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4. Domino - When you begin to fall for any reason, you can break your fall (taking half damage) by dragging an ally down with you.
5. Greater Domino - While falling as per domino feat, you imbue your ally with the ability to drag another ally down as well, again breaking the first ally's fall.

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12. Uber-olfaction -- Your sense of smell is so keen that you can detect even the slightest hint of body odor or any other unpleasant smell within a 60-ft radius. You must make a Fortitude save (DC 15) or become consumed with trying to locate the source of the smell.

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18. Untangle - when faced with a ball of string or twine that is hopelessly tangled, you may spend 2d6 rounds to untangle to mess.
19. Sea Legs - you never suffer a penalty for combat when on board a ship, regardless of weather conditions. However, whenever you are on land, you suffer -2 to you attack rolls and must make a successful DX check (DC15) in order to run.

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20. Prerequisite -- When taken, this feat automatically takes the place of one designated prerequisite feat. If you don't really understand Power Attack, why take it? Take Prerequisite instead.
21. Gall -- You have the nerve to ask the GM to repeat everything she just said which you didn't hear because you were so busy not listening. The GM may or may not comply.
22. Epiphany -- After listening to and agreeing with the party's plan, you suddenly get a better idea and do your own thing at considerable risk to others. You are immune to the feeble attempts of your friends to get you back on track.

eric warren |
1 person marked this as a favorite. |
Yes I'm Evil - pre: any evil. Your evil character may make all the self-serving, nasty...even overtly malicious party-disruptive actions he/she chooses and no one may use out of game knowledge to complain about it or change their character's actions in game.
Yes I'm Chaotic - pre: any chaotic. Your chaotic character may make all the crazy, ridiculous...even campaign-derailing actions he/she chooses and no one may use out of game knowledge to complain about it or change their character's actions in game.
Greater Evil/Chaotic - pre: (Yes i'm Chaotic / Yes I'm Evil accordingly) The DM may not use your characters disruptive actions as cause to penalize you in any way. Further the DM must spend countless hours retooling his campaign with fresh material before every session in order to account for your disruptive actions in the prior session.
(This includes taking time to reroll PCs you have killed off directly or indirectly, making new adventure threads to replace the ones you derailed, and introducing plausible threads why the party should stay together.)

Michael Donovan |
2 people marked this as a favorite. |

26. Silent But Deadly - Once per day, without warning, everyone (including allies) within a 10 foot radius of the wielder must make a Fortitude save or be disgusted for d6 rounds. The DC for the save is 15 plus the wielder's CON bonus. Wielder loses 1 point of Charisma for d4 days.
27. Clear The Room - Prerequisite Silent But Deadly. Effects are the same as Silent But Deadly, except that a Will save is required by each target within range. Once per day, when not engaged in combat, those who fail the save flee the vicinity and normal speed for d4 rounds. DC is the same as per Silent But Deadly.
Condition: Disgusted - No combat effect other than causing the target's expression and words to convey disgust. The charisma penalty suffered by the wielder might, however, affect reactions by opponents.
Optional: Wind speed and direction may modify area of effect at the discretion of the GM.

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29. Over-Analysis -- You see meaning where there is none. On a successful Knowledge (Anything) check (DC 5), you are able to find from 1 to 5 new ways to interpret any prophecy, divination, cryptic comment, or NPC journal entry.

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31.Incoherent Babbling - Usable once during any combat, if through the use of incoherent babbling you can get the GM to ask what the hell you are talking about, your allies gain a +1 to their attack rolls that round. You, however, suffer the following effects:
1. -5 to AC for that round
2. Any critical hit made against you is automatically confirmed
If your incoherent babbling causes any of your allies to chuckle, they instead lose their attack for the round and attacks made against them are made at +1. You still suffer the above listed penalties.
32.Uninsured - You gain a +2 to your FORT saves vs poison and illness. If your character is ever the victim of illness, injury or disease, no healer will heal you for free. Instead you must pay three times the standard amount for the curative magic.
33.Stuntman Wannabe - As a full round action, you may attempt a display of physical prowess and/or ability which will inevitably fail, inflicting 3d6 damage on yourself. Anyone watching the display, friend or foe, must make a WILL save (DC15) or laugh hysterically for 1 round. If their save fails by 5 or more points, the laughter continues for an additional round.

Lathiira |

38) Battle Plans: You may spend 10 minutes of game time and 1d6x10 minutes of real time discussing a plan of attack against a single named foe or location. After doing so, you gain any one following benefits:
*-4 penalty to initiative, as you failed to account for the enemy going first
*-2 to all saving throws, as you failed to prepare for the inevitable "1" on the d20
*-2 to all attack rolls, since you forgot to flank the enemy so the rogue could sneak-attack after the first round

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41. Itchy Feet - You suffer from continuously itchy feet. Your base move is reduced by 10', you may not run for move than two rounds without pausing to scratch (full round action) and for every 4 rounds a combat continues, you take a -1 to your attack rolls and AC, cumulative.
You are, however, immune from any effect that will cause itchiness.
42. Spell Confusion - Any time you cast a spell, you must make an INT check (for arcane spells) or a WIS check (for divine spells) at a DC 15 to be sure you do not cast another previously prepared or known spell (GM's pick).
43. Color Vision - You are able to see all colors within your visual acuity range. Whenever you encounter a vibrant color, you must say "ooo, pretty".

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45. Spelunker - You are very adept at making your way through natural caverns and tunnels, halving any penalty assigned to others within the same environments. When you are within an area of worked wood or stone, or in the out of doors, your sense of orientation is put off, resulting in a -2 to attack rolls and checks vs DEX an DEX based skills.

MagusJanus |

47. MagusJanus Apprentice- Pick 1 knowledge skill. You may act as though you have +5 ranks to it. Your information is never entirely accurate. You take a -2 penalty to charisma.
48. MagusJanus- You may act as though you have +5 ranks to any knowledge skill at any time, even if you have no ranks in that knowledge skill. Your information is never entirely accurate. Your charisma is now -23.

Haladir |

51. Stinky Feet: As a full round action that provokes an attack of opportunity, you may take off your shoes to release a foul stench. All within 5' must succeed at a DC 12 Fort save or be sickened for 1 round. This is an inhaled poison effect. Your shoes must be worn for an hour before you may use this ability again.

Vod Canockers |

52. Extra Feat: You get one bonus Feat.
53: Extra Feet: You have an extra foot growing off a random part of your body, except the head. This foot does nothing, except increase the cost of all your clothing and armor by 50%.
54: Extra Meat: Prerequisite - Survival 2 ranks. When making a survival check to feed yourself, you always find enough food to feed 1 more person.
55: Extra Teat: You have a third nipple.

Randarak |

61. Elaborate, Complicated, Ineffectual Maneuver: This feat allows you to make elaborate, acrobatic maneuvers during combat that would "wow" the average passer-by, but serve no actual purpose in combat, provide no bonus to attack or damage, you end up in the exact same square that you started in, and you spend your move action for that turn.

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62. Flank! Awesome! You get a +10' bonus to your speed if you end your movement in a space that would provide a flank to you and another ally. You may not use this feet if either you or the ally in question has a means of causing extra damage while the opponent is flanked.