Sunday, December 14, 2014

General Rules - Regional Feats

This is a list of regional feats available to characters from a particular region in the Three Worlds. As feats get added to my ongoing campaigns, I will add more to this listing.

Feat Name
Source
PrerequisitesBenefit
Agile Riposte
-
Dexterity 13+, Dodge, Weapon Finesse, BAB +1, native of Enselm or the Gorovlic IslesYou can attack those who attack you and miss
Armored Fencer (Heavy)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Heavy), Armor Proficiency (Medium), Armor Proficiency (Light), Armored Fencer (Medium), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing heavy armor.
Armored Fencer (Medium)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Medium), Armor Proficiency (Light), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing medium armor
Bareback Soul
-
Native of the At'viras Steppes, Ride 1+ ranksYou can ride bareback without penalty and gain a bonus to attacks while mounted
Clinging Combat
-
Dexterity 13+, native of the Dekkulde Islands, the Gorovlic Isles, the Rhadynnic Isles. or the Sjorover IslesYou don't lose your Dexterity bonus to AC when climbing
Crushing Defense
-
Strength 13+, Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, Power Attack, Improved Sunder, BAB +4, native of Enselm or the Gorovlic IslesYou parry with great force
Driftwalker
-
Native of Elizon, Langjord, Midtenjord, Kysthjem, the Dekkulde Islands, or the Sjorover IslesYou suffer no movement penalties in snow and do not leave tracks
Expert Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Improved Parry, Parry, native of Enselm or the Gorovlic IslandsYou may parry multiple attacks by the same creature
Fyrddman
-
Native of the FreeholdsYou are trained as a member of the Fyrd
Guarded Defense
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Disarm, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou do not provoke disarm attempts with your parries
Horse Nomad
-
Native of the At'viras Steppes or Tozlu DesertYou gain proficiency in weapons commonly used by steppe and desert tribes
Improved Mounted Archery
-
Mounted Combat, Mounted Archery, Ride 1+ ranks, native of the At'viras Steppes or Tozlu DesertYour penalties for mounted archery are reduced
Improved Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou can make multiple parry attempts in a single round
Incredible Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, BAB +6, native of Enselm or the Gorovlic IslesYou can parry larger weapons than normal
Legendary Tracker
-
Native of ElizonYour movement penalties in snow are reduced and you gain a bonus to track in snow
Mountain Hunter
-
Native of Elizon or SteinigreichYou gain a bonus to grapple checks and attacks against animals
Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, native of Enselm or the Gorovlic IslesYou are skilled at deflecting the attacks of your enemies
Protective Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, native to Enselm or the Gorovlic IslesYou can parry attacks directed at your allies
Raider’s Spirit
D315
Native of the Dekkulde Islands, the Gorovlic Isles, or the Sjorover IslesYou gain a bonus to Intimidate checks and saves against fear effects
Riposte
-
Intelligence 13+, Combat Expertise, BAB +5, native of Enselm or the Gorovlic IslesYou are skilled at retaliating against opponents that attack you
Saddleback
-
Native of the At'viras Steppes or Tozlu DesertYou can substitute Ride checks for Reflex saves while mounted
Seachtach Rhymes
-
Native of the Seachtach IslesYou gain a bonus of Knowledge: Arcana and bardic lore checks
Snatch Weapon
-
Intelligence 13+, Combat Expertise, Improved Disarm, native of Enselm or the Gorovlic IslesWhen you disarm a foe, you can catch his weapon in your off hand
Steel Skin
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Unarmed Strike, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou can parry with your open hand
Superior Mounted Archery
PotS
Mounted Archery, native of the At'viras SteppesYour archery penalties when riding are reduced
Weathered Traveler
-
Toughness, native of the Dekkulde Islands, Langjord, Midtenjord, Kysthjem, or the Sjorover IslesYou gain a bonus to save against weather effects

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General Rules - Fighter Feats

This is a list of fighter feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

