More bonus feat for RotRAP


Rise of the Runelords


I would like to offer my players more option of bonus feat to give a Varisian flavor to character creation.
Any ideas?


Raised by Varisian (bonus feat): You were raised by a nomadic Varisian clan. Perform & survival are class skill.


Dance of the Varisian (bonus feat): You were educated into the mysteries of the Varisian traditional dance.

Once per week, after a hour of dance like trance, you can cast Augury with chance of success equal to 50% + perform (dance). This is a spell like abilities.


Desna blessing (bonus feat): The goddess Desna look after you . Once per game session, you can re-roll a failed saving throw.


Interesting ideas... A few more bonus feats wouldn't hurt. But game balance can be a tricky gig with a proliferation of bonus feats.. I'm shot for ideas, working in a law office stymies my creativity.


Devil Bound Heritage: You are a scion of an extended family of Chelish devil-binders. You receive a +2 bonus on all Charisma-based checks versus lawful or evil outsiders. Additionally, Knowledge (the Planes) is always a class skill for you.


Anglachel wrote:

I would like to offer my players more option of bonus feat to give a Varisian flavor to character creation.

Any ideas?

Son of Jondorhoff [background bonnus feat]: You begin the game with a masterwork weapon.


Majuba wrote:
Devil Bound Heritage: You are a scion of an extended family of Chelish devil-binders. You receive a +2 bonus on all Charisma-based checks versus lawful or evil outsiders. Additionally, Knowledge (the Planes) is always a class skill for you.

Thanks Majuba, I added that one to the list.


Anglachel wrote:
Son of Jondorhoff [background bonnus feat]: You begin the game with a masterwork weapon.

Ok, that one sucks, let's try that :

•Son of Jondorhoff [Bonus Background feat]: You have inherited a dwarvish runic weapon of masterwork quality. Its latent magical possibility can be triggered as a samouraï’s katana.


Anglachel wrote:
Anglachel wrote:
Son of Jondorhoff [background bonnus feat]: You begin the game with a masterwork weapon.

Ok, that one sucks, let's try that :

•Son of Jondorhoff [Bonus Background feat]: You have inherited a dwarvish runic weapon of masterwork quality. Its latent magical possibility can be triggered as a samouraï’s katana.

Maybe it's a legendary weapon.


Anglachel wrote:
Anglachel wrote:
Son of Jondorhoff [background bonnus feat]: You begin the game with a masterwork weapon.

Ok, that one sucks, let's try that :

•Son of Jondorhoff [Bonus Background feat]: You have inherited a dwarvish runic weapon of masterwork quality. Its latent magical possibility can be triggered as a samouraï’s katana.

My goodness - I thought it was a great one, even a bit strong.

The new one you've got there is adding an entire (strong) *class feature* for just one feat... but... could be a follow-up feat to the first perhaps?

•Son[Child?] of Janderhoff [Bonus Background feat]: You have inherited a dwarvish runic weapon of masterwork quality.

Runesmith of Janderhoff:
Prerequisite: Child of Janderhoff, Character Level 3, Craft Sculpting or Weaponsmithing 3 ranks.
You are able to enchant and improve your inherited runic weapon similar to if you had the Craft Magic Arms and Armor feat. In addition to the normal requirements of a peaceful work area, work on your weapon requires a forge. You may sacrifice magical items, gold, or gems in place of typical component costs.
Any spell prerequisites must be met, either by yourself or with assistance of another.
Should your runic weapon be destroyed, you may personally craft a masterwork replacement.

Anyone else have some reasonable power Background feats?

Scarab Sages RPG Superstar 2009 Top 32

This is one I created for a one-shot game I'm going to be running today. The player said that he wanted to play a Fighter who thinks he's a wizard. So here's:

Sorcerous Heritage: The character can cast cantrips (0-level spells) 5 times per day as though he had the Sorcerer class. Sorcerers gain an additional 5 cantrips that they can cast per day. Also at 3rd Level they gain a +1 Caster Level to their cantrips.

