Showing posts with label Savage Humanoid Feats. Show all posts
Showing posts with label Savage Humanoid Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Brain Damage

Brain Damage [General, Savage Humanoid] (adapted from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
A head wound has left you rattled but serenely unaffected by spells that attack the mind.
    Prerequisites: Savage Humanoid.
    Benefit: Your Intelligence score is set to 3, and your Wisdom and Charisma scores are set to 1, but you gain immunity to mind-affecting spells and effects as a result of your near mindlessness.

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General Rules: Feats - Shorewalker

Shorewalker [General, Savage Humanoid] (adapted from the Seafarer's Handbook)
You are an experienced traveler of the surface world.
   Prerequisites: Savage Humanoid, member of a native aquatic race.
   Benefit: You have trained in combat on land as well as underwater, and have learned to use your senses properly when venturing into the dry lands. This has the following effects:
  • You suffer no Search, Spot, or Listen penalties when on land.

  • You do not suffer the -1 circumstance penalties to attack rolls or Armor Class.

  • You suffer only a -2 circumstance penalty on Jump and Tumble checks when on land.
The problems with aquatic armor on land cannot be overcome by skill or training; this is why land dwellers rarely see armored sea folk on dry land.

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General Rules: Feats - Keen Scent

Keen Scent [General, Khülen, Savage Humanoid]
Your sense of smell rivals a bloodhound.
   Prerequisites: Scent or the scent ability, Wisdom 15+.
   Benefit: Your scent ability has a range of 60 feet instead of 30 feet.
   Special: You can only take this feat at 1st level.

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General Rules: Feats - Scent

Scent [General, Khülen, Savage Humanoid]
Your sharp sense of smell allow you to detect and even track creatures by their odor.
   Prerequisites: Khülen or Savage Humanoid, Wisdom 11+.
   Benefit: You gain the scent ability.
   Special: You can only take this feat at 1st level.

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General Rules: Feats - Deadly Spittle

Deadly Spittle [Monstrous, Savage Humanoid, Scaled One] (adapted from Serpent Kingdoms)
You can use your spit attack against multiple opponents.
   Prerequisite: Spit Venom, spit attack, or spittle attack.
   Benefit: You can spray your spit in a 15-foot cone-shaped burst.

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General Rules: Feats - Karmic Healing

Karmic Healing [Savage Humanoid, General] (from Dragon Magazine #351)
You may channel your ki power into healing and banishing weariness from your body.
   Prerequisite: Ki power.
   Benefit: You can spend one daily use of ki power to heal yourself a number of hit points equal to half your class level in the class that gives you ki power (minimum 1) multiplied by your Wisdom bonus. Alternatively, you may instead spend one daily use to remove the fatigued condition or reduce the exhausted condition to fatigued.

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General Rules: Feats - Filthy

Filthy [General, Savage Humanoid] (adapted from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Your diet and poor hygiene have made you resistant to poison and disease.
    Prerequisites: Savage Humanoid, Charisma 9-.
    Benefit: You receive a +2 circumstance bonus on all saves against poison and disease.
    Special: You may only take this feat at 1st level.

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General Rules: Feats - Tailed Running

Tailed Running [Savage Humanoid] (adapted from the Vigil Watch: Secrets of the Asaatthi; originally Asaatthi Running)
Your limber physiology allows you to run faster than most other humanoids.
   Prerequisites: Muscular tail with length equal to at least ⅓ your height, digitgrade stance, Run
   Benefit: When running, you move six times your normal speed if wearing light or no armor and carrying no more than a light load, or five times your speed if wearing medium or heavy armor or carrying a medium or heavy load. You retain the bonus to Jump checks and the Dexterity bonus to armor Class from the Run feat. If you make a jump after a running start, you increase the distance or height cleared by one half. Your jump distance cannot exceed the maximum distance possible.

