobility (Low, Mid, High)

Nobility [General]


You are a recognized member of the aristocracy, possessing title, status, and the privileges that accompany noble birth or appointment. Your rank determines the extent of your influence, resources, and social authority.

Benefit:
You gain benefits based on your level of noble standing, as described below.

Nobility (Low)

You hold a minor noble title (such as Knight, Lord, Baron, or Yeoman).

Benefit:
Your reputation bonus increases by +2.
You also gain an additional +1,000 gp in starting wealth.

Nobility (Mid)

You hold a recognized noble title (such as Viscount, Count, Duke, or Marquis).

Prerequisite: Nobility (Low)

Benefit:
Your reputation bonus increases by an additional +2 (total +4).
You also gain an additional +2,000 gp in starting wealth.

Nobility (High)

You hold a powerful noble title (such as Sovereign Prince or Grand Duke).

Prerequisite: Nobility (Mid)

Benefit:
Your reputation bonus increases by an additional +3 (total +7).
You also gain an additional +3,000 gp in starting wealth.

Special:

Noble status carries social expectations and obligations. Titles, lands, and privileges may be revoked or challenged at the DM’s discretion if the character loses standing, favor, or legitimacy.

Feat: Brave

Brave [General]


You possess a steadfast courage that allows you to stand firm where others falter, meeting terror with resolve instead of retreat.

Benefit: You gain a +4 morale bonus on saving throws against fear effects.

In addition, if you succeed on a saving throw against a fear effect that would normally reduce its severity (such as frightened to shaken), you instead ignore the effect entirely.

Special: A character with this feat who has 5 or more ranks in Intimidate gains a +2 bonus on Intimidate checks made to demoralize opponents.

Feat: A Friendly Sort

A Friendly Sort [General]


You possess an easy charm and disarming demeanor that puts others at ease, turning suspicion into conversation and hostility into hesitation.

Benefit: You gain a +4 bonus on Gather Information checks.

In addition, you gain a +2 bonus on Diplomacy checks made to improve a creature’s attitude.

Once per day, when interacting with a creature that is initially indifferent or unfriendly, you may attempt a Diplomacy check as a full-round action to immediately improve its attitude by one step (as if you had spent 1 minute conversing).

Special: A character with 5 or more ranks in Diplomacy gains an additional +2 bonus on Gather Information checks (for a total of +6).

Class: Swashbucker

A swashbuckler is a character who is skilled in swordsmanship, acrobatics, guile and possesses chivalrous ideals. A swashbuckler protagonist is heroic, daring, and idealistic: he rescues damsels in distress, protects the downtrodden, and uses duels to defend his honor or that of a lady or to avenge a comrade.


Swashbucklers often engage in daring and romantic adventures with bravado or flamboyance. Swashbuckler heroes are gentleman adventurers who dress elegantly and flamboyantly in coats, waistcoats, tight breeches, large feathered hats, and high leather boots, and they are armed with the thin rapiers used by aristocrats.

Swashbucklers are not unrepentant brigands or pirates, although some may rise from such disreputable stations and achieve redemption. His opponent is typically a dastardly villain. While the hero may face down a number of henchmen to the villain during a story, the climax is a dramatic one-on-one sword battle between the protagonist and the villain.

Abilities: Dexterity and Charisma are a Swashbucklers core skills.

Races: Any race that seeks adventure.

Alignment: Swashbucklers are any non-lawful.

Starting Gold: Starting gold is 3d8x10 (130 gold.)

Starting Age: "Moderate" or "As ranger"

Hit Points: Swashbucklers use 1d8 + Con bonus (if any) to determine HP.