Feat Name
Source
PrerequisitesBenefit
Agile Riposte
-
Dexterity 13+, Dodge, Weapon Finesse, BAB +1You can attack those who attack you and miss
Armored Fencer (Heavy)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Heavy), Armor Proficiency (Medium), Armor Proficiency (Light), Armored Fencer (Medium), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing heavy armor.
Armored Fencer (Medium)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Medium), Armor Proficiency (Light), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing medium armor
Bowl Over
-
Strength 15+, Heft, Rout, WindupYour attacks with thrown weapons can knock opponents off their feet
Bull Strike
-
Dexterity 13+, Improved Bull Rush, BAB +6You can attack after throwing yourself into an opponent
Close-Quarter Defense
-
Combat ReflexesYou are unusually effective at defending your space
Crush
-
Strength 15+, Power Attack, Weapon Focus (any bludgeoning weapon)Your blows use your opponent’s armor against him
Crushing Defense
-
Strength 13+, Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, Power Attack, Improved Sunder, BAB +4, native of Enselm or the Gorovlic IslesYou parry with great force
Dead Eye
-
Dexterity 13+, Point Blank Shot, Weapon Focus (any ranged weapon), BAB +1Your precision with ranged weapons translates into more telling strikes
Deceptive Dodge
-
Dexterity 13+, Intelligence 13+, Dodge, Combat Expertise, BAB +4You can assume a defensive posture that allows you to redirect melee attacks made against you
Defensive Expert
-
-You excel at fighting while entrenched
Deflect Ranged Attack
-
Dexterity 13+, Point Blank Shot, Precise Shot, Ranged Disarm, BAB +5You can attempt to deflect ranged weapons that are already in flight
Double Swing
-
Dexterity 13+, Improved Two-Weapon Fighting, Two-Weapon Fighting, BAB +9You can attack with two weapons in a single attack
Double Weapon Disarm
-
Intelligence 13+, Combat Expertise, Improved DisarmYou are practiced at disarming opponents that wield double weapons
Expert Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Improved Parry, Parry, native of Enselm or the Gorovlic IslandsYou may parry multiple attacks by the same creature
Find Hole
-
Improved Critical, BAB +8Gain +2 to confirm criticals with a single weapon
Guarded Defense
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Disarm, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou do not provoke disarm attempts with your parries
Heft
-
Strength 15+, WindupYou do more damage with thrown weapons
Improved Leverage
-
Improved TripYou gain a bonus on trip and grapple checks
Improved Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou can make multiple parry attempts in a single round
Improved Shield Snare
-
Combat Reflexes, Improved Shield Bash, Shield Proficiency, Shield SnareYou can make an immediate attack against an opponent you have disarmed with your shield snare
Incredible Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, BAB +6, native of Enselm or the Gorovlic IslesYou can parry larger weapons than normal
Mighty Are Fallen
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Dodge, MobilityYou gain a bonus to your AC against Power Attacks
Mountain Fighter
-
-You gain a bonus to your AC in the mountains
Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, native of Enselm or the Gorovlic IslesYou are skilled at deflecting the attacks of your enemies
Pressing Attack
PotS
Combat ReflexesYou can follow opponents to keep them in your threatened area
Protective Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, native to Enselm or the Gorovlic IslesYou can parry attacks directed at your allies
Riposte
-
Intelligence 13+, Combat Expertise, BAB +5, native of Enselm or the Gorovlic IslesYou are skilled at retaliating against opponents that attack you
Rout
-
Strength 13+, WindupYour thrown weapons can drive opponents back
Shield Snare
-
Improved Shield Bash, Shield ProficiencyYou can disarm an opponent with your shield
Single Blade Style
-
Intelligence 13+, Combat Expertise, Weapon Focus (any one-handed weapon)You wield a single weapon well
Steel Skin
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Unarmed Strike, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou can parry with your open hand
Superior Mounted Archery
PotS
Mounted Archery, native of the At'viras SteppesYour archery penalties when riding are reduced
Warden Training
-
Proficient with the longsword or shortsword, the leaf spear, and the longbow, shortbow, composite longbow, or composite shortbow; BAB +4, member of the Warders of the CouncilYou gain bonuses with weapons commonly used by the Wardens of the Council
Weapon Trip
PotS
Weapon FocusYou have trained to be able to trip foes with your melee weapon
Windup
-
Strength 13+You can deal more damage with thrown weapons at the cost of accuracy

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General Rules - Item Creation Feats

This is a list of item creation feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

