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New Feats

 

 

 

 

 

 

 

 

 

Several new feats are a part of Palaestra. As with the other house rules, many of these new feats are based upon the cultures of Palasestra.

Blessing [General]

The angels sometime touch the faithful, giving them small miracles.

Prerequisite: Must be part of Iconian culture, and The character must be devout.

Benefit: Choose a 0-level spell from the templar (cleric) list. The character can cast that spell as a spell-like ability (w/out the need for material components) three times per day. This feat may only be taken once.

Charm [General]

You have some innate magical powers.

Prerequisite: Must be part of a Faerie culture

Benefit: Choose a 0-level spell from either the sorcerer or druid lists. The character can cast that spell as a spell-like ability (i.e., without the need for material components) three times per day.

Confidante [General]

You have an air that puts others at ease and gossip in your ear.

Benefit: When using Diplomacy or Gather Information, you get a +2 competence bonus.

Cultural Savant (Faerie/Iconium) [General]
by Sean Holland

The character has a special empathy with her culture — either Faerie or Iconium.

Benefit: When using social skills in that culture, she gets a benefit from her cultural intuition. Tests with: Diplomacy, Gather Information or Sense Motive, gain a +1 circumstance bonus. A character may not buy this feat more than once.

Eyes of Ire [General]

Your mere presence can cause fear in your foes.

Prerequisite: Must be part of a Faerie culture, Unseelie, Intimidate 10+

Benefit:Three times per day you can, as a free action, call upon your Eyes of Ire. Beings within 30 feet and with fewer hit dice than you, must make a Will save (DC 10 plus Cha modifier and your character level). An enemy who fails is shaken (-2 to attack, saves, and skill check) for 1d6 plus your Charisma modifier in rounds.

Those that save are immune from your power for one day.This ability does not function on creatures which cannot see you, are out of the range of this power or have an Intelligence of less than three. Eyes of Ire is not a gaze attack.

Iconian Merchant [General]

The merchants of Iconium are renowned for their capitalistic prowess.

Prerequisite: Must be part of Iconian culture

Benefit: Choose a Craft or Profession skill. You get a +3 bonus to all Craft or Profession checks for that skill and a +3 bonus to Appraise checks involving items relevant to that skill.

Impish Luck [General]

Some fae can turn an embarrassing situation into triumph.

Prerequisite: Must be part of a Faerie culture

Benefit: Once a day the fae can re-roll any failed skill roll that would normally result in some social gaff, or embarrassment with a +2 bonus to that roll. Most people find the character’s recovery charming. The skills it normally affects are Bluff, Diplomacy, and Perform.

Improved Pole Arm Combat [General] *

Prerequisites: Pole Arm Combat, Ambidexterity, Base Attack Bonus +3

Benefit: When fighting with a pole-arm equipped with a butt-spike or reinforced haft, you may use your pole arm as a double weapon, striking with the haft (or butt-spike) for 1d6 blunt (or piercing) damage. When doing so you are considered to have the Two-Weapon Fighting feat. Since you must first "choke up" on the weapon to use it in this manner (see the Pole-Arm Combat feat), a pole-arm being used as a double weapon is no longer considered to have 10' reach. You may not wear Heavy Armor when using this feat.

Natural Athlete [General]

You have an innate talent for most sport.

Benefit: You gain a +2 Competence bonus to Climb and Swim checks.

Nimble [General]

You are naturally acrobatic.

Benefit:You get a +2 competence bonus on all Jump checks and Tumble checks.

Painted Tattoo [Item Creation]

You can craft magical tattoos onto living creatures or yourself.

Prerequisite: Spellcaster Level 3+, Cimbri, 5+ ranks in Craft (Cimbri Tattooing)

Benefit: The character can create a pictogram of any spell of 3rd level or lower that the character knows and that targets a creature or creatures. Painting the tattoo takes 1 hour per spell level. When the character creates the magical tattoo, the character sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the character's own level. The base price of a tattoo is its spell level multiplied by its caster level multiplied by 50 GP To create a painted tattoo, the character must spend 1/25 of this base price in XP and use up raw materials costing half this base price.

Cimbri tattoo artisans never teach their craft to non-cimbri. They will sell their tattoos to outsiders though — sometimes tacking on an additional percentage due to the rarity of their art.

When a character creates a painted tattoo, the character makes any choices that she would normally make when casting the spell. Whoever wears the tattoo is the target of the spell.

Any tattoo that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend two times the material component or pay twice the XP cost when painting the tattoo.

Pole Arm Combat [General] *

Prerequisites: Weapon Focus (a Pole Arm)

Benefit: You may choke down on your Pole Arm, making it no longer considered to be a reach weapon, but you may attack adjacent opponents normally. This is a move-equivalent action.

Pole Arm Mastery [General] *

Prerequisite: Improved Pole Arm Combat, Base Attack Bonus +7

Benefit: Characters with this feat can "choke up" on their pole-arm as a free action rather than a move equivalent action. When using your pole arm as a double weapon you gain the advantages of the Improved Two-Weapon Fighting Feat. A pole-arm being used as a double weapon is no longer considered to have 10' reach. You may not wear Heavy Armor when using this feat.

Sneaky [General]

You have a gift for moving about unnoticed.

Benefit: You gain a +2 Competence bonus to Hide and Move Silently checks.

Streetwise (City) [General] (Sean Holland)

The character has great familiarity with the physical geography, important figures, and power structures (legal and criminal) of a particular city.

Benefit: When attempting skill rolls that have to do with this city, the characters gains a + 2 circumstance bonus. Some of the skills would include: Bluff, Diplomacy, Gather Information, Knowledge (Country, etc.) and Spot. This feat may only be purchased once per city.

Tattoo Adept[General]
by Stewart MacWilliam

You are particularly skilled in the use of Cimbri Tattoo Magic

Prerequisite: Cimbri

Benefit: You get a +4 bonus on the Will save to activate tattoos and +4 to the Fortitude save to avoid mishaps.

True Faith [General]

The faithful of Logos know his protection.

Prerequisite: Must be part of Iconian culture, and The character must be devout.

Benefit: A character gains +1 on Reflex, Fortitude and Will saves. Serious or even flippant disregard for the teachings of Logos means the character looses this feat for a week or until she confesses to a priest, whichever is longer. This feat may only be taken once. Paladins, already possessed of great faith, may not take this feat.

Wyrd [Metamagic]

You can call upon spells you normally do not know.

Prerequisite: 8+ level Bard, 5+ level Druid, or 6+ level Sorcerer, Wyrding device.

Benefit: Through the connection provided by the character's Wyrding device (normally a staff or wand) the character can call a number of spells whose total spell levels equals half the caster level (round down). For example, a 10th level spellcaster can call five levels of spells per day. This may be five 1st level spells, one 2nd and one 3rd, or any combination adding to five spell levels.

See the Wyrd writeup for more information.


* These feats were inspired by the Longblades Prestige Class by Vernon Putman. Keith Martin helped edited these rules.


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