Blog Archives

Dare Feats in the Really Wild West (for Starfinder)

The Really Wild West (a Weird West setting hack for the Starfinder Roleplaying Game) is all about daring heroes who face terrifying odds, survive on sheer grit and gumptions, and fight their way back from apparently impossible situations. Of course the heroes game mechanics of the Starfinder Roleplaying Game take care of a lot of that theme, but some heroes are just better at rising to the challenge when they should normally be on their last legs. To help players who want to build heroes who are the linchpin of avoiding disaster when all hope seems lost, the Really Wild West has Dare Feats.

Dare Feats

Dare feats only become active when you run out of Resolve Points, and go back to being inactive when you regain any Resolve Points. Each also has a method for restoring Resolve Points, which also causes the feat to be inactive (until and unless you run out of Resolve again).Dare feats don’t have prerequisites—they can be taken by any character from the plucky young librarian searching for a stolen tome in the rough frontier, to the grizzled veteran of the War of the Worlds who has seen too much horror to be shaken when things go south.

In addition to their listed effects, all characters with Dare feats gain a +1 bonus to saves against fear effects for each Dare feat they possess when they are out of Resolve Points.

Frantically Nimble (Dare)
When the chips are down, you gain a surge of evasiveness.
Benefit: While this dare is active, you gain a +1 bonus to AC. You regain 1 Resolve Point when you are attacked and missed in three consecutive rounds by a significant enemy (the attacks need not come from the same enemy) without being hit in any of those rounds.

Out for Blood (Dare)
You can fight like a cornered rat.
Benefit: While this dare is active, if your attack has a critical hit effect, your attack roll is a natural 19 (a “19” shows on the die), and you meet or exceed your target’s AC, your attack applies its critical hit effect (though it does not do double damage as a critical hit normally does). If you score a normal critical hit against a significant enemy, you regain one Resolve Point.

Run Like Hell (Dare)
When the going gets tough, you can really get going.
Benefit: While this dare is active, your speed increases by 10 feet, you are not flat-footed when taking the run action, and you can take the run action even through difficult terrain or when you can’t see where you are going. You regain 1 Resolve Point if a significant enemy takes an attack of opportunity provoked by you moving out of a threatening space, and the attack misses.

Vigilante Shooter (Dare)
You’ll jump through hell to turn the tides of a bas situation.
Benefit: While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making any Reflex saving throw and take the higher result. You regain 1 Resolve Point when you succeed at a Reflex saving throw forced by a significant enemy while using this dare.

Dare to Become a Patron!
Yep, I double dog dare you, to support the creation of content on this blog! 😀

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Buff Feat (for Pathfinder)

Since I did a Lithe feat, fair’s fair.

Let’s see how crazy this drives people.

Buff (1)
Your extremely tone and firm muscles protect you from the ravages suffered by some less well-defined individuals.
Prerequisite: Strength 13+
Benefit: For any calculation that normally uses your Constitution score or Constitution modifier, you may instead use your Strength score or Strength modifier.
Special: You may take the Intercept Blow feat without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Intercept Blow as a prerequisite. You do not have a master, for purposes of this feat, but have a “key ally.” Whenever you first all for initiative in an encounter, you may declare any one creature to be your “key ally” for this feat.

Buff (2)
Your incredible stamina and unbreakable physique allows you to get more out of your frame.
Prerequisite: Constitution 13+
Benefit: For any calculation that normally uses your Strength score or Strength modifier, you may instead use your Constitution score or Constitution modifier.
Special: You may take the Intercept Blow feat without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Intercept Blow as a prerequisite. You do not have a master, for purposes of this feat, but have a “key ally.” Whenever you first all for initiative in an encounter, you may declare any one creature to be your “key ally” for this feat.

This post brought to you by the backers of my Patreon.

Lithe Feat (for Pathfinder)

Let’s see how crazy this drives people.

Lithe (1)
Your strong personal style and flexible frame make you much more nimble that one would think at first glance.
Prerequisite: Charisma 13+
Benefit: For any calculation that normally uses your Dexterity score or Dexterity modifier, you may instead use your Charisma score or Charisma modifier.
Special: You may take the Narrow Frame feats without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Narrow frame as a prerequisite.