Feat Name
Source
PrerequisitesBenefit
Bind Celestial
UHB
One item creation feat, any non-good alignmentYou can bind celestials into items and tap into their power
Craft Eldritch Staff
PoM
Ability to cast 1st-level arcane spellsYou can craft an eldritch staff
Craft Glyph Egg
S&S
Spellcaster level 3rd+You can create a glyph egg containing spells of 3rd-level or lower
Craft Greater Glyph Egg
S&S
Craft Glyph Egg, spellcaster level 9th+You can create a glyph egg containing spells of greater than 3rd-level
Create Gris-Gris Bag
N:AA
Spellcaster level 1st+You can create a gris-gris bag
Create Portal
FRCS
Craft Wondrous ItemYou can create magical portals
Culinary Ashe
N:AA
Ability to cast divine spells, spellcaster level 3rd+You can create magical food
Discreet Poisoner
UHB
Craft: Alchemy 4+ ranks, Craft: Poison 8+ ranks, Sleight of Hand 4+ ranksYou can craft multi=part poisons
Economical Charge
PoM
Brew Potion, Craft Wondrous Item, Culinary Ashe, or Forge RingYou can more easily craft expendable spell foci
Etch Object Rune
BoEM
Spellcaster level 5th+You can etch magical runes onto object
Focus Mastery
PoM
Brew Potion, Craft Wondrous Item, Culinary Ashe, or Forge RingYou can more easily craft expendable spell foci
Inscribe Magical Tattoo
RR
Spellcaster level 3rd+, Craft: Tattoo 1+ ranksYou can inscribe magical tattoos
Manufacture Magic Poison
BoEM
Spellcaster level 5th+You can craft magical poisons
Weave Ward
S&S
Intelligence 13+, arcane spellcaster level 5th+You can weave magical wards

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Saturday, December 13, 2014

Racial Feats - Human

The following feats may be taken by human characters in the Three Worlds. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Adventurous Explorer
-
HumanYou can react more flexibly when you ready an action
Auspicious Destiny
-
HumanYou gain a bonus to Charisma when dealing with humans and can reroll stabilization checks
Blood of Thunor
-
Human or Khülen, ability to rageWhen you rage, you gain bonus damage points that may be applied to your attacks
Brawny
-
Human or Khülen, Strength 13+You gain bonus skill points that can be spent on Strength-based skills
Charming
-
Changeling or Human, Charisma 13+You gain bonus skill points that can be spent on Charisma-based skills
Clever
-
Human, Wisdom 13+You gain bonus skill points that can be spent on Wisdom-based skills
Fearless Destiny
-
Human, Heroic Destiny, character level 6th+.You can survive injuries that would kill those lacking in your destiny
Learned
-
Gnome or Human, Intelligence 13+You gain bonus skill points that can be spent on Intelligence-based skills
Quick
-
Halfling or Human, Dexterity 13+You gain bonus skill points that can be spent on Dexterity-based skills
Sturdy
-
Human or Dwarf, Constitution 13+You gain bonus skill points that can be spent on Constitution-based skills

Heroic Destiny [Human]
You have a destiny to fulfill.
    Prerequisites: Human.
    Benefit: Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus to your roll, check, or save.

Magically Adept [Human]
One of your distant ancestors was an alvari. As a result, you have innate natural magical abilities that manifest themselves.
    Prerequisites: Human, Intelligence 10+.
    Benefit: Choose three 0th-level spells from the druid or the sorcerer/wizard list. You can cast each spell once per day. You may select the same spell more than once; if you do, you can cast that spell multiple times each day. These spells are always arcane spells (even if they are from the druid spell list), and spell failure penalties for armor apply. Once you select your three spells, you cannot change them.
    Special: This feat may only be taken as a 1th-level character.

Mark of the Blessed [Human]
You have been touched by destiny in a manner that gives you resistance to a wide array of harmful effects.
    Prerequisite: Human, Auspicious Destiny.
    Benefit: Up to three times per day, you can roll a second d20 when attempting any saving throw and use either of the two results.

Mark of the Hunter [Human]
You have been touched by destiny in a manner that makes you hard to get the drop on.
    Prerequisite: Human, Auspicious Destiny.
    Benefit: Up to three times per day, you can roll a second d20 when making an initiative check and use either of the two results.

Mark of the Mage [Human]
You have been touched by destiny in a manner that marks you as having strong magical talent.
    Prerequisite: Human, Auspicious Destiny.
    Benefit: Up to three times per day, you can roll a second d20 when attempting a caster level check and use either of the two results.

Mark of the Maker [Human]
You have been touched by destiny in a manner that gives you fate’s edge when using skills.
    Prerequisite: Human, Auspicious Destiny.
    Benefit: Up to three times per day, you can roll a second d20 when attempting any skill check and use either of the two results.

Mark of the Warrior [Human]
You have been touched by destiny in a manner that gives you fate’s deathly accuracy in times of trouble.
    Prerequisite: Human, Auspicious Destiny.
    Benefit: Up to three times per day, you can roll a second d20 when making an attack roll and use either of the two results.

