I mentioned above about a free
Regional Feat for players. I didn't want to get bogged down on limiting myself, and the players, to a finite world. So instead I have
Background Feats that players can select at character creation. The list of feats below are only available at
1st Level. So pick wisely. I'm giving all players TWO
FREE feats from the list below. If you like, you could also use the bonus free feat you get a first level and have a total of three Background Feats!
Of course there is a catch. To receive your two background feats, you are required to write a short background story on your character. It doesn't have to be too detailed, but your biggest adventure (where you would have gained items and leveled up) should be included. If you do not write a background, you only gain a single background feat for free. Plus the players that do write a background story and post it on the forums will also receive a magical item, the
Ring of Stability.
BACKGROUND FEATS
ArtistYou come from a culture in which the arts, philosophy, and music have a prominent place in society.
Benefit: You gain a +2 bonus on all Perform checks and to one Craft skill that involves your art (your choice) such as calligraphy, painting, sculpture, or weaving.
Badge of BondageYour experiences as a slave have made you more resistant to torture and mental manipulation.
Prerequisite: Your body must bear some obvious sign of your former bondage—whip scars on your back, an owner’s brand on the neck, or the like.
Benefit: You receive a +1 insight bonus on all Fortitude and Will saves. You also receive a +2 competence bonus on Bluff checks.
Blood of KorYou’re distantly related to the god Kor, who often takes a mortal woman as his lover. While Kor’s immediate offspring develop a host of power and abilities, the effects upon your blood are much more subtle.
Prerequisite: Ability to rage.
Benefit: When you rage, you gain a pool of 2 bonus damage points per character level, to be added to the damage of any successful melee attack made during your rage. Bonus damage to a single attack may not exceed half your character level (to a minimum of 1, even at 1st level), but the damage may otherwise be doled out from the pool in any increment of full damage points you desire. This bonus damage is not multiplied on a critical hit. Undesignated bonus damage is lost when your rage ends. You must declare the addition of bonus damage after you hit but before damage is rolled.
Born FollowerYou excel when directed by a natural leader.
Benefit: You gain a +2 morale bonus on attack rolls and on saving throws against fear effects within 30 feet of an ally with the Leadership feat.
Born Under a SignYour birth was marked by a peculiar astrological event, or possibly a volcanic eruption. For whatever reason, you tend to score critical hits less often, but when you do they are more spectacular.
Benefit: Whenever you score a successful critical hit, roll a d6. On a roll of 1-3 the hit is instead treated as a normal hit, and damage is resolved normally. On a roll of 4-6 the multiplier is increased by 1. For example, if a critical hit would deal x2 damage, it deals x3 damage instead.
Special: If you have selected the Startouched Feat, your d6 roll of 1-3 results in a regular critical hit during the time of your astrological sign.
Courteous MagocracyYou were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods.
Benefit: You receive a +2 bonus on all Diplomacy and Spellcraft checks.
From the GutterYou have dragged yourself up from poverty through sheer perseverance, gritty toughness, and occasional thievery.
Benefit: You gain a +1 bonus to Will saves, +1 hit point, and a +1 bonus to Sleight of Hand skill checks.
Kalaar’s WayYou share an intimate bond with the transcendental spirit of the forest lands.
Benefit: You get a +3 bonus to Hide and Survival checks made in woodland areas. You also get a +4 bonus on attacks against enemies who have cover from trees or plants (essentially invalidating the target’s cover bonus). You still cannot hit creatures with total cover.
Magical TrainingYou come from a land where basic magic is taught to all with the aptitude for it. Every crafter and laborer, it seems, knows a cantrip or two to ease her work.
Prerequisite: Intelligence 10+
Benefit: You may cast the 0-level arcane spells
dancing lights,
flare and
mage hand once per day each. You have an arcane spell failure if you wear armor. You are treated as a 1st level Mage for determining the range and duration at which these spells can be cast.
Mercantile BackgroundYou come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity..
Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on all skill checks in the Craft or Profession skill of your choice.
Mind Over BodyThe arcane spellcasters of some lands have learned to overcome the frailties of the body with the unyielding power of the mind.
Prerequisite: Must be a Mage.
Benefit: At 1st level, you may use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points. You gain +1 hit point every time you learn a metamagic feat.
Mysterious HeritageSomewhere in your ancestry was a mysterious figure of great power. You have inherited some of that power.
Benefit: You gain a +1 bonus to Intimidate checks. Add +1 to the save DC to resist your Enchantment spells.
No IdentityYou are a living cipher. Thanks to your unremarkable appearance, attitude, and other factors no one knows or well remembers anything about you. Even you don’t know anything about your background or ancestry.
Benefit: Your unremarkable nature grants you a +2 bonus to Disguise checks, as well as to Hide checks to blend into a crowd. Gather Information checks made to learn about you suffer a –4 penalty.
Noble SoulYour strength of spirit and forthrightness bolsters your resolve and draws others toward you.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.
Orc BloodedSomewhere in the shadowy boughs of your extended family tree is an orc. The creature’s influence on your heritage isn’t enough to make you a half-orc, but enough to give you slightly porcine features, chronic bad breath, and a nasty temperament.
Benefit: You gain darvision up to 30 feet. Barbarian is no longer a restricted class for you. You are not considered an orc for effects related to race.
Raised by WolvesYou were raised by animals. Seriously!
Benefit: You gain a +2 bonus to both Strength and Constitution. You also suffer a -2 penalty to Intelligence, Wisdom, and Charisma, and you are illiterate, as per the Barbarian class.
Snake BloodThe taint of the yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more—or less—than entirely normal.
Benefit: You get a +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
StartouchedYour destiny is intertwined with your astrological sign, giving you an innate talent for certain tasks.
Prerequisite: Born under appropriate astrological sign.
Benefit: You gain a bonus on all skill checks involving your optimal career.
Special: This feat allows a character to use, and with the appropriate feats and skills, to craft star forged items of your astrological sign.
January 6th 2015, 16:02 by LegendaryExGamer
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