Special: If a Wizard chooses Sorcerous Heritage, the cantrips are cast using the Wizard class, not the Sorcerer and he also gains the 3rd Level +1 Caster level bonus to cantrips.

Prerequisites: Must be taken at 1st Level, CHA 10 (See Special)


Anglachel wrote:

I would like to offer my players more option of bonus feat to give a Varisian flavor to character creation.

Any ideas?

•Dance of the Varisian (bonus bkd feat) : You were initiated to the mysteries of the Varisian traditional dance : Once per day, after a hour of dance exhausting like trance, you can cast Commune with chance of success equal to 50% + perform (dance). You can ask Desna 1 question. After the dance, you are fatigued. This is a spell like abilities. This is a spell like abilities.

•Varisian Tarot reading [bonus bkd feat]: You have unlocked the mysteries of the Varisian Tarot. Once per week after an hour long card reading session you can cast Augury with chance of success equal to 60% + perform (dance). After the dance, you are fatigued. This is a spell like abilities.

REGIONAL ITEMS :

Varisia Tarot: it is a 49 card games used by the Varisian old women to read into the future. It is composed of seven suites – each one representing a peculiar sin. The cards depict characters (from the king to its low acolytes) and monuments from a forgotten past. From 3 sp to 3 gp.


KissMeDarkly wrote:

This is one I created for a one-shot game I'm going to be running today. The player said that he wanted to play a Fighter who thinks he's a wizard. So here's:

Sorcerous Heritage: The character can cast cantrips (0-level spells) 5 times per day as though he had the Sorcerer class. Sorcerers gain an additional 5 cantrips that they can cast per day. Also at 3rd Level they gain a +1 Caster Level to their cantrips.

Special: If a Wizard chooses Sorcerous Heritage, the cantrips are cast using the Wizard class, not the Sorcerer and he also gains the 3rd Level +1 Caster level bonus to cantrips.

Prerequisites: Must be taken at 1st Level, CHA 10 (See Special)

Quick question about this one:

Does the person taking it gain knowledge of any Cantrips? And if so, how many?

A non caster taking this will get shafted if they have no known Cantrips.

(Also, as another option, there are the feats from Complete Arcane that give thematic lists that characters can cast.)


hum...some corrections...

- Dance of the Varisian [bonus background feat] : You were initiated to the mysteries of the Varisian traditional dance : Once per day, after a hour of dance exhausting like trance, you can cast Commune with chance of success equal to 50% + perform (dance). If your roll is successful, you can ask Desna 1 question. After the dance, you are fatigued. This is a spell like ability.

- Varisian Tarot reading [bonus background feat]: You have unlocked the mysteries of the Varisian Tarot. Once per day, after an hour-long card reading session, you can cast Augury (chance of success equal to 60% + knowledge (Varisian)). This is a spell like ability.

REGIONAL ITEMS :

Varisia Tarot: it is a 49 cards game used by the Varisian old women to read into the future. It is composed of seven suites – each one representing a peculiar sin. The cards depict characters (from the king to its low acolytes) and monuments from a forgotten past. From 3 sp to 3 gp.

Scarab Sages RPG Superstar 2009 Top 32

Disenchanter wrote:

Quick question about this one:

Does the person taking it gain knowledge of any Cantrips? And if so, how many?

I gave him 4 cantrips (Acid Splash, Daze, Ray of Frost, Read Magic) based upon Table 3-17: Sorcerer Spells Known, PHB pg. 54.

Scarab Sages RPG Superstar 2009 Top 32

Anglachel wrote:

REGIONAL ITEMS :

Varisia Tarot: it is a 49 cards game used by the Varisian old women to read into the future. It is composed of seven suites – each one representing a peculiar sin. The cards depict characters (from the king to its low acolytes) and monuments from a forgotten past. From 3 sp to 3 gp.

What are the Seven cards that make up a suite? I suggest not using kings but Lords (so obvious) as the highest rank to each suite.


