Showing posts with label Changeling Feats. Show all posts
Showing posts with label Changeling Feats. Show all posts

Saturday, December 13, 2014

Racial Feats - Changeling

Changeling Feats

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.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

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
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
Charm Immunity
SK
Racial bonus to saving throws against charm effects, Charm ResistanceYou are immune to charm effects
Charm Resistance
SK
Racial bonus to saving throws against charm effectsYou gain a bonus to saves against charm effects
Charming
PGtRR
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
False Is the Blademaster
VW:SA
Intelligence 13+, Bluff 6+ ranks, This Is a Lie, BAB +7, and Savage Humanoid or Changeling or Fighter level 1st +You can disappear entirely from your foe's perception
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
Fuse with Item
BoEM3
Alvari or Changeling or Gnome, Charisma 19+, caster level 10th+You can fuse with a magic item
Good Karma
CS
-You can use your luck to aid an ally
Grace Under Pressure
Dungeons
-You gain a bonus to saves against fear and confusion
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 Alertness
Dungeons
Skill Augmentation (Listen and Spot)You can react more quickly when threatened by foes
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
Mutable Body
RoE
Shapechanger subtypeTransmutation spells can be more effective when cast upon you
Mutable Shape
-
Changeling, Charisma 13+, Constitution 13+Your minor shape change ability is more powerful than normal
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
Prickly Thumbs
W&R
Alvari, Changeling, or Gnome, Skill Augmentation (Listen and Spot)You gain a bonus to detect scrying attempts made against you
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
Resourceful
W&R
-You do not suffer circumstance penalties from unfavorable conditions
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
Student of Fortune
PoS
Changeling or Halfling, Intelligence 13+, Wisdom 13+You gain bonuses to surprise determinations and ambushes
Subtle Scrying
BoEM3
Alvari or ChangelingYour scrying efforts are harder to detect
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
Urban Track
PGtRR
-You can track creatures through urban environments

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Tuesday, January 4, 2011

General Rules: Feats - Renowned Courtesan

Renowned Courtesan [Changeling]
You are a courtesan of legendary ability, the subject of many tales and ballads. You are a talented manipulator of other people’s emotions.
   Prerequisite: Changeling.
   Benefit: You can use the Diplomacy skill to produce the following effects:
  • Change an NPCs attitude toward a person other than yourself. The DC is the same as if you were changing the character’s attitude toward you.
  • Inspire love and devotion. If you successfully improve a character’s attitude toward you (only) to helpful, you can choose to cause that character to show romantic interest in you. The character thereafter seeks every opportunity to be near you and makes every effort to win your affection, within the bounds of relatively normal behavior.
  • Inspire hope or despair. With a successful DC 25 Diplomacy check, you can cause a single target to be filled with hope or despair as if affected by the bless or bane spell. In the case of despair, the target can negate the effect with a successful Will saving throw (DC 10 + ½ your Diplomacy ranks + your Charisma modifier). Your caster level is equal to your Hit Dice. This is a mind-affecting extraordinary effect.
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General Rules: Feats - Rapscallion

Rapscallion [Changeling]
Your stunning wit improves the credulity of your frequent lies.
   Prerequisites: Changeling, Intelligence 13+.
   Benefit: In addition to your Charisma modifier, add your Intelligence modifier to all Bluff checks.

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General Rules: Feats - Racial Emulation

Racial Emulation [Changeling]
You can emulate a humanoid more closely with your minor change shape ability.
   Prerequisite: Changeling.
   Benefit: When you use your minor change shape ability to assume the form of a humanoid creature, you can also emulate any of that humanoid's subtypes. Though you do not gain any of the humanoid's traits, you are considered to be a member of that race for all other purposes (allowing you to use magic items or spells keyed to race, for example). You can also ignore the normal penalty on Disguise checks when disguising yourself as a different race (see the Disguise skill description, page 72 of the Player's Handbook). You can only emulate one race at a time, and you always retain the shapechanger subtype.

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General Rules: Feats - Quick Change

Quick Change [Changeling]
You can quickly alter your features and physiology.
   Prerequisite: Changeling.
   Benefit: You can use your minor shape change ability as a move action.
   Normal: Using your minor shape change ability is a full-round action.

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General Rules: Feats - Piercing Sight

Piercing Sight [Changeling]
Your fundamental familiarity with illusions allows you to better recognize them.
   Prerequisites: Changeling.
   Benefit: You gain a +4 bonus on saving throws made to disbelieve illusions (any illusion spell or effect with “disbelief” in the saving throw entry).

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General Rules: Feats - Persona Immersion

Persona Immersion [Changeling]
Your assumption of someone else's physical identity grants you defenses against mental intrusion.
   Prerequisite: Changeling.
   Benefit: While under the effect of your minor change shape ability, if you make a successful save against a divination spell or power of 3rd level or lower, you can generate a misleading result. Though you don't learn the precise spell or power being used against you, you know what type of information is sought and can respond accordingly.

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General Rules: Feats - Neck Hairs Rise

Neck Hairs Rise [Changeling]
You have a sixth sense that warns you of danger.
   Prerequisites: Changeling, Wisdom 13+.
   Benefit: You can make a Wisdom check (DC 20) to avoid being surprised. A successful check allows you to act during the surprise round, even if you would otherwise be surprised.