Class Skills: (6 + Int modifier per level, ×4 at 1st level)

Climb, Heal, Hide, Intimidate, Jump, Knowledge/Geography, Knowledge/Local, Knowledge/Nature, Knowledge/Navigation, Listen, Move Silent, Profession, Sea Legs, Search, Spot, Survival, Swim, Tumble, Use Rope

Class Features:
• Weapon and Armor Proficiency: Swashbucklers are proficient with Light or Medium armor but not shields and Simple & Martial Weapons

• Lv 1 and every odd level thereafter: Swashbucklers gain a Bonus Feat from the following list:

Acrobatic, Agile, Alertness, Close Quarter Fighting, Combat Expertise, Combat Reflexes, Cunning Critical, Dirty Fighting, Dodge, Far Shot, Greater Two-Weapon Fighting, Improved Critical, Improved Dirty Fighting, Improved Initiative, Jack Tar, Luck Of Heroes, Offhand Parry, Point Blank Shot, Rapid Reload, Rapid Shot, Renown, Sea Skilled, Shot On The Run, Two-Weapon Fighting, Weapon Finesse

• At 1st level, a swashbuckler may select a type of creature from among those given on Table: Ranger Favored Enemies. The swashbuckler gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the swashbuckler may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the swashbuckler chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the swashbuckler’s bonuses do not stack; he simply uses whichever bonus is higher.

• At 3rd Level, a Swashbuckler gains Endurance as a bonus feat

• At 4th level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Friday, January 13, 2023

Feat: Divine Flame

Divine Flame [General]


You channel sacred power through your weapon, wreathing it in radiant fire that burns the unworthy.

Prerequisites: Ability to turn or rebuke undead

Benefit: As a swift action, you may expend one use of your turn or rebuke undead ability to wreathe a melee weapon you are holding in divine fire.

For a number of rounds equal to your Charisma modifier (minimum 1), the weapon deals an extra 1d6 points of damage on each successful hit. This damage is treated as divine energy and is not reduced by resistance to fire.

If the target is undead, the extra damage increases to 2d6.

The effect ends immediately if the weapon leaves your hand.

Feat: Wealthy

Wealthy [General]


You come from a position of wealth and social standing, such as nobility or a successful merchant family. As long as you remain in good standing with your benefactors, you receive regular financial support.

Benefit:
Your starting wealth is increased to twice the normal amount, multiplied by your Charisma bonus (minimum ×1).

In addition, you receive a monthly stipend determined by your Charisma bonus:

  • Cha +1: 1d4 × 100 gp per month
  • Cha +2: 2d4 × 100 gp per month
  • Cha +3: 3d4 × 100 gp per month
  • Cha +4: 4d4 × 100 gp per month

Special:
This income is contingent upon maintaining favorable relations with the source of your wealth (such as a noble house, guild, or family). Loss of status, reputation, or favor may reduce or eliminate this income at the DM’s discretion.



Feat: Seductive

Seductive [General]


You possess a natural charm and allure, allowing you to influence others through subtle suggestion and personal magnetism.

Benefit:
You gain a +2 bonus on Bluff and Gather Information checks.

Special:
This feat stacks with and complements the Manipulator feat, where applicable.

Feat: Manipulator

Manipulator [General]


You possess a talent for subtle influence, weaving half-truths and careful words to guide others toward the conclusions you prefer.

Benefit: You gain a +2 bonus on Bluff and Gather Information checks.

In addition, when you successfully use Bluff to feint in combat or to deliver a convincing lie in a social interaction, you gain a +2 bonus on your next Diplomacy or Intimidate check made against the same creature within 1 minute.

Special: If you have the Seductive feat, you gain an additional +2 bonus on Bluff checks made against creatures that could be influenced by attraction or personal interest (DM’s discretion).

Feat: Inheritance

Inheritance [General]


Fortune has found its way to you - through blood, loss, or long-forgotten ties.

Prerequisite: Cha 11

Benefit: You have come into an inheritance that must be claimed in a civilized settlement (such as a town or city).

When you take this feat, you may choose one of the following:

  • Coin: You gain a sum of gold equal to 500 gp × your character level.
  • Legacy Item: You receive a single magic item whose market price does not exceed the value above. The item must be approved by the DM and should be appropriate to your background or lineage.

This inheritance is not automatically delivered - it must be claimed in-game, typically requiring travel, documentation, or meeting with an agent, executor, or institution. The DM is encouraged to use this as a narrative hook.

Special: This feat may be taken multiple times. Each time, you represent a separate inheritance from a different source.

The DM may attach reasonable complications to any inheritance, such as contested claims, conditions, debts, or interested parties.