Anglachel wrote:
Varisia Tarot: it is a 49 card games used by the Varisian old women to read into the future. It is composed of seven suites – each one representing a peculiar sin. The cards depict characters (from the king to its low acolytes) and monuments from a forgotten past. From 3 sp to 3 gp.

just throwing in my two cents . . . 49 cards seems like a rather small tarot deck. Sounds like you'd be using only the minor arcana, and ignoring the major arcana.


I agree about the minor/major arcana comment. My suggestion would be that there are two decks, a major tarot deck and a minor.

The minor Varisian Tarot deck has 50 cards, 7 of each of the 7 suits, plus an "Emperor" card. Each suit has a Lord and a Consort card, the other cards are numbered 1 through 5. The minor deck is commonly used to play a number of card games throughout the region, and is now quite popular among Chelish gamblers. Most of these decks will be cheaply made and with simple illustrations.

The major Varisian Tarot deck includes the 50 cards from the minor deck, but also has 21 major arcana cards that depict various mysteries (perhaps some long-forgotten gods as well, like the Peacock Spirit). Major Tarot decks are usually much more expensive and elaborate, and are viewed with some superstition. These decks are usually only used for the purposes of divination.

I would make the major tarot decks much more expensive, but have them give a bonus to the fortune-telling roll.


William Pall wrote:
Anglachel wrote:
Varisia Tarot: it is a 49 card games used by the Varisian old women to read into the future. It is composed of seven suites – each one representing a peculiar sin. The cards depict characters (from the king to its low acolytes) and monuments from a forgotten past. From 3 sp to 3 gp.
just throwing in my two cents . . . 49 cards seems like a rather small tarot deck. Sounds like you'd be using only the minor arcana, and ignoring the major arcana.

Mayce it is because the deck was never a Tarot in the first place!

Spoiler:
The deck was developed by Thallnisian sin mages as a learning tool to remember varius basic runes.

Scarab Sages RPG Superstar 2009 Top 32

Here's another feat I thought up. It was originally just going to be a weapon proficiency for the Cleric player's deity's favored weapon. BUT I decided to add a little something to it to make it more than just a your basic weapon proficiency.

What do you think?

Favored Weapon Proficiency
Through training and practice dedicated to your patron deity you’ve managed to learn your deity’s favored weapon.

Prerequisites: Cleric, a patron Deity
Benefit: You gain the ability to use the favored weapon(s) of you chosen deity. You gain a +2 Bonus versus any Roll that attempts to disarm you of this weapon.


KissMeDarkly wrote:

Favored Weapon Proficiency
Through training and practice dedicated to your patron deity you’ve managed to learn your deity’s favored weapon.

Prerequisites: Cleric, a patron Deity
Benefit: You gain the ability to use the favored weapon(s) of you chosen deity. You gain a +2 Bonus versus any Roll that attempts to disarm you of this weapon.

Fine with me, I have added it to the list.


Family Tradition (bonus feat): Your Minkainese family has passed down the craft of a specific skill through their many generations. You receive a +2 to a craft skill of your choice, a +2 to a profession skill that is associated with the same craft skill, and a +2 to the appraise skill.


You could also adapt the Greyhawk regional feats in Dragon #315 & #319, as those are quite nice and flavorful (thanks Mr. Mona) and can pretty easily be changed to regions within Varisia or other parts of Golarion.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Here are some feats modified from my favorite campaign setting. ;)

Arcane Prodigy
Casting spells and wielding magic comes naturally to you.
Benefit: When determining bonus spells and saving throw DCs you cast, treat the ability score for your spellcasting class (Charisma for bards and sorcerers, Wisdom for divine casters, and Intelligence for wizards) as if it were 2 points higher then the actual score.

Cosmopolitan
You've lied and cheated more times you can can count. This history has made deceit, guile and double-speak of city folk second nature to you.
Prerequisite: City Born, 1st level character
Benefit: You gain a +2 bonus on Bluff, Gather Information, and Sense Motive. If you're from Riddle Port, you gain a +2 bonus to Sleight of Hand instead of Bluff.

