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New_Feats

Page history last edited by Butcher Jackson 16 years, 10 months ago

New Feats

This section is for new feats developed specifically for StarBreak and the Skarn City setting. Since StarBreak characters use the Alternative Feat Progression found in the Game_Mechanics section, you might want to check them out.

 


 

Cultural Feats

 

You exemplify the traits of your native culture. You are also well-versed in knowledge regarding your culture. Most cultural feats give you +1 to three specific skills and make those skills permanent class skills (those skills always cost 1 skill point per rank and have a maximum rank of Hit Dice + 3). In addition, you get +4 to knowledge check regarding your specific culture.

 

You may take a cultural feat at any time, but it must reflect your character's background accurately (i.e., only grey elves may take the Mellikan Cultural Feat). Characters with multicultural backgrounds may apply for multiple cultural feats, at the DM's discretion. The character should have spent a significant amount of time learning the intricacies of any culture he intends to emulate (at least a few years).

 

Behind the Curtain: Cultural Feats

Cultural feats are intended to provide players with a number of benefits for investing precious feats in their character's background. The fact that Cultural Feats turn three skills into permanent class skills provides a significant benefit to classes with poor skill selections, and the +1 bonuses provide a little extra edge to characters who already have the skills at maximum ranks. Naturally, a culture who excels at a certain skill will produce individuals who are just a little better at performing that most.

 

While many DMs whose use many different cultures give a bonus on knowledge check regarding a PCs native culture already, these feats just set it in stone. Since the bonus isn't actual ranks, PCs will still need to be trained to know more than common knowledge, but will know almost all the common knowledge regarding their culture.

 

While at first it seems these feats should only be available at 1st level, there is no good reason to penalize players who wish to get more involved in the game world. Picking up a cultural feat after 1st level can signify a latent talent coming to the surface or the character's background suddenly shining through in the face of exposure to another culture. In fact, picking this feat up after first level can generate more interesting roleplaying situations.

 

Cultural Icon

You so exemplify your native culture that you become an unofficial representative of it.

 

Prerequisites: Any Cultural Feat and 6 ranks each in that culture's associated skills.

 

The skill bonuses from your cultural feat increase to +3. In addition you gain a +4 to all charisma based checks with individuals who share your culture.

 

Special: Merkese characters must have bought three languages with skill points to qualify for this feat (in addition to the skill rank requirements). This feat grants Merkese characters two additional languages in addition to the other benefits.

 

Gharanese (Cultural)

"..."

Your life began in the hidden depths of the Gharun Jungle.

 

You gain a +1 bonus to Hide, Knowledge: Nature, and Move Silently. These skills are always treated as class skills for you (add them to the class skills list of any classes you take).

In addition, you get a +4 bonus to any knowledge check regarding Gharanese culture.

 

Gurd (Cultural)

"Did you know that it's warmer under the snow, Southlander? No, of course you didn't, which is why you are freezing to death in your civilized little tent."

You hail from the cold reaches of the Gurd Lands.

 

You gain a +1 bonus to Intimidate, Knowledge: Nature, and Survival. These skills are always treated as class skills for you (add them to the class skills list of any classes you take).

In addition, you get a +4 bonus to any knowledge check regarding the various Gurd tribal cultures.

 

Haloran (Cultural)

"Let me tell you a story my father gave me."

You bring from Halorad the legends your people have taken from the world, and you are eager to bring back a few of your own.

 

You gain a +1 bonus to Gather Information, Perform: Storytelling, and Survival. These skills are always treated as class skills for you (add them to the class skills list of any classes you take).

In addition, you get a +4 bonus to any knowledge check regarding Haloran culture.

 

Hellek (Cultural)

You hail from Hellek, the heart of the Krydian Empire.

 

You gain a +1 bonus to Diplomacy, Knowledge: Nobility and Royalty, and Knowledge: History. These skills are always treated as class skills for you (add them to the class skills list of any class you take).

In addition, you get a +4 bonus to any knowledge check regarding Hellek's unique culture.

 

Holy City Makril (Cultural)

You are from Makril, the seat of the Krydian Church of Pelor.

 

You gain a +1 bonus to Knowledge: Religion, Knowledge: the Planes, and ANOTHER SKILL. These skills are always treated as class skills for you (add them to the class skills list of any class you take).

In addition, you get a +4 bonus to any knowledge check regarding Makril's unique culture.

 

Imperial Naranese (Cultural)

"Indeed your demeanor suggests otherwise. Perhaps we should discuss this further in private."

You have always known the Imperial courts of Naran, and are skilled in maneuvering your way through them.

 

You gain a +1 bonus to Diplomacy, Knowledge: Nobility and Royalty, and Sense Motive. These skills are always treated as class skills for you (add them to the class skills list of any classes you take).

