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 Locks
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.
Outdoorsman [General]*
You are trained particularly well for life in the wild.
Benefit: You gain a +2 bonus to Handle Animal and Wilderness
Lore
Magical Talent [General]*
The mystical and eldritch secrets are clear to you.
Benefit: You gain a +2 bonus to Knowledge (arcana) and Spellcraft
*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.
Monte Cook's Website
|