Merchant Background
You come from a trading family with numerous contact in the trade costers and craft guilds. You can get a good deal on almost anything you buy or sell.
Prerequisite: City Born, 1st level cahracter
Benefit: When selling weapons, magic items, or other good, you get 75% of the listed price instead of 50%. Once per month, you can buy any signle item at 75% of the offered price. You also receive an extra 3d10 x 3 to spend during character creation.

Resist Poison
You've become inured to many deadly substances through the simple hostility of your envirnoment. You can shrug off the poisons that would kill a normal person.
Prerequisite: Lone wolf, 1st level character
Benefit: You get a +4 bonus on Fortitude saving throws against poison.

Survivor
You thrive in places that most others find almost uninhabitable.
Prerequisite: Lone wolf, 1st level character
Benefit: You get a +2 bonus on fortitude saves and a +2 bonus on Survival checks.

Tireless
You work hard and play harder.
Prerequisite: Country Born, 1st level character
Benefit: You reduce the effects of fatigue and exhaustion by one step. Exposure to an effect or condition that would normall make you exhausted makes you fatigued instead. If an effect or condition would normall make you fatigued, that effect is negated (such as barbarian rage.)


Most of these feats seem to have survived nicely into Pathfinder RPG. Even the "Perform and Survival are class skills" one does well (essentially +3 to both, if neither are class skills).

About the only one that doesn't work is "Favored Weapon Proficiency" - which is hit because now Clerics automatically get the main benefit (proficiency in their deities weapon). Could adjust it to
Favored Weapon Focus
Prerequisites: Proficiency in your deity's favored weapon (or just for Clerics?)
You gain a +1 on attack rolls made with your deity's favored weapon. This feat overlaps (does not stack with) the bonus from the Weapon Focus feat. This feat counts as Weapon Focus for any purposes of prerequisites. You also gain a +2 bonus to your Combat Maneuver Bonus to resist being disarmed of your deity's favored weapon.

Also, here is the final version I came up with for Runesmith of Janderhoff for 3.5:

Spoiler:
Runesmith of Janderhoff:
Prerequisite: Child of Janderhoff, Character Level 3, Craft Sculpting or Weaponsmithing 3 ranks.

You are able to enchant and improve your inherited runic weapon similar to if you had the Craft Magic Arms and Armor feat. In addition to the normal requirements of a peaceful work area, work on your weapon requires a forge for at least one day each time you add runes. You may sacrifice magical items, gold, or gems equal in value to one-half the runic enchantment, in place of normal component costs. No XP costs are incurred. Time to craft remains the same at one day per 1000 gp value of the enchantment.
For example, to enchant a masterwork runic earthbreaker to +1 (value 2000 gp) would require the sacrifice of 1000 gp in magical items, gold or gems and two days of work, at least one of which must be done in a forge. To increase the same earthbreaker again to +2 (value 8000-2000, or 6000 gp) would require the additional sacrifice of 3000 gp in components and 6 days of work, at least one of which in a forge. If done all at once, it would require 4000 gp in components, 8 days of work, at least one of which in a forge.
Any spell prerequisites must be met, either by yourself or with assistance of another.
Should your runic weapon be destroyed, you may personally craft a masterwork replacement.

The Pathfinder RPG version would not need the "No XP costs are incurred." line. Might need an extra effect for that.


A few followups for the heck of it...

Runemaster of Janderhoff:
Prerequisite: Runesmith of Janderhoff, Character Level 9, Craft Sculpting or Weaponsmithing 9 ranks.

Your runic weapon is a foe to the enemies of the dwarves, and is considered Bane (Humanoid(orcs), Humanoid(goblins), Giants).

Sky-Captain of Janderhoff:
Prerequisite: Runemaster of Janderhoff, Character Level 13, Craft Sculpting or Weaponsmithing 13 ranks.

Your runic weapon channels the mysteries of the ancient Sky Quest, gaining the Shocking property (or Shocking Burst if it already possesses this ability). Also, while you wield your runic weapon you may fly as the spell, and winds affecting you are considered half their speed.

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