In addition, you get a +4 bonus to any knowledge check regarding the culture of the courts of Imperial Naran.

 

Krydian (Cultural)

"The World is my oyster."

Krydians are generally knowledgable about the world at large, especially news and gossip. They also boast some of the greatest cartographers and explorers.

 

You gain a +1 bonus to Knowledge: Local, Knowledge: Geography, and Gather Information. These skills are always treated as class skills for you (add them to the class skills list of any class take).

In addition, you get a +4 bonus to any knowledge check regarding Krydian culture.

 

Mellikan (Cultural)

Prerequisite: Grey Elf

You've brought a greater understanding of arcane magic from the misty isle to the dark, savage world outside.

 

You gain a +1 bonus to Concentration, Knowledge: Arcana, and Spellcraft. These skills are always treated as class skills for you (add them to the class skills list of any classes you take).

In addition, you get a +4 bonus to any knowledge check regarding Mellikan's culture.

 

Merkese (Cultural)

"Do you know any Yuan-ti or possibly Ignan? What does this hand look like to you?"

You've ventured from the Merkon Jungle out into the world at large on a quest for knowledge in all forms.

 

You gain a +1 bonus to Craft: Bookbinding and Decipher Script. In addition, you gain either one additional language or Literacy (if you are illiterate, you must choose literacy). These skills and Speak Language are always treated as class skills for you (add them to the class skills list of any class you take).

In addition, you get a +4 bonus to any knowledge check regarding Merkese culture.

 

Rasharan (Cultural)

"Come on! Don't tell me you ride like that?!"

You were raised in Rashar among the world's best horsemen, and your relationship with your mount is legendary.

 

You gain a +1 bonus to Handle Animal, Hide, and Ride. These skills are always treated as class skills for you (add them to the class skills list of any classes you take).

In addition, you get a +2 bonus to any knowledge check regarding Rasharan culture and the ownership of a light warhorse or warpony.

 

Skarn City (Cultural)

"Watch yourself, skinner."

You call the largest city in the world home, and have learned how to get along with people of all sorts.

 

You gain a +1 bonus to Diplomacy, Gather Information, and Sense Motive. These skills are always treated as class skills for you (add them to the class skills list of any class you take).

In addition, you get a +4 bonus to any knowledge check regarding Skarn City's "culture".

 

Takaian (Cultural)

"What?"

You have survived the Takai Wastes from your birth, and have grown up in the Wastes' isolated and nomadic tribes. You don't have much to say, but you know that you're tougher than any outsider.

 

You gain a +1 bonus to Heal, Intimidate, and Survival. These skills are always treated as class skills for you (add them to the class skills list of any classes you take).

In addition, you get a +6 bonus to any knowledge check regarding the limited culture of the Takai Wastes.

 

Xardan (Cultural)

"Time is money, so don't waste my money."

You come from the nation of guilds. Unless you are an exile or expatriate, this feat grants you membership in one of Xarda's prolific guilds.

 

You gain a +1 bonus to Appraise, one Craft skill, and one Profession skill. These skills are always treated as class skills for you (add them to the class skills list of any class you take).

In addition, you get a +4 bonus to any knowledge check regarding Xardan culture.

 

General Feats

 

Note that Dodge and Two-Weapon Fighting are slightly enhanced in StarBreak Campaigns.

 

Light Weapon Dodger

You are adept at dodging the quick attacks of light weapons.

Prerequisite

Dodge

Benefit

You gain a +2 dodge bonus to Armor Class against attacks made against you with light melee weapons.

Special

A fighters may select Light Weapon Dodger as a Bonus Feat.

 

One-Handed Weapon Dodger

You are trained at evading the thrusts, slashes, and swings of one-handed weapons.

Prerequisite

Dodge

Benefit

You gain a +2 dodge bonus to Armor Class against attacks made against you with one-handed melee weapons. One-handed weapons weilded in two hands still incur this effect, but weapons which are designed for one or two-handed use (such as the Dwarven Waraxe or the Bastard Sword) only incur this effect when used one-handed.

Special

A fighters may select One-Handed Weapon Dodger as a Bonus Feat.

 

Two-Handed Weapon Dodger

You are skilled at avoiding the mighty swings and crushing blows of two-handed weapons.

Prerequisite

Dodge

Benefit

You gain a +2 dodge bonus to Armor Class against attacks made against you with two-handed melee weapons. Two-handed weapons weilded in one hand (such as through the Monkey Grip feat) still incur this effect, but weapons which are designed for one or two-handed use (such as the Dwarven Waraxe or the Bastard Sword) only incur this effect when used two-handed.

Special

A fighter may select Two-Handed Weapon Dodger as a Bonus Feat.

 

Missile Dodger

Your eye can determine the path of an arrow mid-flight, and your feet get you out of the way.

