Barbarism/Civilization

A major theme of this setting is the struggle between barbarism and civilization. All starting characters either get the Barbaric or Civilized feat as part of their background package. These two feats can only be acquired at first level as part of the background, meaning that no character can be both barbaric and civilized. The main purpose of these feats is to allow access to certain other feats.
Barbaric
You take a +2 bonus to all survival, jump, climb, and swim checks and a -2 penalty to all diplomacy and bluff checks. Barbaric warriors do not have to take Weapon Training at first level. The following feats require the Barbaric feat, in addition to their usual prerequisites: All-out Attack, Diehard, Greater Versatility, Improved Mobility, Improved Versatility, Mobility, Rage, Uncanny Dodge, Versatility
Civilized
You take a +2 bonus to all diplomacy and bluff checks, and a -2 penalty all survival checks. The following feats require the Barbaric feat, in addition to their usual prerequisites: Accurate Attack, Attack Specialization, Connected, Defensive Attack, Diplomatic, Formation Fighting, Greater Attack Specialization, Improved Defense, Smear Campaign

Benefits

What follows is a list of the specific uses of the Benefit feat in this particular setting.
Acolyte
You are an acolyte to an independent sorceror. You can learn from him powers that he knows, although he may dictate the progression of these powers. You are also subject to his orders.

Berserk
Prerequisite: Con +2 or higher, must be Norimanni
You are a member of a Berserk society that attempts to emulate the battle rage of the bear in combat. So long as you do not wear armor, you gain a +2 to toughness saves and do not suffer a defense penalty when entering a rage.

Patrician
Prerequisite: Wealthy, Well-Born, must be taken during character creation
You are among the social elite in Thuman society. You gain a +2 bonus to reputation checks and social interaction skill uses involving any Thuman or Thuman subject. Only Patrician characters can become Senators and attain other notable positions in the Republic.

Priest
Prerequisite: Ranks in Knowledge (theology and philosophy), Dedicated, additional pre-reqs depending on specific priesthood
You are a member of a priestly order. You gain a +2 bonus to reputation checks with followers of your faith. You also gain access to any powers that are known within the order. See the section on Theological Discussion for more information.

Sorcerous Society
You belong to a particular sorcerous society and can learn powers that they know, although they will likely dictate your power progression. You are also subject to the obligations of the given sorcerous society. See the section on Sorcery and Sorerous Societies for more information.

Well-Born
Prerequisite: must be taken during character creation
You were born to a higher status than most. You gain a +2 to reputation checks and social interaction skill uses with any member of your own culture and a +1 bonus to reputation checks and social interaction skill uses with all others.

Reputation Qualities

This setting makes use of the Reputation Quality optional feats described in Chapter 1 of the True20 rulebook. These are excellent options for socially oriented characters.

Caliphate Nights Feats

This setting uses the following feats from Caliphate Nights:
  • Affect the Masses (expert)
  • An Offer You Can't Refuse (expert)
  • Astrometry (expert/adept)
  • Corsair Savvy (expert)
  • Etiquette (expert)
  • Eye For Treachery (general)
  • Navigation (general)
  • True Seeing (adept)

Feats Removed

The following feats are not available in this setting, for reasons of flavor:
  • Imbue Item

New Feats

General Feats

Armored Stealth (general)
When using light armor that you have prepared, you do not apply armor check penalties to your Sneak checks.
Combat Reflexes (general)
You can take a number of Attacks of Opportunity per round equal to your Dex score.
Fling Aside (general)
Prerequisite: Improved Trip, Improved Strike, Improved Throw
On a successful unarmed strike, you may make a trip attack as a free action.
Greater Trip (general)
Prerequisite: Improved Trip
On a successful trip, you may immediately attack the target as if you had not used a standard action to make the trip.
Greater Versatility (general)
Prerequisite: Barbaric, Improved Versatility
The critical threat range of any weapon you use is doubled.
Humanity (general)
Your corruption level is reduced by one.
Improved Mobility (general)
Prerequisite: Mobility
So long as you move at least 10 feet during your turn, you never provoke attacks of opportunity from moving into or out of a threatened area.
Improved Vehicular Combat (general)
Prerequisite: Vehicular Combat
You can make a check to avoid a hit a number of times per round equal to your Dex score.
Improved Versatility (general)
Prerequisite: Barbaric, Versatility
Take no penalty when using weapons for which you have no training.
Mobility (general)
Prerequisite: Barbaric
Tou gain a +4 bonus to your dodge defense against attacks of opportunity provoked by your movement within a threatened area.
Parry Focus (general)
Your parry bonus increases by +1. This feat can be taken multiple times and its benefits stack.
Power Attack (general)
You can take away from accuracy to improve damage. By every two points you reduce your attack bonus, you can inflict 1 point more in damage, up to +3 damage. You can never subtract more points than your base combat bonus.
Showy Defense (general)
When unencumbered wearing no armor or gladiator armor (possibly including a helmet), add your Charisma score as a dodge and parry bonus to defense.
Uncorruptable (general)
You gain a +3 bonus to corruption checks.
Versatility (general)
Prerequisite: Barbaric
Take only a -2 penalty when using weapons for which you have no training.