Lithe (2)
Your flexible frame and strong personal style allow you to define your social interactions through your body movements.
Prerequisite: Dexterity 13+
Benefit: For any calculation that normally uses your Charisma score or Charisma modifier, you may instead use your Dexterity score or Dexterity modifier.
Special: You may take the Narrow Frame feats without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Narrow frame as a prerequisite.

This post brought to you by the backers of my Patreon.

 

Advanced Item Mastery Training Feats (Pathfinder)

I am very fond of Item Mastery Feats for the Pathfinder Roleplaying Game. I think there are lots of interesting places those feats can take characters, especially fighters. I am also a big fan of the Advanced Weapon Training rules that allow fighters to make weapon training do more than just grant flat attack and damage bonuses. The two already combine somewhat (with the item mastery advanced weapon training option), but I think there are yet more interesting ways they can be mixed for fighters, and some other classes.

Arcane Fighter (Combat)
You know magic is a potent weapon, and you study how to fight with magic items.
Prerequisite: Fighter level 1.
Benefit: You are considered trained with Use Magic Device, and can make special UMD checks with a bonus equal to your fighter level + your Constitution bonus +3, rather than your normal skill bonus.

Draught Mastery
When you drink a magic potion, you gain additional benefits.
Prerequisites: One of the following class features: armor training, brew potion, weapon training.
Benefit: Select three item mastery feats for which you meet the prerequisites. Each time you gain a new level, you can change this selection.
Once per day when you drink a potion, you may use the benefit of one of those item mastery feats if the potion would qualify to grant you if it were a permanent magic item. You may use this feat a second time per day when your base attack bonus, caster level, or alchemist level reaches +5 or 5th, and every +5 or 5 levels thereafter.

Extra Weapon Training (Combat)
You are a master of many weapons and weapon fighting techniques.
Prerequisites: Weapon training class feature.
Benefit: You can select another weapon group your weapon training class feature applies its benefits to. Alternatively, you may select another advanced weapon training option for which you meet the prerequisites.

Patreon Exclusive!
The point of the Advanced Item Mastery Training Feats article was to create new ways to use existing Item Mastery Feats and find synergy with advanced weapon training, rather than to present new Item Mastery Feats. However while writing it I thought of one new Item Mastery Feat which fills a gap in what those feats can allow a character to do: Buff Mastery. It is presented at my Patreon, exclusively (for now) for my Patrons!

Advanced Animal Archetype Feat (for Pathfinder)

Pathfinder Roleplaying Game Ultimate Wilderness has animal companion archetypes, which allow you to change how an animal companion works by giving it new abilities in place of some of the things the animal companion rules normally grant. Of course you can’t swap out the same ability multiple times, which means an animal companion generally can’t have more than one archetype. Also, some classes that get animal companions (such as cavaliers) don’t have all the features needed to swap out for some fun archetypes, which reduced the utility of many of those choices.

But if the animal companions are allowed to just boost up the archetypes they can select, they’ll become too powerful. Even having an animal companion spend a feat to get more archetype powers isn’t balanced, given the relatively low number of feats animal companions can actually benefit from compared to the powers granted by some of the animal companion archetypes.

However, if the character gaining the animal companion spends a feat, that’s an entirely different story. Characters have a huge number of powerful feats available to them, so the cost to overall power level is much higher, which makes up for the potential boost of an animal with an archetype it doesn’t qualify for.

And so, we present the Advanced Animal Archetype feat.

Advanced Animal Archetype

Your animal companions are particularly special.
Prerequisite: Class ability that allows you to have an animal companion.|
Benefit: Select one animal archetype. If an animal companion you have does not already have that archetype, you may grant it the first benefit of that archetype the companion would have (given it’s HD) if it were able to take the archetype and gain all of its benefits. This does not allow an animal companion to gain benefits at a lower HD total than it would normally receive. The companion does not lose or modify the ability it normally would have lost or modified when gaining this archetype benefit.
Special: You may take this feat more than once. Each time, it grants the next archetype benefit of the selected animal companion archetype your companion would have received (given its HD) if it had and could benefit from that archetype.