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General Rules: Feats - Tail Slam

Tail Slam [General, Savage Humanoid] (adapted from the Seafarer's Handbook)
You are trained to use your powerful tail and flukes as a weapon.
   Prerequisites: Savage Humanoid, native aquatic humanoid with a tail.
   Benefit: You may make a powerful sweep with your tail to slam opponents backward. The opponent must be within 10 fete of you and there must not be anyone directly between you and the target. You and the defender make opposed Strength checks. You gain a +4 bonus for each size category greater than Medium and a -4 penalty for every size category below Medium that you are. The defender gets a +4 circumstance bonus if he has more than 10 ranks in Swim. If the defender loses the Strength check, he is shoved back 5 feet, provoking an attack of opportunity if he enters another character's threatened area.

You do not need to move to use the Tail Slam. In many cases, your tail never actually touches your opponent, as the maneuver creates a powerful surge of water that can bowl the target over. anyone slammed while casting a spell must make a Concentration check (DC 10 + spell level + the number of points by which the target failed the opposed Strength check).

Using this feat is a standard action that provokes attacks of opportunity. This feat may only be used underwater and can only affect underwater targets.

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General Rules: Feats - Ki Smite

Ki Smite [Savage Humanoid, General] (from Dragon Magazine #351)
You may channel your ki power into melee attacks.
   Prerequisite: Ki power, sudden strike ability +2d6.
   Benefit: You can spend one daily use of ki power to grant yourself a bonus on your next melee attack roll equal to your Wisdom bonus. You also deal extra damage equal to your zloděj level plus your current pool of ki power uses not counting the ki use spent to activate this feat.

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General Rules: Feats - Home Schooling

Home Schooling [General, Savage Humanoid] (adapted from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Your parents gave you the rudiments of an education.
    Prerequisites: Orc or Half-Orc, Barbarian 1st+ level.
    Benefit: You gain any one Knowledge skill as a class skill, and you know how to read and write any language you can speak.
    Normal: Barbarians are illiterate.
    Special: You may only take this feat at 1st level.

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General Rules: Feats - Gullet

Gullet [General, Savage Humanoid] (adapted from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Your can swallow an object and keep it hidden in an internal pouch.
    Prerequisites: Savage Humanoid, Medium size or larger.
    Benefit: You can swallow up to 1 cubic foot of material per point of your Constitution score. Swallowing or retrieving objects takes a base time of 1 minute, regardless of size, but an Escape Artist check can speed it up. Consult the following table:

Escape Artist Check
Time
10 or less
1 minute
11 - 15
5 rounds
16 - 20
2 rounds
21 - 25
1 round
26 or more
Partial action

Items are stored in an inert fleshy pouch that conceals them from detection as the obscure object spell. This is an extraordinary ability. This pouch is a normal part of savage humanoid anatomy, but you have gained limited control over it. Hidden items do not take damage from stomach acid nor come into contact with any damaging bodily fluids. Normal objects, even weapons and sharp items, cause you no harm while they are so concealed. You are harmed by objects that are corrosive, poisonous, diseased, produce energy of some sort, or are animated. You automatically fail any saving throw you are called upon to make by such cargo.

Any object stored in this gullet for more than a day becomes a bit gamey, but it can remain in storage for up to six weeks before it must be removed. If left inside any longer, the item becomes embedded in the pouch's tissues, requiring a successful DC 25 Heal check to cut it free. If the check fails, the healer can try again, but each check (successful or not) deals 1d4 points of damage to you.

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General Rules: Feats - Great Lungs

Great Lungs [General, Khülen, Savage Humanoid] (adapted from the Seafarer's Handbook)
You can hold your breath longer than the average person.
   Prerequisites: Constitution 13+, Endurance.
   Benefit: You can hold your breath for a number of rounds equal to four times your Constitution score.
   Normal: Characters lacking this feat can hold their breath for a number of rounds equal to only twice their Constitution score.
   Special: Only khülen characters with the truedive trait may take this feat as a khülen racial feat.

