| Westbrook87 |
| 1 person marked this as a favorite. |
Roleplaying feats! Feats that depend on your character's circumstances and actions. These feats are intended to be very powerful, in exchange for being tricky to obtain and/or use.
Alcoholism:
Prerequisites: You must have drunk at least 25 beers in the last five days. Or the equivalent in alcohol content.
Congrats, you're an alcoholic! Gain +2 to Fortitude saves, +4 while inebriated, +6 while drunk. Some will find your drinking cool and sexy (+4 to all social skills while openly drinking) others will find it unpleasant and pitiful (-2 to all social skills while openly drinking) at the GM's discretion. Or roll percentage die or something. You also lose 5-20 years off your lifespan, but who keeps track of that?
Blind Faith:
Prerequisites: At least one level in a divine casting class, absolute faith in your god.
Your complete, mindless devotion makes it difficult for enemies to penetrate your mind. Gain +4 to Will saves while in combat. Any effect, magical or mundane, that creates doubt in your faith disables this feat.
Expert Inciter:
Prerequisite: Survive angering a ruler, deity, head of government, or direct superior at least five times.
You have a knack for angering your betters. Gain +3 to all attempts to annoy someone, and if goaded target must make a (DC 10 + half level + Cha) Will Save or gain a -2 penalty to all attack rolls and skill checks for 1d6 minutes. If target makes the save you cannot use this ability on them again for 24 hours.
Fight Another Day:
Prerequisite: Flee from ten different encounters successfully (combat is over).
You are very good at being very bad at combat. When you fall below a quarter of your maximum hit points, you gain a +2 Dodge bonus to AC and CMD and gain 5 ft of base movement speed.
Nightmare Fetishist:
Prerequisite: Willingly keep in close contact with one of the following creature subtypes: demons, daemons, devils, aberrations, vermin, monstrous humanoids, fire, or undead for 1 week. (Each specific type must be noted.) 7 ranks in one Knowledge skill.
What others may find disturbing, you enjoy with a grotesque appreciation. You gain +2 to Will saves against fear effects and a +2 Insight bonus to AC, CMD, and skill checks against the creature subtypes you've encountered.
Paragon:
Prerequisite: 5 skill ranks in any one skill, help other characters level up fifteen times.
You are talented at bringing out the best in others by example. Whenever you make a skill check, your allies gain a +4 morale bonus to the same skill check if you succeeded. Whenever you successfully attack or use a combat maneuver against a target, your allies gain +2 to attack and CMB against that target until the next round.
Premiere Hostage:
Prerequisite: Get taken hostage three times.
You are the world's expert on being taken hostage. Gain +3 to Bluff, Stealth, Escape Artist, and Diplomacy with your captors, increased to +6 if trained. You can also adjust your ransom, if any, up or down by 50%.
Vengeful Fury:
Prerequisite: Have a friendly character who you've known for at least a month die.
You become enraged when you lose a friend. After a party member who you have known well dies, you may enter a Rage state (like the Barbarian class feature) for 3 rounds. This duration is refreshed if another friend dies. Great with disposable pets.
Xenophobic:
Prerequisite: Kill another sentient being solely due to its race, species, or origin.
Racism or Racial Hatred or whatever you call it. Gain +2 to attack and damage against a particular race, species, or demographic that is not your own.
Any ideas?