d20 Emerald Press Character Options Attribute Feats.pdf
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Attribute Feats
Designed by Todd Crapper
All aspects of the d20 game – Fantasy, Modern, Future, Past, and anything else that comes along –
present a system of character representation known as ability scores. From those scores, a
character achieves modifiers used to increase skills, attacks, spells, and other intricacies of the
game. In reality, people are much more complex than this, and it is the goal of every RPG designer
to create additions seeking to improve the original design and add more realism to the game they
play.
And sometimes they just look for an excuse to add more feats. Whatever works.
Attribute Feats was designed for use in any of the d20 genres and represents a system of
traits and flaws with bonus feats gained through ability score combinations. They can also be
modified to suit the particular style, genre, or other concepts of your campaign as desired.
Using Attribute Feats
Before we introduce attribute feats, we must start at the foundation of character creation: abilities.
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are the six abilities given to
all adventurers in the d20 fantasy world. The higher the scores, the higher the modifier used in
conjunction with the numerous actions available to them. So, what if your character can have more
than just higher rolls with a good Strength score?
Attribute feats are feats automatically gained during character creation based on your total
combination of ability scores. They can still be purchased using this system (as many of the feats
considered attribute feats are found in the core rulebooks) but have now been adapted so that they
can be gained during character creation or whenever your character’s attribute score increase high
enough to qualify for such a feat. These feats reflect gifts and natural talents found within all
creatures and some can introduce drawbacks and less than favourable modifiers as well. The key
to using this optional system is to remember that if the heroes get to take advantage of these feats,
so too do the villains.
Each attribute feat comes with its new qualifying ability score combination. Each feat
requires a combination of two attributes with a minimum or maximum score for each. For
example, to qualify for the Agile attribute feat, your character must have a Dexterity score of 17+
and a Constitution score of 14+.
All of the feats provided here are not limited to selection through this optional rule. All
feats found below can still be selected using the standard feat purchase system but they cannot
selected twice (once as an attribute feat and purchased for a second time at 3
rd
-level) – the
bonuses/penalties for these feats do not stack.
Limiting Attribute Feats
Powerful characters with impressive ability scores cannot have access to every attribute feat featured
below – there has to be a limit. A character is allowed to have a maximum of one greater attribute
feat per maximized ability score, meaning the ability score with the highest requirement. For
example, if the character gains the Self-Sufficient feat, he must gain it as his Wisdom attribute feat
(as the requirement of 18+ for Wisdom is higher than the Constitution requirement). He cannot
gain any additional attribute feat with a maximized Wisdom ability score, such as Alertness,
Dedicated, or Diligent. It is up to the player to select which attribute feat he would prefer.
Lesser attribute feats (see below) do not face this limitation.
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Greater Attribute Feats
Greater attribute feats add an additional bonus to particular rolls made by the character, either for
skills, attack rolls, save throws, or other concepts. Most of these are found in core rulebook I while
new ones have been included below with detail provided at the end of this section. A small handful
of these benefits can only exist within characters of highly exceptional qualities (meaning ability
scores of 20+).
All new feats are provided in italics.
Greater Attribute Feats: Ability Score Minimums:
Acrobatic
Con 21+, Str 18+, Cha 15+
Agile
Dex 17+, Con 14+
Alertness
Wis 16+
Animal Affinity
Cha 16+, Wis 14+
Athletic
Str 16+, Dex 14+
Balanced Strike
Str 16+, Dex 19+
Deceitful
Cha 16+, Wis 14+
Dedicated
Wis 16+, Dex 13+, Cha 13+
Defensive
Dex 20+
Deft Hands
Dex 16+, Wis 14+
Diligent
Wis 16+, Int 13+
Investigator
Int 16+, Wis 14+, Cha 13+
Magical Aptitude
Wis 16+, Cha 14
Memory Lock
Int 18+, Wis 15+
Mimic
Cha 17+, Wis 15+
Negotiator
Cha 17+, Wis 13+
Nimble Fingers
Dex 16+, Wis 14+
Persuasive
Cha 16+
Self-Sufficient
Wis 18+, Con 14+
Snap Attack
Dex 24+, Wis 20+
Stealthy
Dex 17+, Wis 15+
Unstoppable
Con 20+, Str 20, Wis 17+
Adrenaline Rush
Adventure courses through your veins – you can temporarily shrug off effects that would affect
other immediately.
Prerequisite: Con 21+, Str 18+, Cha 15+
Benefit: The character automatically receives one free round before any involuntary actions can
begin to affect him. These involuntary actions must include some type of Will save and do not
apply to damage inflicted. For example, a character with this feat can ignore being charmed for one
round even after failing the Will saving throw. A magic missile spell, however, will still inflict
damage as soon as it strikes the same character.
As a secondary benefit, a character with this feat who falls under 0 hp can ignore the effects
(i.e. falling unconscious) for one round immediately after being dropped.
The character must be in combat or in the midst of any strenuous activity before this feat
can function. The free round ends as soon as the character completes his next regular turn as
determined by initiative. If the action that requires the Will save or reduces the character’s hit
points below 0 occurs after a previous turn, then the character will not have to worry about suffering
the effects until after he completed his next turn. If the character is forced to suffer another Will
save effect or takes additional damage after the original cause and prior to his next turn, this feat is
negated and the character will feel the effects of both actions taken against him.