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General Rules: Feats - Caudal Lure

Caudal Lure [Fighter, General, Savage Humanoid, Scaled One] (adapted from Vigil Watch: Secrets of the Asaatthi)
Some snakes keep their bodies till or hidden but for the twitching tips of their tails to attract prey. You have adapted this trick to combat, your tail darting and wriggling to distract foes.
   Prerequisite: Intelligence 13+, Dexterity 13+, Combat Expertise, Improved feint, flexible tail.
   Benefit: You gain a +1 dodge bonus to Armor Class and may add your Dexterity bonus (in addition to your Charisma bonus) to your Bluff checks when you attempt a feint in combat. You lose these bonuses under any condition that makes you lose your Dexterity bonus to Armor Class. Dodge bonuses stack.

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General Rules: Feats - Amphibious Endurance

Amphibious Endurance [Savage Humanoid] (adapted from the Seafarer's Handbook)
You have steeled your body to the rigors of life on land and learned how to breathe air for longer periods than is normal for your race.
    Prerequisites: Savage Humanoid, must be a member of a water-breathing race such as sahuagin.
    Benefit: You can survive out of water for two hours per point of Constitution after which the effects of suffocation begin.
    Normal: Water-breathing character without this feat should refer to their racial description to determine how long they can remain on land without suffocating.

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General Rules: Feats - Deathwalker

Deathwalker [General, Savage Humanoid] (from AEG's Feats)
You are a killing machine, and among the most feared of any barbarian tribe members, capable of unnerving even the most hardened chieftains.
   Prerequisites: BAB +1, ability to rage
   Benefit: You gain a +4 bonus to any saving throws involving magical fear and a +4 bonus on all Intimidate and Sense Motive checks.
   Special: This feat can only be chosen at 1st level. In some cases, the DM may allow an established character to take this feat should roleplaying or campaign development prove it logical.

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General Rules: Feats - Plague Rat

Plague Rat [General, Savage Humanoid] (adapted from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
You carry a nasty disease which you can spread by attacking with your natural weapons.
    Prerequisites: Savage Humanoid, Filthy, Base Fortitude Save +3.
    Benefit: When you make an unarmed attack that deals damage, your opponent must make a Fortitude save (DC 10 + your Hit Dice + Your Constitution modifier) or be infected with filth fever.

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General Rules: Feats - Tail Walking

Tail Walking [General, Savage Humanoid] (adapted from the Seafarer's Handbook)
You have learned to use your tail while out of water somewhat more gracefully than most of your kind.
   Prerequisites: Savage Humanoid, native aquatic humanoid with a tail.
   Benefit: Your base land speed increases to 10 feet.

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General Rules: Feats - Intuitive Trapsmith

Intuitive Trapsmith [Savage Humanoid, General] (from Dragon Magazine #351)
You rely upon intuition instead of intellect when searching rooms or disabling a trap.
   Prerequisite: Ki power.
   Benefit: You add your Wisdom bonus rather than your Intelligence bonus to all Search checks and Disable Device checks. Using this feat does not expend a daily use of your ki power. Its effects are always active.

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General Rules: Feats - Positional Advantage

Positional Advantage [General, Savage Humanoid] (adapted from the Seafarer's Handbook)
You are highly skilled at combat maneuvering underwater.
   Prerequisites: Swim 1+ ranks, BAB +4.
   Benefit: You may attempt to gain a positional advantage (see the Seafarer's Handbook, page 48) against two opponents simultaneously. You make a single Swim check with a -2 circumstance penalty for each additional opponent, while all of your opponents make seperate checks. The results are applied independently, thus, you might end up gaining an edge on one foe whole inviting an attack of opportunity from another.
   Special: Only creatures with a natural Swim speed may take this feat as a racial feat. You may take this feat more than once. Each time you take this feat, you increase by one the number of melee opponents you can attempt to gain positional advantage against.

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