Protected Destiny [Human]
Your heroic destiny is guarded against the whims of misfortune.
    Prerequisites: Human, Heroic Destiny, character level 3rd+.
    Benefit: Once per day, if you roll a natural 1 on a saving throw, you may reroll the save.

Home     Racial Feats     Player Character Races     Three Worlds

Racial Feats - Halfling

The following feats may be taken by halfling characters in the Three Worlds. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Armored Fencer (Heavy)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Heavy), Armor Proficiency (Medium), Armor Proficiency (Light), Armored Fencer (Medium), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing heavy armor.
Armored Fencer (Medium)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Medium), Armor Proficiency (Light), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing medium armor
Crushing Defense
-
Strength 13+, Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, Power Attack, Improved Sunder, BAB +4, native of Enselm or the Gorovlic IslesYou parry with great force
Cutting Remark
BoRL
Changeling or HalflingYou can taunt enemies and provoke them into attacking you
Expert Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Improved Parry, Parry, native of Enselm or the Gorovlic IslandsYou may parry multiple attacks by the same creature
Improved Soft Step
PotS
Changeling or Halfling, Dexterity 15+, Soft StepYou can move faster while using Soft Step
Guarded Defense
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Disarm, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou do not provoke disarm attempts with your parries
Haggler
BoRL
HalflingYou are skilled at haggling for goods
Halfling Lore
D315
HalflingYou gain a bonus on Tumble and Knowledge checks
Halfling Mariner
D314
HalflingYou gain a bonus Balance, Climb, Jump, and Tumble checks while on a ship
Improved Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou can make multiple parry attempts in a single round
Incredible Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, BAB +6, native of Enselm or the Gorovlic IslesYou can parry larger weapons than normal
Lionhearted
PotS
Halfling, Iron WillYou gain a bonus to Will saves and a further bonus to saves against fear effects
Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, native of Enselm or the Gorovlic IslesYou are skilled at deflecting the attacks of your enemies
Protective Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, native to Enselm or the Gorovlic IslesYou can parry attacks directed at your allies
Riposte
-
Intelligence 13+, Combat Expertise, BAB +5, native of Enselm or the Gorovlic IslesYou are skilled at retaliating against opponents that attack you
Pebble Underfoot
D279
Halfling, Intelligence 13+, Combat Expertise, Improved TripYou gain combat bonuses when fighting larger creatures
Quick
-
Halfling or Human, Dexterity 13+You gain bonus skill points that can be spent on Dexterity-based skills
Saddleback
-
Native of the At'viras Steppes or Tozlu DesertYou can substitute Ride checks for Reflex saves while mounted
Shrewd Halfling
D315
HalflingYou gain a bonus on Bluff and Diplomacy checks when conducting business
Snatch Weapon
-
Intelligence 13+, Combat Expertise, Improved Disarm, native of Enselm or the Gorovlic IslesWhen you disarm a foe, you can catch his weapon in your off hand
Soft Step
PotS
Changeling or Halfling, Dexterity 13+You can move with such a light step that you can avoid an opponent's tremorsense ability
Steel Skin
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Unarmed Strike, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou can parry with your open hand

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Racial Feats - Changeling

The following feats may be taken by changeling characters in the Three Worlds. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