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Microfeat: “20”

A microfeat usable in nearly any d20-based game.

Some people will love this feat. Some will hate it. There will be disagreements if it is overpowered, or underpowered, or a feat tax, or shows a quantitative misunderstanding of how any particular d20 game works.

Which is funny, given that a feat in a blog that doesn’t even tie itself to a specific game system is about as unofficial as you can get.

20
Sometimes, things just go your way.
Benefit: Once per game session when you make a d20 roll, after seeing the result, you may immediately decide to instead have the d20 result be treated as a natural 20 (as if the die roll had shown a 20).

Patreon

I have a patreon. 

Some people will love this Patreon. Some will hate it. There will be disagreements if it is a great value, or a terrible value, or shows a quantitative misunderstanding of how crowdfunding works.

 

 

Gelatinous Cube Companion

Yep, this was inspired by a conversation with my officemate, who wrote the original version. This is my take.

Gelatinous Cube Companion

You forged an alliance with an unusually aware gelatinous cube. Weird.
Prerequisite: Animal companion class feature (or ability that functions as animal companion class feature).
Benefit: You gain a gelatinous cube as an animal companion. It has base stats and an advancement at 4th level, and special feats it can take. Despite being an ooze, it’s fairly intelligent and can learn tricks normally. Any spell you cast that has the (harmless) tag that would affect an animal can instead affect your gelatinous cube companion (though not any other ooze).

GELATONOUS CUBE COMPANION STARTING STATISTICS
Size Large (reach 5 feet); Speed 20 ft.; AC +1 natural armor; Attack slam (1d6, +1 point acid); Ability Scores Str 12, Dex 10, Con 18, Int 2, Wis 1, Cha 1; Special Qualities ooze traits (not mindless), blindsight 30 feet, determines carrying capacity as a quadruped.

4TH-LEVEL ADVANCEMENT
Speed 30 ft.; Ability Scores Con +4; Attack slam (1d6 + 1d6 acid) ; Special Qualities blindsight 60 feet.

Gelatinous Cube Companion Feats
A gelatinous cube companion can take the following feats when it gains feat options.

Acidic
Prerequisite: Gelatinous cube companion.
Benefit: The bonus damage from the cube’s slam attack increases by +1d6, plus and additional 1d6 for every 4 full HD of the cube.

Engulf
Prerequisite: Gelatinous cube companion.
Benefit: Although it moves slowly, as a standard action a gelatinous cube can simply engulf creatures of its size or smaller that are in its path. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 +1/2 cube HD + cube Strength bonus) to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis (if any) and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned.

Paralysis
Prerequisite: Engulf, gelatinous cube companion, 5 HD.
Benefit: The gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s engulf attack must succeed on a Fortitude save (DC 10 +1/2 cube HD + cube Constitution bonus) or be paralyzed for 1d4 rounds. The cube can automatically engulf a paralyzed opponent.

Transparent
Prerequisite: Gelatinous cube companion.
Benefit: Due to its lack of coloration, the gelatinous cube is difficult to discern. A successful Perception check (DC 10 + cube’s HD) is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed (if it has the engulf feat).

Patreon

I have a Patreon, and my patrons support the release of posts like this one. I even do some patron-exclusive content occasionally, like today’s extra feats for gelatinous cube companions. Check it out!

Return of Randomly Acquired Psionics!

You can’t have a complete discussion 1e/Old School character concepts, without touching on psionics. While many players and GMs dislike psionics, they have a long history with the game. Notably, in early editions your chance of being psionic was determined randomly, and while that often lead to unexpected developments that some groups enjoy, it also meant some characters were randomly more powerful than others.

But that core concept, that it’s possible for a random roll outside of a player’s control to grant special powers, is one that many playstyles work well with. To make that idea work with Pathfinder, it needs to have an acquisition cost or method associated with it as well,

Thus, the Nescient Psionic feat. The feat gives you psionic power (so the feat-for-power paradigm is maintained), but characters must roll to be allowed to take the feat (and may take it more than once, if dice are with them).

