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Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character’s race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.

Below is a listing of new and/or changed Feats that fit into the Traykon Campaign. Other feats can be found in the Core Rulebook as well as various suppliments. Please check with your Game Master (DM) before taking any feat to confirm that the feat is allowed in the campaign.

Cast Ritual (General)

You know how to lead a ritual that simulates magical spells and abilities.

Prerequisites: 1 skill rank in Knowledge (ritual)

Benefit: You can now perform rituals that mimic magical affects. You also have the ability to lead others in these rituals.

Concealing Tracks (General)

Prerequisites: Track class ability, 5 or more ranks in Survival, Wisdom 13+

Benefits: The character may make a Survival check and compare the results to table 1-1: Ability Modifiers and Bonus Spells in the Player's Handbook. The resulting modifier is added (or subtracted) from the DC for creatures trying to track you. (This is cumulative with the +5 DC for the Tracked party hides trail condition modifier.) You must move at 1/2 your normal speed to be able to use this feat. Moving faster than allowed results in a -10 modifier to your Survival check.

Craft Magic Tatoo (Item Creation)

Prerequisites: Caster Level 9th, 5 or more ranks in Craft (Painting)

Benefits: You can apply your magic and artistry together to create a magic tattoo. The tattoo is created to emulate the effects of a single spell as if ti were a spell like ability. The base price for a tattoo of this nature is spell level x caster level x 400 gp. Crafting a magic tattoo takes one day for each 1,000gp of its base price. To craft a magic tattoo, you and the recipient must each spend 1/25th of its base price in XP and use up raw materials costing half of the base price.

Special: The power of the tattoo can only be used once each day. The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell) or a similar method). The act of casting remove curse only takes away the magic. The tatoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.

Create Infusion (Item Creation)

Prerequisites: Caster level 3rd, 4 or more ranks in Survival

Benefits: Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is the spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price. Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion.

Disarming Looks (General)

Your physical appearance can fool other people into ignoring your other attributes, abilities, or faults.

Prerequisites: Charisma 15

Benefits: Once per day you may reroll any Bluff, Diplomacy, or Intimidate check in which your gender and physical appearance may apply (such as a seduction or convincing a guard of the opposite sex to let you by). You must accept the results of the second roll, regardless of the outcome.

Extra Rune (Metamagic)

You have uncovered a new rune of power.

Prerequisites: Runeweaver class level.

Benefit: Add one effect rune from your rune list to your list of runes known. This is in addition to the number of runes normally gained at each level. You may instead add two runes from your rune list to your list of runes known, but both of these runes must be at least one level lower than the highest level Rune you can cast. Once made, these choices cannot be changed.

Special: You can take this feat multiple times.

Meta Rune Mastery (Metamagic)

You are skilled at using meta rune to enhance your runeweaver ability.

Prerequisites: Runeweaver class level.

Benefit: You can use meta runes three additional times per day. In addition, select one additional meta rune and add it to your list of words known.

Seductive (General)

You are aluring and know how to use your sexuality to get what you want.

Prerequisites: Charisma 15

Benefit: You get a +2 bonus on Charisma based skills and ability checks against intelligent (Int 3+) living creatures of a chosen gender.

Special: You make take this feat a second time and choose the other gender.

Sterile (Background/General)

Due to a biological quirck from birth or an injury, you are unable to reproduce.

Benefits: Though you can have and enjoy sex, you can never get pregnant (if female) or make someone pregnant (if male). If from a species that goes through a period of heat or rut, you do not go into heat.

Terrain Specialization (General)

Prerequisites: This feat may only be taken at first level and only by someone with the ranger class. When this feat is taken, choose a primary terrain. This feat may only be taken once.

Benefit: The ranger gains a +2 circumstance bonus to Perception, Stealth, and Survival checks while in their primary terrain. Attempts to track the Ranger while in his primary terrain have a +2 DC.

Special: A primary terrain needs to be specific. Although a ranger may have a primary terrain of "woodland," he will not get the circumstance bonus to jungle, hill, or forest terrain. Woodland denotes a wooded area that is "groomed" and kept free from debris. DMs are encouraged to be specific when defining the primary terrain. Just as all deserts are not the same, neither are forests or swamps.