Feat Name
Source
PrerequisitesBenefit
All or Nothing
D&D Wiki
One other Luck featYou can use your luck to roll multiple dice and pick the best result
Arcane Wit
BoRL
Changeling, Skeptic or Sleight of MindYou can gain a bonus to saves against charms and illusions
Backstabbing Traitor
-
ChangelingYou gain a bonus to Initiative, Bluff, and Intimidate checks
Bastard Luck
BoRL
-You can permanently turn hit points into luck points
Better Lucky than Good
CS
Character Level 6th+, any two other Luck featsYou can use luck to treat an abject failure as a complete success
Born Lucky
BoRL
Fortune's ChildYou gain luck points every game session
Burn Luck
BoRL
-You can use luck to succeed automatically on a save instead of attempting a saving throw
Changeling Lore
-
ChangelingYou gain a bonus to all Knowledge and Perform checks
Changeling Phantasist
-
ChangelingYour patterns and phantasms are more powerful
Changeling Trickster
-
ChangelingYour glamers are more powerful
Charming
-
Changeling or Human, Charisma 13+You gain bonus skill points that can be spent on Charisma-based skills
Cheat Death
BoRL
Fortune's ChildYou can use luck avoid critical hits
Critting Spree
D&D Wiki
One other Luck featYour luck in hitting your opponents is contagious
Cultured Courtier
-
ChangelingYou gain a bonus on Diplomacy, Sense Motive and either a Craft or Perform skill
Cutting Remark
BoRL
Changeling or HalflingYou can taunt enemies and provoke them into attacking you
Danger Sense
-
Changeling, Wisdom 15+, Neck Hairs RiseYou can make a Wisdom check to act when you are surprised
Even Luckier Than Before
D&D Wiki
One other Luck feat or the Fortune DomainYou gain a bonus on luck rerolls
Evil Eye
BoRL
Charisma 13+, Fortune's ChildYou can use your luck to negate an opponent's luck rerolls
Fast Talker
BoRL
Changeling, Charisma 15+, Bluff 6+ ranksYou can confuse a creature into inaction
Figment Master
-
ChangelingYour figments are more powerful
Fortuitous Strike
CS
Character Level 6th+, one other Luck featYou can use your luck to reroll weapon damage rolls
Fortunate Fumble
D&D Wiki
BAB +1You use your luck to stumble your way into hitting your foe
Fortune's Child
BoRL
-You gain bonus luck points
Fortune's Smile
BoRL
Fortune's ChildYou may reroll a saving throw by spending 1 luck point
Good Karma
CS
-You can use your luck to aid an ally
Healer's Luck
CS
-You can use your luck to reroll healing spells
Hometown Advantage
-
-You know one city like the back of your hand
Improved Soft Step
PotS
Changeling or Halfling, Dexterity 15+, Soft StepYou can move faster while using Soft Step
Lucky Break
CS
-You can use your luck to reroll Strength checks to break objects
Lucky Critical
D&D Wiki
Two other Luck feats or the Fortune Domain and one other Luck featYou can use your luck to expand the critical threat range of your weapon
Lucky Failure
D&D Wiki
-You can use your luck to avoid the consequences of failure
Lucky Start
CS
-You can use your luck to reroll Initiative checks
Lucky Strike
D&D Wiki
One other Luck feat or the Fortune DomainYou can use your luck to maximize your weapon damage rolls
Lucky Touch
BoRL
10 luck points in your luck poolYou can use your luck to allow others to make rerolls
Magical Fortune
CS
-You can use your luck to reroll spell damage and caster level checks
Miser's Fortune
CS
-You can use your luck to force someone else to reroll attempts to sunder or damage objects
Natural Trickster
-
Changeling, Charisma 13+You can cast an illusion spell as a spell-like ability
Neck Hairs Rise
-
Changeling, Wisdom 13+You can make Wisdom checks to avoid being surprised
Persona Immersion
-
ChangelingYou can fool divinations while you are using your minor shape change ability
Piercing Sight
-
ChangelingYou gain a bonus to saves against illusion spells and effects
Quick Change
-
ChangelingYou can use your minor change shape ability as a move-equivalent action
Racial Emulation
-
ChangelingYou can use your minor change shape ability to imitate another race more fully
Rapscallion
-
Changeling, Intelligence 13+You add your Intelligence modifier as well as your Charisma modifier to Bluff checks
Renowned Courtesan
-
ChangelingYou can use your Diplomacy skill to create more impressive and even quasi-magical effects
Scathing Wit
-
ChangelingYou can demoralize an enemy with insults
Skeptic
BoRL
Changeling or Gnome, Intelligence 13+ or Wisdom 13+You gain a bonus to saves against illusion and shadow magic, and when opposing Sleight of Hand checks
Sleight of Mind
BoRL
Changeling or GnomeYou gain a bonus to saves against enchantment spells and effects
Smooth Talk
BoRL
-You can make Diplomacy checks more quickly than others
Sociable Personality
-
Changeling, CharmingYou can reroll Diplomacy and Gather Information checks
Soft Step
PotS
Changeling or Halfling, Dexterity 13+You can move with such a light step that you can avoid an opponent's tremorsense ability
Steely Gaze
-
ChangelingYou gain a bonus to Intimidate checks and can Intimidate opponents as a move-equivalent action
A Step Ahead
BoRL
10 luck points in your luck poolYou can use your luck to reroll more than once
Taunt
PotS
Changeling, Charisma 13+, Bluff 3+ ranksYou can provoke an opponent into attacking you
Tempting Fate
CS
Character Level 6th+, one other Luck featYou can use your luck to avoid certain death
Unbelievable Luck
CS
One other Luck featYou gain a luck bonus to saves

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