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A Deadly Affair

A Game of Political Intrigue

D&D (3.5)

Feats and Flaws

FEATS

Assassin’s Ears

  • Requirements: Listen 6 ranks, Concentration 4 ranks, Intelligence 13+
  • Benefit: Your character may listen to and comprehend multiple conversations simultaneously. You must succeed at a concentration check DC 10 + 5 for each conversation after the first. Your character may be participating in one of the conversations he is paying attention to, but may be required to make a bluff check not to appear distracted.
  • Normal: A character without this feat may only pay full attention to one conversation at a time.
  • Special: Listen checks may still be required for the character to actually hear the conversations in question. A character under the effect of Telepathy or using Detect Thoughts may also concentrate on that power while using this feat: doing so counts as one additional conversation.

Bargainer

  • Requirements: Diplomacy 5 ranks, Sense Motive 5 ranks, Wisdom 13+
  • Benefit: Your character is particularly perceptive to what others will consider a reasonable deal. When using the Diplomacy skill to make a deal or negotiate business, the character may use his wisdom modifier in place of his charisma modifier for that check.
  • Normal: A character must use their charisma modifier on all Diplomacy checks.

Diplomatic Immunity

  • Requirements: Foreign Affiliation, Intimidate 5 ranks
  • Benefit: Your character’s government will pull strings to get you off the hook for most minor crimes. The character is not afraid to flaunt his influence on his foreign government or group to threaten those who might prosecute him.
  • Normal: Without this feat, a character is subject to all local laws and penalties.
  • Special: If the character falls out of favor with his foreign power, his Immunity can be revoked. If so, he can attempt to regain it, or select a new feat.

Dreamwalker

  • Requirements: Wisdom 13+, Concentration 5 ranks, Knowledge (the Dreaming) 5 ranks or Dreamseeker affiliation
  • Benefit: A character with this feat may meditate for one hour before sleep to send his consciousness to the Dreaming (the Plane of Dreams). This requires a concentration check DC 25.
  • Normal: A character without this feat very rarely reaches the Dreaming in his sleep without magical aid.

Famous

  • Benefit: Everyone seems to have heard of you. Add 10 to your fame score.
  • Special: This feat stacks with itself, and may be taken any number of times. If your character has the Leadership feat, this feat increases the character’s Leadership Score by 1.

Hardened

  • Requirements: Base Attack Bonus +2
  • Benefit: Add two to your character’s shock value. This makes it harder for enemies to land a disabling blow.
  • Normal: Your character’s shock value equals one half his constitution score.
  • Special: This feat may be taken multiple times. Each further application of the feat adds one to the character’s shock value.

Juggernaut

  • Requirements: Constitution 13+, Base Attack Bonus +5, Hardened, Endurance
  • Benefit: Your character seems unaffected by blows that might kill lesser men. If your character fails a save versus shock by less than ten he is not disabled. He may act normally. If he fails by ten or more, he is disabled as usual.
  • Normal: A character who fails a save against shock becomes disabled and begins bleeding.
  • Special: The character stills bleeds normally from the massive wound.

Library Access

  • Requirements: Literate, Noble or Arcane Affiliation
  • Benefit: Your character may conduct research in a library or other repository of knowledge. With eight hours of research, your character may make an untrained knowledge skill check (regardless of the DC), or gain a +4 circumstance bonus to a check of one knowledge skill you already possess.
  • Normal: A character cannot normally make untrained knowledge skill checks if the DC is above 10.
  • Special: Others may assist the character in their research by making Search checks. A character may be assisted in this way by up to one person per point of intelligence bonus (minimum one).

Mind Shaper

  • Requirements: Leadership, ability to cast at least three mind affecting enchantments.
  • Benefit: The power of your mental manipulation renders your followers and cohorts nearly immune to coercion. Your cohort gains a +2 on saves against compulsion effects. Your cohort and followers use your level when setting the DC for Diplomacy or resisting Intimidation.
  • Normal: Followers and cohorts use their own level when setting the DC for Diplomacy or Intimidation.

Omma Cypher

  • Requirements: Intelligence 13+, Omma Language, Literate
  • Benefit: Your character has a gift for understanding written language, even encoded writing. The character gains a +2 bonus to Decipher Script and may cast Read Magic once per day.

Spy Network

  • Requirements: Leadership, Cohort with 5 ranks in Gather Information, Gather Information 8 ranks.
  • Benefit: Your cohort and any follower of second level or higher can attempt to assist you when you make a gather information check. Alternately, you may make a gather information check through your cohort or a follower of second level or higher. In that situation, you roll the check normally, but you are not required to go anywhere or spend more than five minutes of your time – you merely speak to your cohort or follower and wait for the answer. You may recruit followers from the employees of others.
  • Normal: You must recruit unaffiliated followers, or the followers will leave their current employment to join you.

Trade Network

  • Requirements: Diplomacy 5 ranks, Wealth 2, House Deepwell or at least one trade deal negotiated in character.
  • Benefit: Your character’s negotiations allow them to purchase items normally common to another region or affiliation at a significant discount. Raw materials can be purchased at a 50% discount, and finished non-magical items at a 25% discount.
  • Normal: Characters must pay full price for items not common to their own affiliation. A character’s trade deals made without this feat only increase the relative availability of other affiliation’s exports, or arrange a smaller discount.
  • Special: Characters may take this feat more than once, each time applying it to a new trade deal.

Wealthy

  • Requirements: Character must have a Wealth Score
  • Benefit: Your character may bring some significant personal wealth to the table, or have some way to exert greater control over the wealth of their affiliation than other people at a similar station. The character’s wealth score is increased by two.
  • Special: This feat may be taken more than once, and increases the character’s wealth score by two each time.

FLAWS

For those unfamiliar with the concept, a flaw is a drawback a character can adopt in exchange for an additional feat.

Bad Blood

It may be your whole affiliation or it may be just your character, but another affiliation has a bone to pick with you. It may be a matter of business deals gone wrong, or it may be an ancient blood feud. Whatever the case, they will go out of their way to make your character’s life difficult. All members of that affiliation are considered Enemies for the purpose of the Diplomacy skill, and all Intimidate and Bluff checks made against them suffer a -4 penalty.

Black Sheep

Your character may be a bastard, or simply disliked by those above them in their affiliation. In either case, the character receives less support than others in their affiliation, and will rarely advance to a higher rank or inherit major titles. The character’s Wealth score is reduced by 3 for purposes of calculating their monthly income (to a minimum of zero).

Obese

Perhaps your character has a ‘glandular problem’ or maybe just a penchant for pie and a hatred for exercise. Your character’s tremendous size reduces their mobility. A character with this flaw has a base speed 5 less than normal for their race. The character also suffers a -2 penalty to all Jump, Climb, Balance, and Tumble checks.

Youth

Your character has not yet reached adulthood, but is only a few years away. Not being fully physically developed, your character has -2 Strength and -2 Constitution. If enough time passes in the course of the game to age the character into adulthood, the modifiers are removed.

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