2
Adrenaline Rush
Dex 16+, Wis 13+
Balanced Strike
You can maintain your balance in combat so much that you can actually make a bonus kick attack.
Prerequisite: Str 16+, Dex 19+
Benefit: As part of a full-round attack, you can add an additional unarmed kick against an opponent
with a +0 bonus. The damage of the kick is equal to your standard unarmed damage and must be
taken as the final attack roll in the round. If you are placed in a situation where kicking cannot be
accomplished without causing harm to yourself (i.e. fighting on a tightrope or other precarious
situation), the bonus kick attack cannot be used.
Dedicated
Your devotion to the creative skills is commendable.
Prerequisite: Wis 16+, Dex 13+, Cha 13+
Benefit: You gain a +2 competence bonus to all Craft and Profession skill checks.
Defensive
You can avoid some attacks better than others can.
Prerequisite: Dex 20+
Benefit: You gain a +1 bonus to AC against the first attack of opportunity in a round.
Memory Lock
You have a photographic memory and can recall the smallest details with little thought.
Prerequisite: Int 18+, Wis 15+
Benefit: Once per day, you can choose to completely memorize all details of a particular room,
object, or person. You may also choose to recite an entire speech to memory (no more than 25
words/character level). You can recall this specific piece of stored information at any time so long
as you are completely conscious, have more than 50% of your hit points, and have not been
mentally disabled (i.e. Intelligence damage or drain). As soon as you choose to memorize
something else, the new one replaces the original memory.
Special: If you have been charmed, hypnotized, or placed under any under state of involuntary co-
operation, you can still recall your memory or substitute it with a new one.
Mimic
You have a natural talent for imitating people.
Prerequisite: Cha 17+, Wis 15+
Benefit: You gain a +2 competence bonus to all Perform checks and to the DC for any spell that
involves imitating an existing character. This bonus can apply to any type of imitation (visual or
audible). Any creature with the shapeshifter subtype can use this attribute feat in their natural
ability to alter their physical form.
Snap Attack
Sleep cannot slow you down – you are able to make an attack while you are asleep.
Prerequisite: Dex 24+, Wis 20+
Benefits: You can still threaten an opponent with an attack of opportunity even if you are asleep.
So long as an opponent comes within 5 ft. of your sleeping space, you will be able to react as if you
were awake. You are still considered prone (unless you are somehow able to sleep standing up)
and do not benefit from any Dexterity bonuses to AC. Making such an attack comes with a –4
penalty but this can be reduced to –2 if your weapon is already in hand when you sleep. If an
opponent attempts to strike you while you sleep, in what is normally the surprise round, you are
able to react normally.
3
Unstoppable
Through sheer willpower and physical power, you can carry on when all others have collapsed from
exhaustion.
Prerequisite: Con 20+, Str 20, Wis 17+
Benefit: During any physical or mental activity, you are able to last twice as long before having to
make any rolls to continue your activity further. For example, an unstoppable character can swim
as much as
four
times their Constitution score before having to make a Swim check or
twice
as
much in combat.
Lesser Attribute Feats (AKA Drawback Feats)
Who says that only the highest scores should gain new feats? Lesser attribute feats automatically
pass on to characters based on their ability scores but these ones create additional penalties for
characters as they make their way through life. While greater attribute feats are classified as
“natural aptitudes,” lesser feats are probably best described as “drawbacks.”
All lesser attribute feats are provided in the same manner as their greater counterparts
except that they provide ability score combinations and their maximum scores. Any required score
written as 8- means that the score cannot be any higher than eight but can surely be as low as three.
A lesser attribute feat cannot have a maximum score any higher than 8 as most ordinary people
have average scores of 9-11. Creatures who have any score less than three are generally considered
animals or feature alien anatomies, which make these feats inapplicable. Creatures such an undead
who do not have any listing for certain ability scores are not penalized with such feats as their
anatomies do not require the use of such functions as health or sentience.
All lesser attribute feats are presented in the same manner as greater attribute feats.
NOTE: In all fairness, the use of greater attribute feats requires the balancing use of lesser attribute
feats. An exception to the introduction of lesser attribute feats may be allowed if a character’s
ability score(s) are dropped temporarily (GM’s discretion).
Lesser Attribute Feats: Ability Score Maximums:
Clouded
Wis 6-
Forgetful
Dex 6-
Nervous
Cha 6-
Tired
Con 6-
Weak
Str 6-
Clouded
Your low Wisdom score is a sign of dull senses – you do not notice things until they are closer.
Prerequisite: Wis 6-
Drawback: The character must be within 15 feet of any object/person in order to make an
appropriate Spot, Search, or Listen check. For every additional 10 feet away, this character suffers
a –1 cumulative penalty. If the same character must make such a check before an encounter in the
wilderness, inside a dungeon, or any other exploration setting, he will not be able to notice the
encounter until he is 25% closer. For example, if an adventuring party spots a ranger walking
through the woods just over 60 feet away, the character with this feat will be unable to spot him until
he is 40 feet away.
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Clumsy
Int 6-
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