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...THE
STUFF
Eight New Feats
Here
are a few new feats. The first is a special one, usable
only by the DM's permission. Dreamspeaking should
only be used in campaigns where magical dreams of
some importance are fairly common. Prophetic dreams
are a frequently used plot device; this feat simply
makes for a way to handle the plot device within the
bounds of the rules. The rest are all inspired by
existing D&D feats -- a number of them are based on
the same idea as Alertness.
Dreamspeaking
[General]
Sometimes dreams are important missives sent from
above, or from within. You can interpret the dreams
that you have, or that others have.
Prerequisite: Wis 15
Benefit: When someone tells you about a dream,
or when you consider your own dream, you can tell
automatically if it was a dream of importance, also
known as a "sending" dream. If it is a sending dream,
you can attempt a Wisdom check (DC 15) to interpret
its meaning. If your Wisdom check succeeds, the DM
should give you some clue as to the meaning of the
dream. For example, a character might dream of a threatening
rider dressed in black, surrounded by ravens. On a
successful Wisdom check, the player learns that the
dream foretells an encounter with a foe named "raven."
Later the party does indeed go up against a villain
named Kevris Killraven. Retries are not allowed.
Ranged Expertise
[General]
You are trained at using your ranged combat skill
for defense as well as offense.
Prerequisite: Int 13
Benefit: When using an attack action or full
attack action with a ranged weapon, the character
can take a penalty of as much as 5 on the attack
and add the same number (up to +5) to his or her Armor
Class against either ranged or melee attacks. This
number may not exceed the character's base attack
bonus. The changes to attack rolls and Armor Class
last until the character's next action. The bonus
to the character's Armor Class is a dodge bonus.
Forced
Swiftness
[General]
You can run when encumbrance and armor otherwise would
not allow it.
Prerequisite: Str 13
Benefit: You can run when the armor you are
wearing or the amount of gear you are carrying normally
would prevent you from running.
Nimble
Fingers
[General]*
You have dexterous fingers and good hand-to-eye coordination.
Benefit: You gain a +2 bonus to Disable Device
and Pick Lock checks.
Athleticism [General]*
You use your physique and agility to their utmost.
Benefit: You gain a +2 bonus to Climb and Jump
checks.
Agile Limbs [General]*
You are limber and dexterous, allowing you to move
gracefully.
Benefit: You gain a +2 to Balance and Move
Silently checks.
Outdoorsman [General]*
You are trained particularly well for life in the
wild.
Benefit: You gain a +2 bonus to Handle Animal
and Survival checks.
Magical
Talent
[General]*
The mystical and eldritch secrets are clear to you.
Benefit: You gain a +2 bonus to Knowledge (arcana)
and Spellcraft checks.
*These
last five feats work best when you adopt the house
rule that the feat Skill Focus adds +3 to a skill
rather than the listed +2.
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