Prerequisite

Dodge

Benefit

You gain a +2 dodge bonus to Armor Class against ranged attacks made against you. This includes missile weapons, throwing weapons, and spell effects requiring ranged attack rolls, but not against weapons not designed to be thrown.

Special

Fighters may select Missile Dodger as a Bonus Feat.

 

Natural Attack Dodger

You've learned how to keep claws, fangs, and horns just inches away.

Prerequisite

Dodge

Benefit

You gain a +2 dodge bonus to Armor Class against melee attacks against you made with natural weapons.

Special

A Fighter may select Natural Attack Dodger as a Bonus Feat.

Comments (12)

Anonymous said

at 11:04 am on Feb 21, 2007

Comment on Takaian +6 to cultural knowledge: Their culture is limited mostly to survival and less to handiworks, arts and crafts, literature, history, etc. so I thought the +4 should be increased to +6. Add to this the probable rarity of someone having to actually _roll_ to make a Takaian culture check and I think it's pretty fair.

Anonymous said

at 11:23 am on Feb 21, 2007

Comment on Rasharan light warhorse: Yeah, it's powerful giving a character a 150gp light warhorse at level one, but the feat can only be taken at level one and I figured if someone's going to be representative of their people a Rasharan can't be a true Rasharan without a light warhorse; 150gp is a lot at level 1, but by level 1.2 it's pittance. And it's 150gp in the form of a horse, which is 75gp for anything else, if a person _really_ wanted to sell it at character creation. DM Fiat would bar that, of course.

Anonymous said

at 11:39 am on Feb 21, 2007

Also, the Ride/Handle Animal becoming permanent class skills only benefits Bards, Clerics, Rogues, and Sor/Wiz; Ride and Handle Animal are quite common. Also, Bards and Rogues already have Hide as a class skill; Really, these feats allow some base classes meet skill prereqs for feats and prestige classes that the base classes might be otherwise prohibited from.

And every small bonus to a skill helps.

Anonymous said

at 1:20 pm on Feb 21, 2007

Actually these feats can be taken after 1st level (see the Behind the Curtain as for why).

Anonymous said

at 2:50 pm on Feb 21, 2007

As Cultural Icon depends on (cultural) feats, why is it not a (cultural) feat?

Anonymous said

at 3:55 pm on Feb 21, 2007

ummm.... version compatability issues?

I made it seperate so that the Cultural feats weren't broken up in the middle by cultural icon. Also, it doesn't follow the formula for cultural feats. On the other hand, I guess it would go at the front instead of the middle ("you can't beat alphabetical order, it's the only order letters come in").

Butcher Jackson said

at 10:30 am on Mar 6, 2007

I'm considering revising cultural icon to give PCs a low-level class ability such as bardic knowledge. I'm not sure if it needs this in addition to what's there or in exchange for lower bonuses. I'm still not confident these feats measure up against power attack and improved init.

Butcher Jackson said

at 10:47 am on Mar 6, 2007

here's what I got so far: Fearless (Takaian), Trapfinding (Gharun), Bardic Knowledge (Haloran), Animal Companion (Rasharan), Rage (Gurd), Still Mind (Naran), Turn Undead (Makril, Talria), Woodland Stride (Merkese).

Butcher Jackson said

at 1:26 pm on Mar 7, 2007

I changed Xarda's quote. I liked the old one a lot, but the fact that it was a direct rip-off from WoW goblins bothered me quite a bit. I hope this new one is just as fun.

Anonymous said

at 8:52 am on Jun 1, 2007

Love the new dodge feats (isn't it funny that basically every implementation of d20 outside the basic system, from Star Wars to even the 3rd edition computer games, use that type of dodge?).
Here's my question: Would it be even better to add a bit to the dodge feats so that they go even further when fighting defensively? (See 2WDef) Or perhaps add an "Improved Combat Expertise" that reqs Dodge Dex 14, Int 14 and gives 2 for 1?

Anonymous said

at 8:55 am on Jun 1, 2007

And perhaps a feat that reqs ImpCombExp and Weapon Finesse and gives 3 for 1 when unarmored?

Maybe I should just do an alt-fighter or a prestige class.

Butcher Jackson said

at 5:05 pm on Jun 1, 2007

Improved Combat Exp just lets you go over the +5 limit. harsh eh? The DnD computer games use dodge that way b/c it's impossible for PCs to declare dodge in a computer game without absolutely disrupting gameplay. Hmmm, wonder why that would be?

I wanted to keep the Dodger feats simple, being good enough not to need extra boosts. AC boosters get pretty hairy at higher levels, but there's really only one feat (until now) that improves your AC at all. I worry that Natural Attk Dodger might be very powerful, but I think picking good feats is part of playing the game.

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