Adept Feats

Demonic Pact (adept)
You enter into a pact with a demon from the Outer Dark who can teach you arcane secrets. You automatically gain another level of corruption. The demon has a 75% chance (15 or less on a d20) of knowing any regular power you would like to learn. The demon will not have access to any Forbidden Knowledge. You must call the demon each time you desire to learn a new spell in a ritual lasting 24 hours. Each calling requires a corruption check.
Greater Demonic Pact (adept)
Prerequisite: Demonic Pact, 8th Adept level
You enter into a pact with a demon lord from the Outer Dark who can teach you the deepest mysteries of the universe. You automatically gain another level of corruption. The demon lord has a 100% chance of knowing any regular power you would like to learn and a 50% chance of knowing any Forbidden Knowledge power you would like to learn. You must call the demon lord each time you desire to learn a new spell in a ritual lasting 24 hours. Each calling requires a corruption check.
Opportunistic Sacrifice (adept)
Prerequisite: Ritual Sacrifice
You gain the benefit of the ritual sacrifice feat anytime you slay an opponent, by whatever means. The effect only lasts for one minute per adept level, rather than one hour per adept level.
Ritual Sacrifice (adept)
If you successfully kill someone using a coup de grace, you gain a bonus to your power and fatigue checks equal to the person's level. This bonus lasts for one hour per adept level.
Sixth Sense (adept)
Whenever you would normally be surprised in combat, you can make a Wis check (difficulty 15). If successful, you are not surprised and can take an action during the surprise round.
Tortured Sacrifice (adept)
Prerequisite: Ritual Sacrifice
If you torture a victim to death for at least 15 minutes per level of the victim, your bonus to power and fatigue checks is doubled.
Voodoo Doll (adept)
Prerequisite: Craft (fine art, sculpture, etc)
By crafting a doll of the victim, you can increase the familiarity of the target by one category. If you possess some remnant of the person (eyelash, nail, etc), you can weave this into the doll and reduce the familiarity of the target by two categories, instead.

Expert Feats

Favored Terrain (expert)
When in your favored terrain, you gain a +1 bonus to Notice, Search, Sneak, and Survival checks and a +1 bonus to defense. You may take this feat multiple times either for the same terrain or new terrain. The effects for the same terrain stack up to a maximum of +5. The terrains that can be chosen are: Plains/Steppe, Swamp, Hills, Forest/Jungle, or Mountains.
Light-Footed (expert)
Prerequisite: Sneak Attack
When unarmored and unencumbered, you deal +1 more damage on a sneak attack.
Smear Campaign (expert)
Prerequisite: Gather Information and Bluff skill
When spreading rumors, you can successfully change people's reactions to a particular person to one lower category on a successful Bluff check opposed by their Diplomacy check. It takes 1 day per level of the targeted person to attempt a smear campaign.

Warrior Feats

Crushing Grip (warrior)
When engaged in a grapple, by taking a -5 penalty on your opposed grapple roll, you can inflict 1 point of temporary Str, Dex, or Con damage to your opponent if successful.
Formation Fighting (warrior)
When fighting beside someone with this feat, you gain a +1 to defense. This bonus increases to +2 if someone on either side of you has this feat.
Human Shield (warrior)
Prerequisite: Improved Pin
As a standard action in a grapple, you can use your opponent to parry oncoming blows for one round with a successful opposed grapple check. A successful parry means that damage is applied to your grappled opponent.
Improved Mounted Archery (warrior)
Prerequisite: Mounted Archery
You take no penalty for making a ranged attack while mounted.
Mounted Archery (warrior)
Your penalty for making a ranged attack while mounted is reduced by half.