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Seven Virtuous Feats of Charity, No. 3
I continue to look at Seven Virtuous Feats of Charity, given the season calls for virtue more than sin.
Better to Give
You can create a beneficial aura for others at a cost to yourself.
Prerequisites: Charitable, Cha 13.
Benefit: You can create a beneficial aura as a standard action. This causes you to take a -3 penalty to attack rolls, saving throws, the save DCs of your abilities, your armor class, and all skill checks and ability checks. All your allies within 60 feet gain a +2 bonus to one of the following: their attack rolls, their saving throws, their skill and ability checks. each ally gets to pick it’s benefit at the beginning of its turn before taking any other actions. You do not gain these bonuses.
The aura ends at the beginning of your turn unless you take a move action to maintain it for 1 round. The bonuses end immediately when the aura ends, but you continue to take the penalties for 1d4-1 rounds.
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Seven Virtuous Feats of Charity, No. 2
I continue to look at Seven Virtuous Feats of Charity, given the season calls for virtue more than sin. 🙂
Pay It Forward
You can pass the benefits of some abilities to those in greater need.
Prerequisites: Charitable, Cha 13.
Benefit: When you are the target of a beneficial spell or effect from a source other than yourself or your possessions, you may choose to pass the benefit to an ally within 30 feet that could be a legitimate target of the effect (the orignal source need not be in range of the new target, but if the effect only benefits humanoids you could not pass it to a non-humanoid target). You must do this when you first gain the benefit, and it requires a swift or immediate action.
In most cases you must pass the full benefit, but if you are healed (even of ability damage) and receive more healing than is needed to take you to your maximum, you may use this ability to pass the excess to an ally within 30 feet as a swift or immediate action.
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Seven Virtuous Feats of Charity, No. 1
So, yeah, I am actually going to delay finishing the Sinful Feats of Sloth…
(Don’t worry, they’ll be back.)
Instead, I’m going to start exploring Virtuous Feats. And since I am giving these away for free, I thought I’d begin with Charity. Which also means I am setting on which Seven Virtues I’m going with –Chastity, Charity, Diligence, Humility, Kindness, Patience, and Temperance.
I’m also up front that these are for virtuous characters, not necessarily virtuous players. They are supposed to give real game mechanical benefits, worthy of spending a feat on, without asking the player to be any more moral than the baselines expected of friends having fun. That may cause some cognitive dissonance, so I’m mentioning it now.
Also, virtuous feats have their own rules, much as sinful feats do.
The Virtuous Feat Type
While virtuous feats are not restricted to good characters (you don’t have to be entirely without virtues in order to be an evil person), and using them is not an inherently good act (overzealous virtue can easily turn toward evil) they do draw on the power of virtue itself. As a result characters who gain power in part from having an evil alignment (such as antipaladins, who must remain chaotic evil) cannot gain or use sinful feats. If such a character loses her alignment and the power that comes with it as a result of an act tied to one of the seven cardinal virtues (Chastity, Charity, Diligence, Humility, Kindness, Patience, and Temperance) the GM may choose to allow the character to swap out any feats relating to the lost power for virtuous feats linked to the appropriate virtue.
Charitable
When you give, your radiate an aura of assisting others.
Prerequisites: Cha 13.
Benefit: When you are in a state of virtuous charity, you may select one of the following benefits to grant allies within a 30 foot radius: a +1 bonus to AC, a +1 bonus ot all saving throws, or a +1 bonus to opposed skill checks. You never benefit from your own Charitable feat bonuses. You may select what bonus to grant at the beginning of each of your turns.
You enter a state of virtuous charity for 1 round by by aiding another, taking a standard or longer action to grant a bonus to someone else, or using a standard action or longer ability or attack of opportunity to take damage targeted at another character (such as with the In Harm’s Way feat).
If, as a result of charitable giving to NPC institutions that does not benefit you or any of your allies, you are 15% of more below the typical wealth per level of a character of your class and level for your campaign (standard for PCs if you are a PC, standard for NPCs if an NPC, and as compared to the norm established by your GM if different from the Core Rulebook), you are in a constant state of virtuous charity.
You cannot have more than one benefit from this feat active at a time.
This post is Charitably sponsored by The Open Gaming Store! In addition to giving you a choice of free pdfs with every order you make above $20, this is also the store that supports the awesome webmaster of the rules archive at d20pfsrd.com!
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