Thursday, January 26, 2023

Feat: Barbarian Nobility

Feat: Barbarian Nobility, Low

While barbarians do not have the same kind of nobility that other peoples possess, some manage to rise above the common rabble through action and deed. There are no official titles, and any heaped upon a barbarian will be met with derision.

Benefit: +2 for all reaction rolls from other barbarians and -2 for those who hate them.

Feat: Barbarian Nobility, High

Benefit: +4 for all reaction rolls from other barbarians and -4 for those who hate them. This does not stack with Barbarian Nobility, Low.
Requirement: Barbarian Nobility, Low




Feat: Bishopric

Feat: Bishop

You are a bishop of your religion, and more powerful socially than the common cleric.

Benefit: Increase your reputation bonus by 2. Starting money is also +1000g
Requirement: Anointed Cleric Feat


Feat: Grand Bishop

Benefit: Increase your reputation bonus by 2, which stacks with the Bishop Feat. Starting money is also +2000g
Requirement: Bishop Feat


Feat: Arch Bishop

Benefit: Increase your reputation bonus by 2, which stacks with the Bishop Feat. Starting money is also +2000g
Requirement: Grand Bishop Feat



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

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

  • Absentminded Magician - You forget to prepare 1d4 random spells per day.
  • Angry Drunk - When drunk, DC 10 Will save to avoid a fight every hour.
  • Arcane Fatigue - Must make fortitude save after every spell cast (at -1/spell lv) or be fatigued.
  • Bad with Animals - Animals just don't like you. -2 on Handle Animal and Ride skill checks.
  • Bitch/Dick - You think you're assertive, but you're just pushy and unpleasant to be around. -2 on Bluff, Diplomacy, Gather Information, Intimidate and Disguise skill checks
  • Blood Obsession - A race or type of creature wronged you in the past, and you will make every one of them pay. -2 to Diplomacy and Charisma.
  • Bloodlust - You seek to kill at every opportunity. -2 to Diplomacy, Gather Information, Concentration and Charisma. +1 to Intimidate.
  • Cautious - Take twice as long to perform any skill which requires an action, -2 to Initiative.
  • Clanless - You are rejected by your birth race. -5 Reaction from your birth race.
  • Code of Honor - You have a set code that dictates how you act in any given situation.
  • Cowardice - You fear for your life. -4 on saves vs Fear, and this must be rollplayed constantly.
  • Curious - You suffer a -2 penalty on Listen and Spot checks. You also suffer a -2 penalty on initiative rolls.
  • Cursed - You are cursed in some drastic way that makes life exceedingly difficult.
  • Delicate Flower - You are weak and easily injured. -2 to your Natural AC.
  • Delusional - You absolutely believe something that simply isn't true. -1 to Wisdom and Charisma.
  • Disease Prone - You always have a -5 save versus disease and incubation time is always the minimum.
  • Dishonest Face - You are naturally shifty and look like a criminal. -2 to Bluff and Diplomacy.
  • Disquieting Hallucinations - You see and hear disturbing things that simply aren't there. -2 to Spot, Search and Listen, -4 to Concentration.
  • Evil Aura - Your aura is always read and treated as evil, no matter your alignment. Order direction remains the same.
  • Exiled - Your family and/or people have permanently kicked you out of the community.
  • Gullible - -2 Saving throw vs Enchantment and Illusions, -4 Sense Motive
  • Hemophiliac - Bleed for 1d4/round when wounded with piercing/slashing weapon. DC15 Heal or spell to stop.
  • Ignorant - Your mental lassitude knows no bounds. -2 on all Wis-based skill checks.
  • Indecisive - You lack of decision and firmness, especially under pressure. -2 to Initiative.
  • Lack of Empathy - You lack empathy for the plight of others. CHA -2.
  • Landlubber - You hate the sea. -2 on ALL rolls while at sea.
  • Lightning Rod - Take +25% more damage from electrical attacks.
  • Multiple Personalities - You have 2d4 multiple personalities, all with their own character sheet. Physical stats are exactly the same on all sheets. In times of stress (determined by the DM) you will occasionally (25%) switch to a new personality, but not necessarily one that will be helpful to your situation (determine the personality at random).
  • Mute - You are completely unable to speak or cast spells that require verbal components.
  • Naive - You lack experience and are lacking in wisdom and judgement. This must be rollplayed constantly.
  • No Combat Criticals - You know how to fight with weapons, but you never score a Critical Hit, even with a Nat 20.
  • Nonlethal Spells - No matter how hard you try, your spells always only do subdual damage.
  • Not a Morning Person - You are always Fatigued for one hour after waking up.
  • Obsequious - You are obedient or attentive to an excessive or servile degree. This must be rollplayed constantly.
  • Outrageous Beliefs - You believe something with all your heart that simply isn't true, and constantly try to convince others of the "truth." -2 to CHA.
  • Overconfident - You feel you are more powerful than you really are, and you tend to brag about it when possible. -1 to WIS and CHA,
  • Paranoid - You are certain people are out to get you. -2 to Charisma.
  • Phobia - You have a massive fear of something. Become shaken while exposed.
  • Proselytizer - You are a religious fanatic. -1 Cha, -2 Reputation
  • Psychotic - You have to kill a member of your race once a month, Will DC 15 to avoid doing so.
  • Reckless Fighter - You lose control when you fight, leaving yourself open. -1 to AC at all times.
  • Reincarnation Flashbacks - You sometimes get flashbacks from a previous life that distract you. -1 to WIS and -2 to Concentration.
  • Reincarnation Nightmares - When you sleep you have horrible visions of a past life. Fatigued for one hour upon waking.
  • Religious Fanatic - You are obsessed with a particular religion +3 to Knowledge/Religion, -2 to CHA.
  • Scorned - You are disliked in your community. -3 to your Reputation score.
  • Self-Doubt - Your self-doubt creeps in at random times. 10% chance with each roll to be at a -2 on that roll.
  • Sexual Being - Your body thrives on sex, and you suffer without it. -1 to all rolls per week without engaging in sex.
  • Slowpoke - You move slowly, and are at -5 compared to other members of your race.
  • Too Cute - You are just adorable! -2 to Intimidation and Disguise.
  • Wanders Off - DC 15 Will save when you rest or you wander off in a random direction for 2d10 rounds at standard movement rate.
  • Wicked - Your racial subtype becomes Evil, despite being good in alignment. You are detected as evil as well (CG is CE, etc).

Wednesday, January 18, 2023

Feat: Danger Sense

 Feat: Danger Sense

You get a prickling on the back of your neck, the hair on your arms stand up or you just get a bad feeling that something bad is about to occur in your presence.

Benefit: You may add your CHA Bonus to your Initiative Rolls a number of times per session equal to your CHA Bonus, and at random times the DM might (at their discretion) give you some slight insight that something bad is about to happen.


Feat: Highly Inquisitive

Feat: Highly Inquisitive

You love to learn all about things, and gain great satisfaction from doing so.

Benefit: You have a +2 on all Search and Gather Information skill checks.