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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:
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.
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