This rule assumes you use the excellent psionics rules from Dreamscarred Press, much of which is on d20pfsrd.com.

Nescient Psionic

You did not train for your mental powers. They simple evolved in your mind.

Prerequisites: No psionic powers gained form a class, successful d% roll (see first Special entry).

Benefit: You gain a 1st level psionic power of your choice. If you take this feat multiple times, each time you may either gain one psionic power of your choice that is one level higher than the highest-level power you have gained with this feat, or gain a number of lower-level powers that would (collectively) take as many power powers to activate once each as it would take to activate a psionic power one-level higher than the highest-level power you have gained with this feat.

You manifest your psionic power using the normal rules for psionics. Use the highest of your Int, Wis, and Cha modifier to determine save DCs. Your manifester level is equal to your HD or character level. You gain a pool of power points equal to the number needed to activate each power you gain from this feat once, which can only be used to activate psionic powers gained from this feat.

Special: You can take this feat more than once… maybe. Each time you wish to take this feat (including the first time), you must make a d% roll. Add the highest of your Intelligence, Wisdom, and Charisma ability scores, plus your ability modifiers for the other two abilities, as a bonus to this roll. If your total is 100 or higher, you may take the feat. If not, you must wait until the next level you have an available feat. Even if you can take multiple feats at the same level, a failed roll prevents you from trying again until you gain a new level and have a new open feat slot.

The effects of taking the feat more than once are detailed in the benefit.

Special: If you gain psionic powers from a class, you can replace with feat with any other psionic feat you qualify for.

Patrons

Speaking of d20pfsrd.com, this post is sponsored by that site’s webstore arm, the Open Gaming Store! Along with juice and toast, part of a complete breakfast!*

*You know, metaphorically.

Tiny Little Painful Fists

It’s tough to build a satisfying monk using a size Small race. While you get a 5% boost to accuracy and AC, your reduction for damage hovers closer to 10-20%. That unfortunate, because an illustration of a halfling monk (which was presented at a review of 3.0 at Gen Con in 2000) is one of the things that caused halflings to be reimagined for 3rd edition.

Of course as anyone with children (or cats) knows, having a tiny fist (or paw) be pressed into your flesh with force hurts. Finding a way to maximize that effect for combat should require some training, but in a game where lizards can breathe fire as a nonmagical effect, it ought to be possible.

And thus, the new feat presented below.

Tiny Little Painful Fists

You can drive your smaller fists, feet, elbows and so-on, deep into vulnerable points and weak areas on a foe with ease.

Prerequisites: Size small.

Benefits: You can ignore the Strength prerequisite of the Power Attack feat (and any feat that also has Power Attack as a prerequisite). Additionally, when using Power Attack with unarmed attacks or monk weapons, you reduce the penalty Power Attack applies to your attack rolls by 2 (to a maximum reduction of no penalty).

Patreon Exclusive

I did a follow-up feat, Low Blow, over on my Patreon as (for now) Patron-Exclusive content.

Check it out!

Castle “Vania” Whip Feat

No, I’m not going to explain that title. 🙂

Just a new whip feat, inspired by a game, and its anime.

Whip Wield

You can wield weapons. You can wield whips. You can wield weapons using whips.

Prerequisites: Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +2.

Benefit: As a move action you can use your whip to grab a light bludgeoning or slashing melee weapon appropriate for your size, that you are proficient with, that is in your possession or within your threatened range and unattended. (Alternatively you can also use this feat with an appropriate weapon you have disarmed from a foe.) You can make attacks with this weapon using the range of your whip and using any feat that applies to your ship, but deal damage with the weapon and all its relevant feats and abilities. If you have the same feat for both whip and wielded weapon (such as Weapon Focus), you can only apply one of the feats. You cannot use Improved Whip Mastery to hold any other item with your whip while it has a weapon grabbed. If you roll a 1 on an attack roll using Whip Wield, the light weapon it had grabbed falls in a randomly determined space adjacent to you.

Patreon Exclusive Content

Given how fast anime heroes tend to wade through low-level foes, and how easily spellcasters can deal with such foes with mid- and low-level spells, I also added a “Slay” feat over at my Patreon.

Check it out!