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General Rules: Feats - Natural Trickster

Natural Trickster [Changeling]
You have greater natural access to your race’s power of illusion.
   Prerequisites: Changeling, Charisma 13+.
   Benefit: Select a 1st level spell from the Illusion school of magic. You may cast this spell, once per day, as a spell-like ability with a caster level equal to your character level and a save DC of 11 + your Charisma modifier.
   Special: This feat may be taken up to three times. Each time, you may select a different illusion spell and gain one daily use of that spell.

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General Rules: Feats - Improved Soft Step

Improved Soft Step [Changeling, Halfling] (from Path of the Sword)
You can move quickly while maintaining your light step.
   Prerequisites: Changeling or Halfling, Dexterity 15+, Soft Step.
   Benefit: You can use all the benefits of Soft Step, except that you may move at your full base speed while maintaining your light footing. In addition, skill check DCs are only increase by two instead of five when using skills and Soft Step together.

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General Rules: Feats - Figment Master

Figment Master [Changeling]
You are acutely aware of even slight differences in sound and vision, and your illusions are finely tuned and ultra-realistic.
   Prerequisites: Changeling.
   Benefit: Your illusion (figment) spells and spell-like abilities gain +1 spell power (+1 on save DCs and a +1 bonus on checks to overcome spell resistance).

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General Rules: Feats - Fast Talker

Fast Talker [Changeling] (from the Book of Roguish Luck)
You have a way with words.
   Prerequisites: Changeling, Charisma 15+, Bluff 6+ ranks.
   Benefit: You can confuse any creature that listens to you for more than a single round with your illogical asides, humorous quips, and daffy logic. The creature is entitled to a Will save (DC 10 + half your character level + your Charisma modifier) to see through the ruse. If the save fails, the target creature takes no action other than defending itself in the following round. You cannot affect a particular creature with this ability for more than a single round.

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General Rules: Feats - All or Nothing

All or Nothing [Changeling, Luck] (adapted from the D&D Wiki)
You benefit from a ridiculous amount luck for one action, or suffer from a ridiculous amount of bad luck.
   Prerequisites: One other Luck feat.
   Benefit: Before you make the initial roll, you can spend a luck point on an attack roll, or skill check or two luck points on a saving throw. If you do you roll 3d20s instead of one and take the best result. However if the final result is 10 or lower you become dazed causing your action to fail. Rolls affected by this feat cannot be altered by luck rerolls or class features allowing further rerolling.
   Special: Unlike most other uses of luck points, this feat uses luck points prior to the initial roll.

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General Rules: Feats - Changeling Phantasist

Changeling Phantasist [Changeling]
You can deftly use a variety of phantasm and patterns to befuddle your foes.
   Prerequisites: Changeling.
   Benefit: Your illusion (pattern) and illusion (phantasm) spells and spell-like abilities gain +1 spell power (+1 on save DCs and a +1 bonus on checks to overcome spell resistance).

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General Rules: Feats - Changeling Lore

Changeling Lore [Changeling]
You have memorized a staggering array of trivia, jokes, bawdy stories, and legends collected throughout the ages by changelings and passed orally to each new generation.
   Prerequisite: Changeling.
   Benefit: You gain a +1 bonus on all Knowledge checks and Perform checks.

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General Rules: Feats - Resourceful

Resourceful [Changeling, General] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
Your natural talent for improvisation allows you to operate normally under any circumstances.
   Benefit: You do not suffer the standard -2 circumstance penalty on skill checks made in unfavorable conditions, such as when using improvised tools.
   Special: This feat has no effect on circumstance penalties greater than -2.

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General Rules: Feats - Danger Sense

Danger Sense [Changeling]
You have the uncanny ability to sense the presence of foes before they reveal themselves.
   Prerequisites: Changeling, Wisdom 15+, Neck Hairs Rise.
   Benefit: When you would ordinarily be surprised, make a Wisdom check (DC 15). If you succeed, you may act in the surprise round as if you had not been surprised.

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General Rules: Feats - Backstabbing Traitor

Backstabbing Traitor [Changeling]
You are descended from an infamous traitor. You are adept at seizing the right moment to act.
   Prerequisite: Changeling.
   Benefit: You get a +2 bonus on Initiative checks, and a +2 bonus on Bluff and Intimidate checks.

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General Rules: Feats - Cultured Courtier

Cultured Courtier [Changeling]
You are descended from a long line of noble, cultured, and sophisticated courtiers. You are skilled in the arts of diplomacy as well as the fine arts.
   Prerequisite: Changeling.
   Benefit: You gain a +2 bonus on Diplomacy and Sense Motive checks, as well as a +2 bonus on a single Craft or Perform skill of your choice.

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General Rules: Feats - Charming

Charming [Changeling, Human]
The character is likable, using his charisma to manipulate and persuade others.
   Prerequisites: Changeling or Human, Charisma 13+.
   Benefit: On the level this feat is taken, the character gains a number of bonus skill points equal to his Charisma bonus. These skill points may only be spent on skills that are based on Charisma. Additionally, he gains +1 skill point (that may only be spent on Charisma-based skills) each level thereafter.

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